Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1.6
Temple Siege v1.6
Feb 12 2009, 6:20 am
By: UnholyUrine
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Mar 17 2009, 6:53 pm xYoshix Post #221



Quote from name:bastard-tino
Quote from xYoshix
Quote from name:bastard-tino
Replace psion Lv2 spell with an AOE that takes away a % of enemies' hp for every few seconds they're within the aoe. (i don't make maps so i don't know if this is possible or not)

The new spell idea for psion won't work at all. Say an assault has 200 hp and psion uses the spell you mentioned that sets the hp to 10%. It would actually heal the rine to 400 hp. What if theres a hp warrior that has 3.6k hp? If psion uses that spell, the warrior would only have 600 hp. Thats a 3k difference. It is extremely unfair since it rules out the reason to go Hp and it is only a spell 2.

I didn't mean to set it to a fixed %. I meant to decrease a % over a certain amount of time. Lets say a hero with 500/4000hp comes within the AOE and it takes away 1% of the unit's max hp every 3 seconds. So after 3 seconds the unit would be at 460/4000hp, since 1% of 4000 is 40. After 6 seconds it would be at 420/4000hp and so on.

There is no way to detect the unit's hp other than EUD's. Even if there were, It would take thousands of triggers to detect the hero's hp.



None.

Mar 17 2009, 7:41 pm UnholyUrine Post #222



Quote
unless urine decides to do some MASS EUD
*shivers* :hurr:

Comboing Medic's L4 with L1 (meaning # of medics = % healed) is an interesting idea... but I don't think that's necessary if I do increments of 20%
Maybe I'd use that idea for her L3.. # of medics = # of mana?? i dunno.

Oh yeah.. there's no way to do that unless with Virtual HP..
And there's no way in hell i'm gonna go through all that trouble XD

I'll release the next ver when I think it is bug-free enough and balanced enough...
Thnx Killer for the bug report suggestions.. I'll think about them
If u want the version, PM me...

Post has been edited 1 time(s), last time on Mar 17 2009, 7:48 pm by UnholyUrine.



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Mar 17 2009, 7:56 pm Magicide Post #223

Sleeping wolves wake hungry.

Goddammit, every time I see Unholy's name in this thread I think there's gonna be an update >_>




Mar 17 2009, 10:48 pm FlashBeer Post #224



If you are going to have l3 medic dependent on the amount of mana given, then I think you should have the spell preform ATM.
First, for the l3, you usually need to always ask "you need mana yet? No? How about now?" Second, you always need to be be next to them. I rarely use l3, because with a bit more mana (since I'm next to them anyway) I just use l4. In my opinion, it would give the medic more worth for the third spell, but it wouldn't be too cheap, since medic would need to cast a lot of medics to give mana. (spell name sacrifice?) Another thing you could do, to prevent wasting the spell, have mana give rapidly over a short time, rather than all at once.



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Mar 18 2009, 12:24 am l)ark_ssj9kevin Post #225

Just here for the activity... well not really

Would just giving +50 mana work, even above the cap?

Or you could make it like the old lurker l4, it gives mana to everyone on the map, but reduce amount given.



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Mar 18 2009, 3:51 am UnholyUrine Post #226



K.. I just edited the changelist to include the fact that Lurker's L1 and L3 can only be used when burrowed.

I can't go over the cap, sorry :C.. the trigger's been done that way.

I'll try different things with the medic's L3... soon..
I also want to see DM in action with the new changes... as she may be underpowered with the new spawning system.



None.

Mar 18 2009, 4:06 am FlashBeer Post #227



For DM, you could have l2 make spawns neutralized, which would kind of be like ally. Also l4 could spawn broods around you if no heroes are present. I think something simple like these would easily help against the new spawn system. Maybe make maelstrom a bit less energy to also use on leader spawns.

I notice that if you have too many hallus for Phantom, they don't convert because the first ones converted will have already shot two times, therefore, they are spell ends. I was thinking that you could have all the hallus turn into nuclear ghosts that are given to the neutral players. Once all the infested durans run out, you just give back all the nuclear ghosts for two shots, that way all hallus and converted and given two shots.

