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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Jul 28 2009, 6:54 am Decency Post #741



Especially for a hero that is unhittable to some at night. =o



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Jul 28 2009, 5:52 pm DrakeClawfang Post #742



Quote from itisagooday2die
Bat is stronger? Ok, that is not good at all...
Bat is probably the best (Maybe one of the best, but is still really good.) unit in this version. Crazy high damage and hp leads to nothing can kill easily, while mines as lvl 4 as always is OP. Anything that counters it (mainly bigger units) usually can be fought of by a teammate, and even then bat still hits a ton to them. (1/4 of +6 ups is a lot still... 100 damage/4 = 25 * 2 = 50 damage per second (almost). Pretty much a better support unit than medic, (Because medics final is kinda too weak now.) and much better in attacking too. And also if scvs is lvl 2 then is vessel lvl 3? What's max vessels? Oh and please make refinaries somehow weaker, still really hard to kill. Maybe instead of weaker costs more, because if you think about it, scv lets your build STRONGER assims with LESS money (because you don't need to buy a probe.) Sure you can't build as fast, but it's still too good.

The juxtapose there is that the Armored Refineries are built by the SCV, which is a Level 2 spell. So that's a spell upgrade you have to get first before you can build them, and unlike Probes which can just start the Refinery and run, the SCV has to manually build it, so if it gets destroyed before the Refinery is done, it doesn't finish and you're out of luck, as well as the resources spent to build the thing. And then you've got to use another 50 gas on another SCV. And I think the SCV gives a nice bit of exp too, though I'm not sure.

Post has been edited 1 time(s), last time on Jul 28 2009, 7:14 pm by DrakeClawfang.



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Jul 28 2009, 10:13 pm UnholyUrine Post #743



SCV gives the same exp as Probe (because they have the same Killscore)...

Your summoner's idea is interesting... I'll think about it.

I will relook at the Firebat's stats... so far, I shall bare in mind the following:

-Above Avg HP (4800)
-Splash Dmg (32+4)
-L2 SCV which can build Armored Refineries and Cloaked Defenses
-Mine capping
-Mine Drone L4 (uninvincible after spell finishes)
-Sci-vessel L3.. (max 4)
-Somewhat fast with Stim
-Melee unit
-Cannot stun
-Cannot attack air....
-Does less damage to certain units.

Again, I'll probably lower its HP... I can also alter the cost/buildtime/HP/Dmg of the Defenses and Refineries



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Jul 31 2009, 3:52 pm OlimarandLouie Post #744



Actually, I haven't had any problems killing the bat as a medic, it's not that hard really. Most of the Time I have more Health than the firebat due to medic spamming XD and when it runs up close to me I disable it. =l There. Problem Solved. ^^

There is one thing I'm not certain about, and that is the change in medics "full" heal in 1.5... it doesn't full heal teammates anymore. That I can understand as it was very overpowered :yahoo: and would often result in my team winning. That is not the case anymore... but I'm just asking how much it heals teammates now, because it seems to change often :><: (in the middle of the game)



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Jul 31 2009, 8:18 pm ShredderIV Post #745



the medic fh now heals your allies to 20% above their current hp level, so if their hp is currently at where they get 40% of their max hp, they get 60% of their max hp with fh.



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Jul 31 2009, 10:02 pm DrakeClawfang Post #746



That's a good change, that Full Heal changed the flow of the game too much on both sides. Like, whenever I had a Med on my team it was like "ok guys, just don't die before I get FH", and we'd just play focusing on the Med because she healed us. Against Med, it was like "kill Med and/or stop her from leveling", and when she had FH "gg, they got it". On both sides, I found almost any game with a Medic focused on her. One guy I played with even held FH hostage, refusing to heal us unless we did what he said. I realize that's extreme, but still.

Having the Full-Heal heal to max HP +% also gives incentive to get HP ups, as with old FH they were a waste.



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Jul 31 2009, 10:11 pm killer_sss Post #747



Quote from DrakeClawfang
Having the Full-Heal heal to max HP +% also gives incentive to get HP ups, as with old FH they were a waste.

yeah i only wish there was an incentive for the medic to actually get hp as she still heals to full but i'm unsure how to fix that. I guess it will be like the summoner and lightmage always grabbing mana.



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Aug 1 2009, 1:03 am DrakeClawfang Post #748



Agreed.

Um, one other thing. Any comment on the level up option to increase the spawn number? Upgrading spawn, depending on the opponent is risky but potentially rewarding. But spawn number, I've never seen anyone take that. Does Unholy have anything to say on that, because really it *is* a waste of a level.

What if instead of spawn number, some sort of other option was made available at level up? We've got an option that gives minerals, what if we had a level up bonus that instantly gives you so much mana, maybe a percentage based upon your max? Could be useful in certain situations.



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Aug 1 2009, 2:19 am killer_sss Post #749



actually its not too bad and its cheaper than buildding men and bumps up the next level of spawn with 3 i believe so after 3 its an extra hero spawn. If spawn rushing it is quite effective to do both provided you know what you are doing.



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Aug 1 2009, 2:32 am DrakeClawfang Post #750



Quote from killer_sss
actually its not too bad and its cheaper than buildding men and bumps up the next level of spawn with 3 i believe so after 3 its an extra hero spawn. If spawn rushing it is quite effective to do both provided you know what you are doing.

