Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1.6
Temple Siege v1.6
Feb 12 2009, 6:20 am
By: UnholyUrine
Pages: < 1 « 15 16 17 18 1970 >
 

Apr 3 2009, 10:02 pm killer_sss Post #321



Quote from Crackhead
Alright, for the record, Teleport also helps moving back to base to heal, which thereby reduces travel time and increases exp grind time. W/e happens this skill needs to spawn some broods to help exp gain. But, no stuns. It's unimaginative and redundant to a class that masters that without even using the skill. L1/L2/L3/L4 are all of them in someway connected with snaring an opponent. Hell even the Infested Kerrigan has Ensnare.

Stun is not what this class needs.

The lurker does grind pretty fast, but I mean, it's a lurker. It's invisible at night and has a huge splash range. There isn't much you can do there. It's attack is great for grinding too, but it's pretty weak when you compare it with other classes. I don't see enough people really own with this class enough for me to consider it problematic frankly. It's a huge handicapped gorilla with low health and armor.

yea that was my initial thought as well how do u solve the begining game play? i myself have quite a bit of trouble with any capping what so ever. To cap a spawn i most certainly need to move the directions of base spawn arround. There a very few chars i can actually compete 1v1 at the very begining because my L1 doesn't do enough for the time it lasts at the begining even though its perfectly fine later on.

But i think i would rather have another slow char that an over powered one like the summoner. The summoner is quite slow starting now but hes more balanced which is great. So yea there are some draw backs to changing the damage.



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Apr 3 2009, 10:10 pm MadZombie Post #322



Quote from UnholyUrine
1. Is the lurker's current base dmg too much, because it seems that it can gain experience way faster than anyone else... if it were to be decreased, it would be 24+3, and make Mutant's L3 spawn 14 lurkers. (if u do the math factoring 10 upgrades, (24+30) x 14 = (33+30) x 12 ... right? .. if i'm wrong.. w/e.
Thats because he can practically double lane if placed correctly and if u rush your civs for minerals. maybe u should make him like LM and give him really weak attack and make his lvl 1 an attack. ;o



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Apr 3 2009, 10:23 pm Magicide Post #323

Sleeping wolves wake hungry.

Volt's L1 attacks air units.

It's really annoying -_-;;




Apr 3 2009, 11:19 pm Crackhead Post #324



Weakening his attack won't do much I guarantee that. Thing is, it's still splash damage. You'll inevitably hit targets that have low health. And even it takes you 2-3 more attacks to kill spawns, you're still guaranteed to kill them. Ultimately it wont make that much difference, if any.



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Apr 4 2009, 4:16 am ShredderIV Post #325



First of all, I am quite furious that you all hated on basshunter's DotA song... He making fun of dota players.

Also, I side with killer. Because of system lag and unit attack speed, you can not manual a good volt's l2.

Also, I'm all for ed damage reduction.

Lastly, did you ever consider making the dm's l2, l3, and l4 activate at the orb?

Oh and another thing... You should look into line effect spells. Where something flies over an area, and at the end of the spell, something happens at the area it flew over. Not like engineers l4, but where it happens at the end of the spell. Get me? It's quite simple to trigger actually.



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Apr 4 2009, 10:09 am Thuy Post #326



Quote from Magicide
Volt's L1 attacks air units.

It's really annoying -_-;;

i think it's a good way to counter science vessels :D



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Apr 4 2009, 2:45 pm Lt.Church Post #327



Quote from ShredderIV
First of all, I am quite furious that you all hated on basshunter's DotA song... He making fun of dota players.

Lastly, did you ever consider making the dm's l2, l3, and l4 activate at the orb?

1. by the lyrics you have no way to know he was "making fun of dota players" unless he said it in swedish somewhere, and yes i know the lyrics translated, its simply about stuff you do in dota.

2.thatd be terrible because it'd mean you would have to have an orb out at all times even if youre fighting a mech and a volt, so basically MASSIVELY feeding them.



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Apr 4 2009, 6:57 pm Magicide Post #328

Sleeping wolves wake hungry.

Quote from name:bastard-tino
Quote from Magicide
Volt's L1 attacks air units.

It's really annoying -_-;;

i think it's a good way to counter science vessels :D

It's also a good way to ohk Bombers, which are also transports.

Get what I'm saying here?




Apr 4 2009, 9:14 pm ShredderIV Post #329



You could change that by upping the hp of the orb or decreasing the experience it gives. Also, the fact that the volt's l1 kills air units seems to be a glitch kinda. It shud be something that's fixed. It also doesn't help the volt at all since the CPU gets the kill. It also gives volt an unfair advantage against engineer and assault, where he can completely counter many of their spells with a l1...

Also, decreasing ed dmg might not change early game, but it will change it later so it can't 1 hit more advanced spawn.