Post has been edited 1 time(s), last time on Mar 18 2009, 10:46 pm by FlashBeer.



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Mar 19 2009, 7:04 am rockz Post #228

ᴄʜᴇᴇsᴇ ɪᴛ!

Medic L4:
1. Fully heal medic + heal allies @+x hp level (can be 0, a mobile heal is still useful)
2. Heal medic + allies at medic hp level +x (can be 0, but that pretty much ruins it)
3. Heal medic + allies to a certain % depending on the number of medics (unit) around the medic (ghost) medics (unit) are consumed in use

Medic L3:
I like it the way it is, but consider:
1. Temporary increase "mana" level by +x (might be harder to do)
2. Double "mana" regeneration rate (should be fairly easy to do: copy all the mana triggers and add a dc to them) (for a duration based on number of medics sacced)
3. Add x mana over y seconds (with x and y based on number of medics sacced)

Also, changelist still says lurker l3 tremble earth no longer affects blah blah blah.

Post has been edited 1 time(s), last time on Mar 19 2009, 7:10 am by Zachary Taylor.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 23 2009, 1:38 am killer_sss Post #229



the new lvl 3 for lurk im a bit puzzled as to where those hydras are running to. it seems unless i put something that they wana kill directly in there path they just run away. thats suppose to happen correct? its a nice spell and i like how it fans out. i suppose thats the side effect? nehow its fairly annoying when trying to kill certain things.

also the lurker has some problems some times when its burrowed i cant cast l1 or l3. it seems to be when im under a unit. it usually happens when im under temple or warpgate although i did have it happen once under one of my team computers feed units.



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Mar 23 2009, 12:32 pm DaltonSerdynski Post #230



did anyone think about passive skills J/w

-mana Regeneration
-Extra income per 2 mins or something
- two scouts act as a defence system for a unit only when someone is close to them. the appear around and shoot only when someone is close and they cant fly away.

and btw iuf it seems to hard to balanace and make perfect why not just go with the old idea and just make different maps but same settings. Heck a winter themed Temple siege, Wasteland ghetto urban look one would be awesome.

But these are ideas that popped in my head and I have not read the hole list of ideas so sorry if this has been said once before.



None.

Mar 24 2009, 12:04 am Magicide Post #231

Sleeping wolves wake hungry.

Quote from DaltonSerdynski
did anyone think about passive skills J/w

-mana Regeneration
-Extra income per 2 mins or something
- two scouts act as a defence system for a unit only when someone is close to them. the appear around and shoot only when someone is close and they cant fly away.

Mana regen is increased when you upgrade your mana pool.

Extra income = assimilators.

The "defense system" idea would upset balancing for certain characters, like the summoner. Allowing the summoner to attack would probably fuck things up royally >_>




Mar 24 2009, 12:13 am ShredderIV Post #232



Personally I like the idea of passive spells, but it would be extremely hard to balance since they not only have a spell that they can only use once, but they also have a spell that can ONLY be used once. There was a good idea me and my bro came up with for a hero that was something like a civilian or ht without attack. The unit could then either take control of spawn units around it, or be able to somehow utilize a special build feature for him, such as he has a spell that gives him mins to build certain buildings that spawn units for him every time he uses a certain spell or something like that. Also, I like the new psion spell 2, except for the fact that psion is fast. This way, the 8 second cool-down doesn't really matter. I fought a psion mana whore whom I could not kill, because he would l2, then run away, and l2 further away, so I could never hit him. Maybe it would be better if his l2 did something else such as creating an invincible unit at the center that would attack and hold the spot for a certain amount of time. This would also give psion a slightly offensive spell, which he has been lacking. Also, it would be cool to either change warrior's l4 or make him get more shields, since any units can easily punch through the 100 regen shields, and its kinda useless against every 1 except summoner. Also, making different themed temple sieges would kinda ruin the point... Then balancing would be even more skrewed up. As a last detail, the new spawn system is really game changing. some units get raped by it and others get more exp from it. I was lm in a game and had 100 less exp than every1 else simply because I could not kill spawn and survive, while everyone else that was either close range with lotsa hp or far ranged had an advantage, at least against marines.

Post has been edited 1 time(s), last time on Mar 24 2009, 12:19 am by parksboy.



