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Temple Siege v1.6
Feb 12 2009, 6:20 am
By: UnholyUrine
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Aug 18 2009, 9:59 pm FlashBeer Post #941



Here is a concept map for an Archer L3 or maybe even L4.

I have implemented different options to toggle that show how the spell could act differently- which are controlled by sieging and unsieging the tanks at the top.

My recommendation for the spell is...
L3 - Arrow of Blazing Winds - A scourage appears above the Archer, every second (for 8 seconds) a muttalisk spawns at the scourage. At the end of 8 seconds, a spell-ending effect displays that there are 2 seconds left to hit a target. If a scourage hits a target, the scourage is removed and 4 additional muttalisk spawn, allowing for the muttalisks to attack 2 times each. Ideally, you want to hit targets the farthest you can, so you build up more muttalisks— 12 max. If the scourage fails to hit a target, then the muttalisks do not attack anything.

The scourage has a 1 pixel size location on it, making it difficult to hit fast, or small targets, although the range on the spell is very high. Whoever your scourage collides with, you target. So if your scourage hits P5 Mech, then you ally everyone but P5 for 6 DC's—Just enough for all your muttalisks to focus on the Mech, and also splash everyone else. This means you could target spawns, or wounded heroes. For L3, the scourage should not activate on buildings to avoid early base-killing.

If the spell is L4 - Same thing but you have 10+2 seconds to hit a target, a total of 16 muttalisks can spawn, and instead of muttalisks on impact, it spawns lurkers instead. It would also be able to work on buildings this spell.

If you liked the spell, but didn't want it for Archer, it could work for Assault or Mech as a Guided Warhead with wraiths instead of muttalisks.

Attachments:
Arrow of Blazing Winds.scx
Hits: 1 Size: 45.13kb



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Aug 18 2009, 10:28 pm DrakeClawfang Post #942



Tried it. To be perfectly honest, it sucked. It's just a Sensor Grenade with Mutalisks really, the Mutas spawned as I moved the Scourge but didn't attack, and when I got a target they did attack but didn't do much. Four mutas spawning for two attacks each in the Archer's Level 1. This is just the L1 where you can move the target point and add a few more Mutalisks to the mix.

And also, this would replace the Archer's Companions? I'd rather keep the Companions. The Companions give the Archer two paths for focusing his money and mana - Mutas, or Companions. This would remove that option and the Archer would have nothing but Mutas. And for replacing Level 4, I'd like to try the new version with Guardians before I call that one, but as-is this spell would be a poor Level 4 replacement.

Admittedly, I'd have to try it out where the units do the damage and have the HP they do in the actual TS, but first impressions weren't good on this. Make a second version where we can upgrade the Mutas, they do 27+3 and the heroes have normal HP, so we can see how this would work in an actual game rather than a concept map.



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Aug 18 2009, 10:48 pm FlashBeer Post #943



Quote from DrakeClawfang
Tried it. To be perfectly honest, it sucked. It's just a Sensor Grenade with Mutalisks really, the Mutas spawned as I moved the Scourge but didn't attack, and when I got a target they did attack but didn't do much. Four mutas spawning for two attacks each in the Archer's Level 1. This is just the L1 where you can move the target point and add a few more Mutalisks to the mix.

And also, this would replace the Archer's Companions? I'd rather keep the Companions. The Companions give the Archer two paths for focusing his money and mana - Mutas, or Companions. This would remove that option and the Archer would have nothing but Mutas. And for replacing Level 4, I'd like to try the new version with Guardians before I call that one, but as-is this spell would be a poor Level 4 replacement.

Admittedly, I'd have to try it out where the units do the damage and have the HP they do in the actual TS, but first impressions weren't good on this. Make a second version where we can upgrade the Mutas, they do 27+3 and the heroes have normal HP, so we can see how this would work in an actual game rather than a concept map.


They aren't suppose to attack as they are flying to the scourage, they are only suppose to attack the target you hit. This makes it where you have to hit your target to inflict high dmg. This is a concept map, it was never meant have realistic or balanced dmg, it's only to show how it works. No, it was meant to replace Drones and sunkens, not Companions. Also, what separates this from senor grenade is that you have to directly hit your opponent with the scourage, rather than hover; the range gives it sniping abilities; it builds up dmg over time; and that it targets what you want to hit, not just spawns.



