Great game. ^.^ Here's some things you might want to look into.
Ok, firstly some bugs:The first thing is that when DT uses 2nd spell (stun) on lurker's 3rd (hydras), instead of being like what happens vs ling's 2nd spell (lings), which gives those spawned lings into P12 that are not invincible, using it on the lurker changes some hydras into P12 invincible units and other hydras just become companions for the lurker player. Pretty annoying.
Another thing is if ling dies when he uses 3rd spell (lurks) he gets like 18 (?) lurkers to use. Ew... Thats tough to beat. At full hp too!
There is a way to get invincible SV's and dropships.
There is a way to get infinite cloaked medic. (Last two I'm not so sure about how it works.)
Now onto gameplay:Spawn leaders are awesome. I don't see any problem with them O.o. Pretty much every unit (I don't know about LM, cause I don't like to use him, but I've seen people who do fine with LM.) can fight them with not much problem. Sure some units (assassin, ling (early), dark mage) may have to heal a little more often but bonus exp is pretty fine. Ranged units do not have an advantage (because of spawn leaders, I'm not sure about the whole game) IMO. If you want to change the spawn leader thing its fine. I don't know which way would be better but I think its fine now.
Summoner is fine, slightly harder to use but is more fun. You can't just hold position your lings and run the moment you see the enemy. (Cept at lvl 2 spawn.)
What's wrong with making assault micro intensive? Micro is fun
, but I guess if majority of people don't like micro, then I guess I can't say much about it. Some people are just against micro (probably cause they can't do it? I'm not sure.).
What to change:Please change stats of refinary. I don't know what exactly, but most units either can't touch it for a long time or take forever. What is the actual armor, 60-70? Anyways, let's see the units that can't do much to refinaries:
Zergling
Marine (For most of the game unless he's CRAZY damage. But on the other hand if he's facing against the firebat then he's probably not gonna have super sims.)
Zealot (Double attack makes armor double.)
Medic (Low damage concussive)
Phantom (Concussive)
Summoner (Until final, but by then the difference in damage from sims should be apparent.)
Dark Mage (Yes, if you have 12 upgrades you can hit like 5 (?) damage to it? You'll need at least 17 upgrades (25 damage per attack) to kill it in 40 hits O.o. 17 ups is a lot though.)
Lurker (Pretty much same reasaon as dark mage, needs tons of ups.)
Mech for first half of game.
Of course maybe it's just because I play most of the units that can't kill refinaries, but anyways, it's kinda too strong. Lower armor and/or increase cost? Maybe add mana cost too? I don't know, but I don't think it's fair currently.
Firebat also needs his HP cut down.
For warrior 6000 HP 100 Shields < 5800 HP 150 shields. For a first spell it guards 15 damage for 10 seconds. Thats pretty good, thus more people will use it (like me) and decide that they SHOULD use it. Also, maybe slightly shrink/lower time of warrior's 3rd spell. Yes I know few people use it too, but it's actually really strong. (I use it
)
There's probably more but I can't think of anything else right now. Great game so far; much better than 1.4mt (which I don't ever understand why everyone plays...). Sorry about spam of much's. Maybe I'll think of more later.
P.S. Try to actually read all of it.
Post has been edited 1 time(s), last time on Jun 1 2009, 12:46 am by Mini Moose 2707. Reason: Much less "much"s. (removed spam)
None.