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Mar 24 2009, 12:18 am Magicide Post #233

Sleeping wolves wake hungry.

Quote from name:parksboy
Also, it would be cool to either change warrior's l4 or make him get more shields, since any units can easily punch through the 100 regen shields, and its kinda useless against every 1 except summoner.

The shields constantly stay at 100 throughout the spell duration, so unless you do over 100 damage, you can't touch the Warrior's hp.

In all essence, it's an invincibility spell.




Mar 24 2009, 12:23 am ShredderIV Post #234



The problem with the spell, however, is that, for example, a summoner with 20 attack ups attack warrior with l4 on. The shield regen rate is not infinite, so when 12 lings attack, each doing about 30 dmg, they break through his shields in about 3 hits, then the other 9 attack and do about 270. With ling attack rate, they can easily do at least 2700 dmg to warrior while he has his l4 on, especially if summoner has more than 20 attack ups, which he usually does. In fact, summoners usually have 50+ dmg lings by the time warrior gets his l4... And dont even get me started on lm vs. warrior... And i made a mistake in my above post. Summoner can still rape him, didn't check what I was saying very well sry.



None.

Mar 24 2009, 12:28 am Magicide Post #235

Sleeping wolves wake hungry.

The rate is infinite on my end... >_>




Mar 24 2009, 12:30 am ShredderIV Post #236



It seems infinite, but if you do dmg fast enough, such as when 12 lings are attacking, the shields dont regen fast enough, and you break through. This could be fixed with improving the trigger speed such as with hypertriggering.



None.

Mar 24 2009, 12:33 am Moose Post #237

We live in a society.

Quote from name:parksboy
The problem with the spell, however, is that, for example, a summoner with 20 attack ups attack warrior with l4 on. The shield regen rate is not infinite, so when 12 lings attack, each doing about 30 dmg, they break through his shields in about 3 hits, then the other 9 attack and do about 270. With ling attack rate, they can easily do at least 2700 dmg to warrior while he has his l4 on, especially if summoner has more than 20 attack ups, which he usually does. In fact, summoners usually have 50+ dmg lings by the time warrior gets his l4... And dont even get me started on lm vs. warrior... And i made a mistake in my above post. Summoner can still rape him, didn't check what I was saying very well sry.
A. 12 Zerglings will not fit around a Zealot and have it in attack range - Zealots are not that big.

B. Hyper triggers are fast. Approximately 12 times per second. Compared to a Zergling's upgraded attack rate, there is a significant gap between that and each trigger loop.
In order to maximize damage, the Zerglings would have to be attacking SIMULTANEOUSLY. (within about .08 seconds of each other) Extremely improbable and difficult to even set up manually.
To be realistic, an unlucky Warrior would be taking 5 hits maximum hits before the next trigger loop reset his shields.

C. The Warrior is in the meantime 1-hitting the Zerglings. He should be doing attack/move micro to avoid being surrounded.

D. The Warrior has spells of his own. His L2 blocks Zerglings from reaching him while trapping and/or killing them. (and L3, but not in the 1.5 beta.)

Post has been edited 1 time(s), last time on Mar 24 2009, 12:41 am by Mini Moose 2707.




Mar 24 2009, 12:36 am ShredderIV Post #238



This still doesn't change the fact that i've seen warriors use a l4 with full hp and still be raped by zerglings. also, can warriors l4 stack with other spells, other than l1, because other units such as lm can't do stuff the same way. Which, it would be a good idea to make certain lm spells stackable. And I'm pretty sure he hasn't implemented hypertriggering yet. If he has, then I guess this is all a mute point.

Post has been edited 1 time(s), last time on Mar 24 2009, 12:42 am by parksboy.



None.

Mar 24 2009, 12:43 am Magicide Post #239

Sleeping wolves wake hungry.

He has implemented hts.

Moose knows.




Mar 24 2009, 12:44 am ShredderIV Post #240



Well then that answers it. I'll admit when i'm wrong. Probably because I was playing outdated version or something. does any 1 have any opinions on the psion spell change i suggested?

Post has been edited 1 time(s), last time on Mar 24 2009, 12:49 am by ShredderIV.



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