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Aug 18 2009, 11:27 pm DrakeClawfang Post #944



Drones and Sunkens? I wouldn't want that either, if the Defenses are to be boosted. And the Nydus Canal too, I love using that. It does seem a Level 2-strength spell, but....I dunno, TBH I love the Archer's spells as is.

And with the spell, as another thought, the Scourge is fairly slow, faster units can easily just evade it, and since the Mutas don't attack until they lock on a target, the spell is basically useless against the faster heroes.

Post has been edited 1 time(s), last time on Aug 18 2009, 11:39 pm by DrakeClawfang.



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Aug 19 2009, 12:26 am iReaver Post #945



I was wondering if there would be any improvements with l2 for Archer. It get's boring to only see a "stiff" build, mutas only for Archer. It would be cool if there was a stronger building for Archer l2.



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Aug 19 2009, 12:44 am DrakeClawfang Post #946



I still think that a good idea would be to build a Guardian hovering over each Spore Colony, so that the Archer only needs one defensive structure, and its damage can be upgraded too.



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Aug 19 2009, 1:32 am iReaver Post #947



I was thinking of something like that too!

I actually would prefer a muta with a spire and if you turn it to greater spire, you get a Guardian. It would present a more flexible and funner build for archer, Just l2 and Straight mana.

Edit: how bout instead of a spire getting it, the lair get's it for like 100-120 mana.

There would be a mass spam though...but you can always limit it lol.

Post has been edited 1 time(s), last time on Aug 19 2009, 1:55 am by iReaver.



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Aug 19 2009, 2:12 am ForTheSwarm Post #948



Quote from FlashBeer
L4 - Gatling Gun - Spawns 60 DC's of Hero Wraiths (27+1 dmg each, 60 wraiths, in 5 seconds) This spell could both be fired from the ground and from the Bomber (Woo, a minigun mounted to the bomber!)
Damage from this spell would rival Decapitation— if you land all shots on your target. Damage could actually surpass decap dmg, upgrade-for-upgrade, but then Assault's normal attack would be low, so there is still the choice to upgrade normal attack. Hitting foes with every shot would be difficult because once you fire the spell, the wraiths above you will slow you down, and the range is semi-short. While in the bomber, the bomber could be stunned while casting, so it doesn't dominate ground-only heroes.

Did you get that idea from me? http://www.staredit.net/169919/



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Aug 19 2009, 2:18 am DrakeClawfang Post #949



Quote from iReaver
I was thinking of something like that too!

I actually would prefer a muta with a spire and if you turn it to greater spire, you get a Guardian. It would present a more flexible and funner build for archer, Just l2 and Straight mana.

Edit: how bout instead of a spire getting it, the lair get's it for like 100-120 mana.

There would be a mass spam though...but you can always limit it lol.

The problem with that is two fold - the Spire is already in use for upgrades, and the Muta has a range of 3, I believe? So it would be weaker than a Sunken Colony, unless you upgrade it. And, this would presumably replace the Spore Colony, right?

Post has been edited 1 time(s), last time on Aug 19 2009, 2:40 am by DrakeClawfang.



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Aug 19 2009, 2:43 am FlashBeer Post #950



Quote from ForTheSwarm
Did you get that idea from me? http://www.staredit.net/169919/

Quote from ForTheSwarm
Also for split upgrades but a high-damaging spell close-assault spell, you could have wraiths constantly appear, attack, and be removed above the firebat, like a 'minigun'. The range is fairly good that you don't have to be RIGHT next the enemy, but you still have to be close. Since the wraiths appear one-by-one in a row above the bat, some heroes won't take all dmg if they run early, and the bat slows a bit from the wraiths spawning on top.

This was a spell I put out in the TS v1, May 7th 1009. I don't have the post link, but you can type up minigun in the search. I just restated my idea in further detail for the TS 1.5 Assault.



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Aug 19 2009, 2:44 am iReaver Post #951



Yeah, That's what the edit's for :] But iono if that would work either.

I wish there was a hero that's truly as flexible as the mutant. Mutants can become B-ling, Lurker, and Base-Basher. Archer's are next to mutant in "flexibility."

Correct me if I'm wrong up there because I think I am lol.