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Apr 4 2009, 10:38 pm xYoshix Post #330



The dark orb should have an hp increase. Rines are always killing em early game :><:
Volt's s1 should stay the way it is. ShredderIV, why do you think that it doesnt help the volt? The kills shouldnt go to the players anyways since a corsair and a dropship give tons of exp. Its useful for killing attacking bombers and dweb. It would be extremely hard to kill assault without it.



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Apr 4 2009, 11:41 pm Yami Post #331



I agree with Yoshi, Dm's dark orb Hp should be higher. Also Assault's sair should be also, when mech gets like 7 ups, you can easy the sair...

Post has been edited 3 time(s), last time on Apr 5 2009, 1:11 am by Doodan. Reason: Don't be spammy



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Apr 4 2009, 11:57 pm Crackhead Post #332



If you activate the DM's spells at the orb then you would probably miss more often since it is more likely to be attacked and thrown off course. The DM uses the spells for a reason.

Edit:

Alright let's add more to this. If you increase the health, no one can kill it and then the DM can stay in base or exp grind while you send you orb to kill other players. Lowering the exp gain makes it unfair to have to kill the orb with increased health. Either way it doesn't work.

Post has been edited 1 time(s), last time on Apr 5 2009, 12:06 am by Crackhead.



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Apr 5 2009, 12:32 am Pigy_G Post #333



Wow, I just played the new 1.5, it has some serious balance issue's, Assault (Marine) is SOOOO op I cant even tell you, his L1 is fucking godly, stun AND damage?... all these changes man, it's not even temple siege anymore. This is why I don't play DotA, you're making the map suck.



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Apr 5 2009, 12:36 am Crackhead Post #334



You know you can dodge that right?



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Apr 5 2009, 12:53 am ShredderIV Post #335



So I just finished playing a game, and found 2 major things, both with mutant.
1. Lurks have hp, so units attack them and not mutant.
2. If mutant loses his last life while l3, lurks, are being used, the lurks aren't killed, and so he has like 12 full hp eds, and is still in the game.

Also, one thing that I found kinda gay is the phantom's l2, in the fact that he TURNS INTO the power shot. It would be much better if it created a seperate ghost to attack instead of turning him into it.

Post has been edited 1 time(s), last time on Apr 5 2009, 2:11 am by ShredderIV.



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Apr 5 2009, 1:53 am Lt.Church Post #336



Quote from ShredderIV
So I just finished playing a game, and found 2 major things, both with mutant.
1. Lurks have hp, so units attack them and not mutant.
2. If mutant loses his last life while l3, lurks, are being used, the lurks aren't killed, and so he has like 12 full hp eds, and is still in the game.

both easy to fix, 2. just give the player a unique DC when mutant is picked and change the CUWP for 1 :P



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Apr 5 2009, 6:46 am UnholyUrine Post #337



Quote
Wow, I just played the new 1.5, it has some serious balance issue's, Assault (Marine) is SOOOO op I cant even tell you, his L1 is fucking godly, stun AND damage?... all these changes man, it's not even temple siege anymore. This is why I don't play DotA, you're making the map suck.

Well I'm sorry Mr. Temple Siege Master... I didn't guess that by not releasing the version people would actually think these things are final and bitch loudly and proudly about it...

Thanks Pigy_G.. you just made my job easier by scratching one off the potential testers list. Good job!



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Apr 5 2009, 9:56 am o0MaXX0o Post #338



Report this post, I do not care. Pigy_g your the biggest noob ever, cut it out.

Shredder: Why so much hate for volt....everytime i see you post you complain about volt alot, its great the way it is...please just stop the hate. The volt has been nerfed repeatedly.



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Apr 5 2009, 11:07 am Magicide Post #339

Sleeping wolves wake hungry.

Quote from o0MaXX0o
Report this post, I do not care. Pigy_g your the biggest noob ever, cut it out.

Shredder: Why so much hate for volt....everytime i see you post you complain about volt alot, its great the way it is...please just stop the hate. The volt has been nerfed repeatedly.

He hasn't complained about volt for a while =P

I have, however. I guess I should just stop trying to be a badass with transports.

I agree with the comment on Pigy_g completely.




Apr 5 2009, 12:47 pm xYoshix Post #340



I also agree with pigy_g... in a more polite way :><: Marine was overpowered before with its old sucky spells, +3 and 4200 hp. It required no skill to play it and now, it has PARALIZING SPELLS! This is very overpowered. A power/para rine could easily demolish any hero other than mech and archer if they get hit. To make it worse, the rine can drain mana while the opponent is paralized so mana dependant heroes have no hope. Unlike the Fbat, the rine can shoot through the dweb because it is ranged. It makes short work of many heroes when used correctly. Also, spell 1...it is too overpowered. Without any ups, it would do about 200 (?) dmg. That is a lot when it is early game. It is also very easy to hit now, so many low hp heroes would get smooshed. I think spell 1 would do better with just a stun and rine would do better with +2.



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