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 « 21 22 23 24 2570 >
 

Apr 15 2009, 1:08 am ShredderIV Post #441



First of all, for all you people who still think reav for lms l4 is a good idea, I'll put up the reasons it would never work, taken from earlier posts.
1. Tank would not fit lms class of high dmg and low hp.
2. Scarabs can't change dmg for different reavs.
3. Would still encourage mana and scarab up whoring.
4. Would make him even slower.

Now, for other business.

Is the warriors l3 supposed to push him away from opponents? It's happened a couple times to me and I wonder if it's triggered that way.

Did you decide to implement the invince attack dragoon for double psion l1? You said it was a good idea but never mentioned it again.

A good idea for terrain might be to ask anyone to submit one, like a contest. Then you could choose the ones you like the best and we could kinda discuss them, so it doesn't just wind up being unbalanced again.

Also would it be possible to change archer's l4 to gaurdians? It would help him, since right now his l4 is really risky and hard to hit with, also, not many ppl go l4, and I don't believe gaurdian has been used yet.

I also like the medic teleportation of allies idea, and I think it could work well.

Well there's my 2 cents. Keep up the good work. And btw, nothing in ts even remotely mentions crystal, let alone a crystal Mage.



None.

Apr 15 2009, 3:50 am Thuy Post #442



Quote from ClansAreForGays
Quote from killer_sss
If this doesn't work for you maybe this rally would work. how about teleporting your hero allies to your side giving them some sort of mana boost and letting them stay idk 5-10 seconds and then teleport them back to there original location which you can track with a couple of locations. This goes some what more towards the pvp aspect though somewhat. It may also be annoying if teams dont communicate properly.
THIS. Although I don't think any type of extra bonus should be given. This is already maybe to powerful for a level 2, but it is very fitting for a support character.

I don't think this would work because the medic can be at the temple and when the unit gets teleport back they would have a free heal.



None.

Apr 15 2009, 3:54 am Iceman16 Post #443



Quote from name:bastard-tino
Quote from ClansAreForGays
Quote from killer_sss
If this doesn't work for you maybe this rally would work. how about teleporting your hero allies to your side giving them some sort of mana boost and letting them stay idk 5-10 seconds and then teleport them back to there original location which you can track with a couple of locations. This goes some what more towards the pvp aspect though somewhat. It may also be annoying if teams dont communicate properly.
THIS. Although I don't think any type of extra bonus should be given. This is already maybe to powerful for a level 2, but it is very fitting for a support character.

I don't think this would work because the medic can be at the temple and when the unit gets teleport back they would have a free heal.
But yet the Medic being right next to them and giving them 5x more hp than their real amount does?



None.

Apr 15 2009, 4:34 am Thuy Post #444



Quote from Iceman16
Quote from name:bastard-tino
Quote from ClansAreForGays
Quote from killer_sss
If this doesn't work for you maybe this rally would work. how about teleporting your hero allies to your side giving them some sort of mana boost and letting them stay idk 5-10 seconds and then teleport them back to there original location which you can track with a couple of locations. This goes some what more towards the pvp aspect though somewhat. It may also be annoying if teams dont communicate properly.
THIS. Although I don't think any type of extra bonus should be given. This is already maybe to powerful for a level 2, but it is very fitting for a support character.

I don't think this would work because the medic can be at the temple and when the unit gets teleport back they would have a free heal.
But yet the Medic being right next to them and giving them 5x more hp than their real amount does?

but this is a lv2 and it's global effect, it's pretty much a built in assassin's escape spell

Post has been edited 1 time(s), last time on Apr 15 2009, 5:33 am by bastard-tino.



None.

Apr 15 2009, 5:31 am ClansAreForGays Post #445



Shredder I've seen you say some pretty retarded stuff arguing with other people, but never cared call you out on it because you never bothered me. Now I have to deal with your garbage.
Quote from ShredderIV
First of all, for all you people who still think reav for lms l4 is a good idea, I'll put up the reasons it would never work, taken from earlier posts.
1. Tank would not fit lms class of high dmg and low hp.
2. Scarabs can't change dmg for different reavs.
3. Would still encourage mana and scarab up whoring.
4. Would make him even slower.

[quote]And btw, nothing in ts even remotely mentions crystal, let alone a crystal Mage.
For some reason I could of swore the LM's reavers or spell names had crystal in their names. Maybe in v1.

The most annoying part is you are bringing up things someone else already did, you can't even say something fresh.
1. Neither does his Lv1 perfectly, but it makes it more fun so who gives a fuck? Not to mention it is a LEVEL 4. Lv4's are always dramatic. The best example is the mutant. The mutant is also a glass cannon with low hp and high damage, but his Lv4 does the same thing I'm proposing so where's your outrage there? And it does fit with the idea that he is using reavers, which are slow and high damage.
2. Did the voices in your head tell you this was an issue, because I sure as hell never brought up this reaver dealing more than a regular one.
3. No, it would for once give a player a reason to get his lv4 before he maxed out his mana to 450.
4. Which would fit his class you're so obsessed over and ignorant of.

@people against teleporting rally: I might agree that it may be too good for a lv2, but the situations your proposing aren't realistic. Like how the medic will just be waiting by base so that his pners can heal instead of training, or how the medic will be vigilant enough of his allies to always be ready to save them. I think making medic +4 again would compensate for having such a good lv2. I also don't favor a toggling for the allies to have a say whether or not they get rallied.




Apr 15 2009, 10:35 am ShredderIV Post #446



Clans, read carefully dude. I said I was just taking that stuff from all the arguments other people made against it earlier. I'm basically opposed to it, but I felt like putting up the reasons other people had stated earlier, just to clear things up.