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Aug 19 2009, 5:51 am ladyalanah Post #952



I like the idea of replacing the assault's nuke with some sort of direct attack. maybe add wraiths back to the sensor bomb while keeping the stun and spawn kills. then for his new l4 he could spawn a loaded shuttle. unloading any unit destroys the shuttle and creates a wave of air units for 1-2 shots and then spawns a bunch of marine's controlled by the the assault. the existence of wraiths in 2 of his spells gives some incentive to split upgrades, but still emphasizes terran infantry. air and marines also work in combination with the corsair and all of his spells work can be utilized against stunned enemies.



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Aug 19 2009, 11:28 pm OlimarandLouie Post #953



Quote from iReaver
Yeah, That's what the edit's for :] But iono if that would work either.

I wish there was a hero that's truly as flexible as the mutant. Mutants can become B-ling, Lurker, and Base-Basher. Archer's are next to mutant in "flexibility."
There is a thing about "flexibility" that is different for each character. For instance, Assault can be HP, dmg, or spells. Dark Mage can be 3att-6armor-2hp (which I do) and pure spells/mana after that, or att+spells. Other characters, such as the Mech :flamer: (albeit small variations), or Medic, have little room to do anything besides what they are good at. Medic to rush l4 and mech :flamer: to get an annoying amount of dmg and vulture form, and it's nigh impossible to outrun it :censored: :curse: :ranting:

Guess I kinda got off topic there :stfu:



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Aug 20 2009, 3:22 am DrakeClawfang Post #954



I agree, but I can likely identify the source of that problem.

For Mech, people rush to Bike Mode because it's the best form of the bunch. Yeah, I know it has low HP, but it's so damn fast and it can micro. One possible solution may be to nerf its damage, so that the Bike Mode isn't the Mech's only real option.

For Medic, it's that her L4 is so good, her L2 is useful but she's not supposed to fight, her L3 and L1 are all support. The Medic is the textbook support unit, so her only option is to...well, support. She moves and attacks slowly and doesn't have a single true offensive spell to help her, all she can do is tank and heal allies.



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Aug 20 2009, 5:41 am itisagooday2die Post #955



When your mech, why would you spend so many civilians on damage, when it can be into hp or mana (preferably mana)? That mana is going to help you forever, damage, not-so-much. The advantage early on doesn't make that big of a difference (unless you have a 20 minute battle for the middle).



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Aug 20 2009, 5:54 am Decency Post #956



I go 2 civs into minerals and go pure damage. After 24 broodling kills, you get the 6th upgrade and can 1-hit broodlings. After another set of kills, you get the 7th upgrade and can one hit them with your vulture. Depending on your allies, this is usually about when you get the 5th civ and can upgrade to spell level 2 anyway, so it works out nicely.

After that, depends on my opponents and what they're doing. If they're melee, I go mana/damage and pretty much play the whole game as Vulture. If they're ranged, HP/mana/damage.



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Aug 20 2009, 6:27 am FlashBeer Post #957



I do what Faz does, you get exp faster that way. The lead helps later on.



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Aug 20 2009, 6:38 pm OlimarandLouie Post #958



One of the things that annoys me most when I play as dark mage, is when I do curse of weakness on the mech. It can still attack me. I know that this cannot be fixed... but what should have saved my life doesn't because that stupid vulture can still chase me and hit me. Even if I use curse of weakness when the mech does weapons barrage, it can still manually attack me with the goliaths, vultures, and wraiths! Even if I got it trapped by l4, it just transforms and runs away, leaving a trail of broodlings behind. I'm extremely frustrated by this, the only time I personally do well against the mech is when I'm psion in 1.5, and most people don't host 1.5.
All those suggestions about less damage, making vulture speed an upgrade, and a warmup-effect before transformation, I support all of those. :-_-:



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Aug 20 2009, 6:50 pm killer_sss Post #959



you can ensnare to make the basic unit attack even slower. This will fix some of your problem and with the new l1 spell you cane consume and ensnare all day if u need. Mech is a general counter to the Dm anyhow because its unaffected to maelstorm and has superior speed to help hunt the Dm. Essentially if you picking this you should pick something else. If your randoming/picked first have another teamate fight him and go elsewhere. Not alot you can do. If you are smart though you can use L4 to turn surrounding enemy units into broodlings and trap him even though this is very unlikely.



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Aug 21 2009, 9:46 pm OlimarandLouie Post #960



Quote from killer_sss
If you are smart though you can use L4 to turn surrounding enemy units into broodlings and trap him even though this is very unlikely.
Using Dark mage's L4 on a fast moving character often results in the most epic feed ever :-_-:

Edits: Bleh. Typos R Us :ermm:



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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
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