Too much multitasking? It's fucking 3 units.
It is overpowered as hell though, which is the main issue.
Moose and I brainstormed a bunch of possible solutions for filler spells, the scanner will most likely not be in the next version, the dodge/attack spell will become an L3, and the dropship will go to L4.
Suggestions included an 8-mine square, a marine spell burst, a smoke grenade (1-cast dark swarm, or scourge targeted swarm), or a transport without stuns.
We didn't really agree on anything.
- Mines are purely for spawnkilling
- The marine already has a damage spell, and normal damage type.
- The smoke grenade Moose thought would be too useless, I personally thought the opposite, but either way it would be a triggering hell. (You can't place dark swarms, giving a single defiler would screw with the unit detection system, so you'd have to use an unclean one.) Maybe you can MOVE dark swarms? Not sure.
- Transport without stuns I thought would be very very overpowered as L2.
Post has been edited 1 time(s), last time on Mar 18 2009, 6:50 am by FaZ-.
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Sleeping wolves wake hungry.
Smoke grenade would hinder the marine more than helping it.
I don't use the comsat, really, unless i'm playing against assassin or i need to sniper further off a cliff.
The marine burst thing for L1 would be good.
I really don't see how the smoke would hinder a marine. You can drop one in front of cannons and pick away, or use it at the top of a ramp and stand on the very bottom corner, blocking access but still protecting, plus there's really not that many melee heroes. You could also combine it with teammates for great effect.
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there's really not that many melee heroes. You could also combine it with teammates for great effect.
Mutant,assassin,warrior,dark mage, lightmage reavers, volt splash,summoner,firebat,mech tanksplash. There are more characters with attacks that can hit in darkswarm than ones that cant.
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Sleeping wolves wake hungry.
there's really not that many melee heroes. You could also combine it with teammates for great effect.
Mutant,assassin,warrior,dark mage, lightmage reavers, volt splash,summoner,firebat,mech tanksplash. There are more characters with attacks that can hit in darkswarm than ones that cant.
Don't forget psionic storm.
landing the dark swarm in a position near the cannons close enough to be able to hit but far enough so you don't miss the cannon every time would be too difficult, especially with a scourge. It's a good idea, but more useful for other heroes.
Too hard? Lol. Select scourge. Right click on cannon. All done. I did think that this spell would be better suited to the Assault, as it would actually let him assault things similar to my previous det pack idea, but I thought it would be a useful spell for the marine too, and we aren't modifying the Assault.
Sorry, I should have been more clear, I meant characters that can threaten the Marine in a dark swarm. The Spec Ops is faster than most of those heroes and therefore he can just walk out of the dark swarm with zero problems. The only characters I would seriously be afraid of dying to because of my own dark swarm would be a summoner and a DM with L4. Anything else you just take 2 steps and you're clear of it. If you stand at the front of the dark swarm, you'll also have no problems from spawns because they will usually not be under it before they die.
** One other thing that I suggested and that Moose agreed to was DRAMATICALLY increasing the gains from razings. As it is now, you get next to nothing for killing a cannon or assimilator, and killing the spawn gates is just suicide in most cases. If you get say 30 experience for killing a spawn gate, then you're in business and it'd (probably) be worth it.
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** One other thing that I suggested and that Moose agreed to was DRAMATICALLY increasing the gains from razings. As it is now, you get next to nothing for killing a cannon or assimilator, and killing the spawn gates is just suicide in most cases. If you get say 30 experience for killing a spawn gate, then you're in business and it'd (probably) be worth it.
Almost a good idea.. however, don't forget Archer and Engineer can build lots of buildings.
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Well, hopefully the razing score for such buildings is not the same as a warp gate or a cannon.
The Archer would be the only issue for the M versions, and it'd be unlucky if his buildings gave the exact same killscore as an Assim or Cannon.
Unlike units, the only time you're going to be killing multiple buildings at the exact same time is with a nuke, and I don't think we'll see too much nuking of Archer Camps. =p
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Sleeping wolves wake hungry.
Too hard? Lol. Select scourge. Right click on cannon.
And you're supposed to hit the cannon... how?
Well, hopefully the razing score for such buildings is not the same as a warp gate or a cannon
I could really just add a massive bonus for Warp Gates only. You're going to be killing a max of 3. I could also add a team bonus like the ones for when Assimilators die.
Too hard? Lol. Select scourge. Right click on cannon.
And you're supposed to hit the cannon... how?
If you're ranged, you cast NEAR the cannon, not over the cannon. -_-
Post has been edited 1 time(s), last time on Mar 19 2009, 2:21 am by Mini Moose 2707.
Sleeping wolves wake hungry.
Dark Swarm appears on the battlefield as an orange smoke cloud. The cloud encompasses a 6x6 matrix area. Units within the cloud take no damage from ranged attacks. Only units with melee, splash, or special weaponry are able to affect a unit underneath a Dark Swarm. Note that the Swarm will only protect units, and any buildings in the cloud are still vulnerable to attack by ranged weapons.
Rofl, kayyy.
Is anything being done about firebat being horrid, or am I just going to have to keep playing it to attempt to kill someone after they get level 2? I swear you have to be a complete idiot or stunned by someone else to get hit by those 2 infested terrans if they die with the firebats.
Also, marine's dodge spell has the game ending side-effect. Perhaps a grid to move him to a random location one square away if he gets stuck? Also, just thinking about triggering this for a sec led to:
randomize 3 switches, for 8 possibilities. Add 8 to the DC. Have 0 and 8 teleport to top left, 1 and 9 to top mid, etc... after the move, subtract 1 from the DC, and move him again, if he's still in the holding area. That way he'll always come back, in a random order.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
encountered a glitch where i killed a mech in bike mode using rail gun, when he died just before rail gun ended he respawn right where he was before with full health, leaving me to die a pathetic and sad last life as he attacked me running away...
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Creep Colony - 120
Spore Colony - 195
Sunken Colony - 240
Hatchery - 900
Lair - 1200
Hive - 1500
Nydus Canal - 225
Pylon - 150
Assimilator - 150
Photon Cannon - 300
Warp Gate - 2000
Should not be any difficulties at all in differentiating the rewards based on razing score. Creeps/Sunkens/Spores should give maybe 2, hatchery/lair/hive/nydus/cannon 4, pylon/assim 8, warp gate 24.
That's my thought, anyway.
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cannons should give more than pylons, its never a situation where you go"lets kill the cannons then the pylon" no one ever goes for the cannons... sept mech tanking O_o
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Only a newb mech hits the cannons, you can range the pylon damage-free except in top left/mid.
I hate how pylons are so ridiculously easy to rebuild, but I don't think that should change, so I figured a bonus for killing them would be best.
And plus, they have the same killscore as assimilators, so lowering one means lowering another.
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It's still not worth it, by the time you can kill the enemys gates your probably a least one zerglings or even marines, and at that point a few spawns will get you that much xp.
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Yeah, but also at that point destroying the warp gates means the spawns will start attacking the enemy temple.
If we do as I said at the start and make the spawns do something besides feed, that wouldn't matter as much.
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I want to see a DM curse that makes your computer allie unallie you, call it enemy scent Lv3 spell.
It would be even more badass if it had no effects and gave the afflicted player no alert.