True, but spawn rushing itself is something I almost never see. The spawn level ups in general, both number and rank, are very rarely used. Whenever I see the spawn upgrade used, it's right at the start to overwhelm opponents, or at the end when their defenses are gone to speed up the destruction of their base. And as I said, upping spawn number, I've never seen. Spawn rushing in general can easily backfire, it depends on who the enemy heroes are and if they can handle the upgraded spawn.



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Aug 1 2009, 2:52 am ShredderIV Post #751



the only game i've ever experienced with spawn rushing was in 1.4, but in 1.5 the outcome would have been the same. It was a 2v2, and once the other team both got 5 civs, and even a little more, the upped spawn and spawn number, so it was their marines vs. our broods. I was summoner and easily ds'd and used lings, and raped them with over 5000 exp and 85 ups by the end, when it was archers companions... imo it is another make or break strategy. Another option might be to make a limit on how often you can heal, and then giving an option to decrease that time. Moose is kinda doing this in 1.4 he said, where the heal will be behind the temple, and you wont be invince at the temple... this would add more strategy for an option that almost noone uses ne ways (the up spawn number).



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Aug 1 2009, 3:01 am ForTheSwarm Post #752



Once, I played a team that just got 20 civs and upped straight from broods to hydras, and raped us. I don't know many heroes that could stop that.



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Aug 1 2009, 3:17 pm Decency Post #753



Yeah, I had a medic do that one. I figured he was just saving for Full Heal, and then hydras were in our base. Funnn.



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Aug 1 2009, 9:46 pm killer_sss Post #754



well i been thinking on the spawn and i think we need to change it. as much as i do not like the spawn up one level i think it needs to go to +1 level because it gives too much exp otherwise. I also think it could be stood to made a bit stronger if we do this. maybe more hp and a bit more dmg? The spawn upping may need to be changed to 5 civs though if made this way. I think this would further improve the feed and make them more apt to be able to kill opponents if used correctly.

i would not mind discussing this more on both kill score and units we could possibly use for this.
What units can we use and can we play with any of there stats? Also would you mind listing the exp for these as well?

It would be nice to do range/melee with each group but that may just not be possible. broods, lings, hydras, goliaths are the ones that i can think of that can be messed with the least before they screw something up.



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Aug 1 2009, 10:35 pm DrakeClawfang Post #755



Question - since in 1.5 the Mech's Rail Gun uses Wraiths, are Vultures being used for anything?



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Aug 1 2009, 11:06 pm killer_sss Post #756



Quote from DrakeClawfang
Question - since in 1.5 the Mech's Rail Gun uses Wraiths, are Vultures being used for anything?
they may be the ones now in the drop ship for the marine stun rounds. this caused problems when it was the hero vulture so that may be where they are. It has been a while since ive used that spell though so idk.



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Aug 2 2009, 12:24 am DrakeClawfang Post #757



Quote from killer_sss
they may be the ones now in the drop ship for the marine stun rounds. this caused problems when it was the hero vulture so that may be where they are. It has been a while since ive used that spell though so idk.

Ah, okay. This may seem like an odd thing to say, but I was hoping in some future version we may see another Terran mechanical hero. I realize the Mech kinda fills that spot with its modes, but it's still the only Terran mechanical hero when there's like, four Terran infantry heroes. I was kinda thinking that Vulture could be made into another hero, if a gimmick could be thought of for it.



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Aug 2 2009, 12:44 am FlashBeer Post #758



Personally, I think Goliath (Mech) and Vulture should be two separate heroes. Both units are very good micro units and are very different. Vulture would be a very good hunting hero on it's own. Goliath and tank could still stay together, as those fit well enough.



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Aug 2 2009, 12:49 am DrakeClawfang Post #759



What I was thinking for the Vulture was a Trap Maker, it can lay various traps. Like, how the DM has various weakening spells and the Volt has various paralyzing spells, the Vulture would have various Traps that when used, lay down at the Vulture and trigger when an opponent draws near. There could be a damaging explosive trap, a mana drain trap, a stun trap, etc, etc, pick your favorite four whatever they may be. Like, I see some Rine/Fbat players run around leaving Mines all over the map, that's the way the Trap Maker Vulture would work, not good for straight-up fighting but he can dash around the map leaving all sorts of nasty traps to catch opponents off-guard. Sort of like fighting an Assassin or Earth Demon, "tread carefully", that sort of thing.

Post has been edited 1 time(s), last time on Aug 2 2009, 1:49 am by DrakeClawfang.



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Aug 2 2009, 3:18 am ShredderIV Post #760



hmmm... but this would take away from mech being a versitile enough hero... The only way i can see other terran vehicle heroes coming into play would be if unholy took out certain spawn building units such as the vulture and changed them instead into a hero, since most of the units are used up already.... But i could see mech as taking on more of a beastly role, with maybe one of his spells including bcs or something... hmm.... i'll have to think about it.



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[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[03:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[12:51 am]
Oh_Man -- definitely EUD
[09:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[09:35 pm]
Vrael -- that is insane
[09:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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