Quote
UnholyUrine
1. It is a lot slower... Which'd numb the brain even more.
2. It'd need a lot of HP.. which doesn't fit with the Light Mage being a glass cannon
3. The Unit itself doesn't fit the 'Mage' Theme
4. It will have the same linearity as the current L2/L4 reaver blasts.

Quote
Minimoose
Yeah, with a Reaver transformation the classes that normally run from the slow LM can run from a slower form of LM.

Quote
Minimoose
There's also the problem of scarab damage - we can only set one value, even if there's two different Reavers.

And the l1 fits its role only in the reason that without it, lm would be completely useless early game, and, technically, the rest of the game too. Also, mutant may be a glass cannon too, but also has speed and more hp than lm, so they're like comparing apples and oranges.

Quote
I'll put up the reasons it would never work, taken from earlier posts.

I put that there so people wouldn't respond like you did, but obviously you didnt understand that.
I'm also not gonna mention the whole crystal mage thing again. I think unholy can handle that himself, since he is the creator and you can't respect that it's HIS game. So if he says its not a crystal mage then its not.

Post has been edited 2 time(s), last time on Apr 15 2009, 4:17 pm by ShredderIV.



None.

Apr 15 2009, 4:20 pm ShredderIV Post #447



Quote from name:bastard-tino
Quote from Iceman16
Quote from name:bastard-tino
Quote from ClansAreForGays
Quote from killer_sss
If this doesn't work for you maybe this rally would work. how about teleporting your hero allies to your side giving them some sort of mana boost and letting them stay idk 5-10 seconds and then teleport them back to there original location which you can track with a couple of locations. This goes some what more towards the pvp aspect though somewhat. It may also be annoying if teams dont communicate properly.
THIS. Although I don't think any type of extra bonus should be given. This is already maybe to powerful for a level 2, but it is very fitting for a support character.

I don't think this would work because the medic can be at the temple and when the unit gets teleport back they would have a free heal.
But yet the Medic being right next to them and giving them 5x more hp than their real amount does?

but this is a lv2 and it's global effect, it's pretty much a built in assassin's escape spell

dude, he never said it was a l2 or anything. He just stated the idea. For all intensive purposes, it could be his l4. It could also be made that if she teleports them to her when she's at the temple that it doesnt heal them. Ever think of that?



None.

Apr 15 2009, 9:38 pm Iceman16 Post #448



Temple Siege v1.

Light Mage

Niche: Crystal Cannon

Shredder stop thinking that your opinion means more than others.



None.

Apr 15 2009, 9:43 pm ShredderIV Post #449



Note: crystal cannon as in glass cannon. Not as in actual crystal spells.

And everyone's opinion matters dude that's why there's a forum... I also never said my opinion matters more than others. I just put up my ideas.



None.

Apr 15 2009, 9:43 pm Moose Post #450

We live in a society.

Quote from UnholyUrine
Whaat? Now it's a Crystal Mage?? @.@...

This bickering is ridiculous. Stop it now.




Apr 16 2009, 12:10 am killer_sss Post #451



too all those whining about my spell suggestion its fine it was only a suggestion. Btw i never said it was for a level 2 spell. I just figured it might be able to replace that mana spell if it was deemed worthy by the creator.

If created i think it would be more fitting as a Level 3 personally beecause it could be used to potentially gank an opposing char or could be used to heal somewhat. in that regards the spell could be prevented from having any effect if in temple range. Otherwise this would fit into the medic healing theme as it is. Regardless i have heard nothing from unholy so don't go ape crazy over something that he hasn't even had a chance to even see yet.

I also agree with moose stop fighting over pointless stuff its not helping anything. if you must fight don't spam here spam in pms.



None.

Apr 16 2009, 1:30 am Thuy Post #452



I've said it before but no one said anything about it.

The problem with killing warpgates is that you don't gain anymore exp after they're gone unless you have a splash. So once team A kills team B's warpgates, team A should be granted a building that is only accessable after the warpgates are gone. This building allows the player to gain a certain amount of exp over a period of time. I think the building should be pretty high in price because they'll most likely assim the whole map.



None.

Apr 16 2009, 1:44 am ShredderIV Post #453



I understand exactly what you're saying, but there's also another side of this. Generally, when a Team kills the other team's warpgates, they are powerful enough to kill their temple and usually it's game over. In this way, I think it's kinda irrelevent to give them any more exp. This is from my experience though. I also think the building might be abused, giving a team extra exp to give them an early edge.



None.

Apr 16 2009, 2:29 am Pigy_G Post #454



That's the idea of a reward for killing warp gates though, so you dont HAVE to be at the point of where you don't need any more exp, you just have to be at the point of being able to kill the warp gate.



None.

Apr 16 2009, 2:33 am ShredderIV Post #455



Hmmm. I see what you mean. Maybe having the warp gates give a lot of exp for killing them would suffice?



None.

Apr 16 2009, 2:54 am killer_sss Post #456



personally if your stupid enough to kill the warp games before your rdy to kill the temple i think you should pay for it.
Although i wouldn't mind seeing a bit of exp giving for actually killing the gates as some sort of reward for killing them. just not so much that it ends the game.



None.

Apr 16 2009, 5:59 am SlyAcT Post #457



There is nothing wrong with the warpgates as they are.
If you destroy them too early, too bad. Its a part of the game.



None.

Apr 16 2009, 7:26 am Decency Post #458



Punishing people for controlling the map should not be a part of the game, that's completely counter-intuitive and foolish.



None.

Apr 16 2009, 10:38 am ShredderIV Post #459



Faz, we're talking about the spawn warpgates. I don't know what map control has to do with it.



None.

Apr 16 2009, 3:15 pm Moose Post #460

We live in a society.

If you're spawning and they're not, you're going to end up controlling the map.




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