>be faceless void >mfw I have no face
Make zlings have +1 atk, increase base damage and maybe hp, give the comps atk ups at the start. Problem hopefully solved.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Magic box god; Suck it Corbo
Make zlings have +1 atk, increase base damage and maybe hp, give the comps atk ups at the start. Problem hopefully solved.
Problem with that is then players could just upgrade armor and be immune to the lings completely.
and also Mutant shares the same unit for its L2...
However, I may be able to just make mutant's L2 spawn more zlings to compensate... In the end, L2 would become less effective over time (due to only +1 ups)
The ups for comps would also affect broodlings...
Not entirely impossible.... Hmm
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Magic box god; Suck it Corbo
I just wanna say good job with 1.5 so far, I am a little confused as to which version you made and which one fans edited. I usually play 1.5d4 because i think that's the best one. Psion is pretty weak though, its L4 is useless and the lurkers L4 is really confusing (sometimes it kills heroes and other times it just stuns them for a little bit). No problems with the Phantom as far as i know.
Post has been edited 1 time(s), last time on Nov 16 2009, 11:06 pm by Wing Zero.
and also Mutant shares the same unit for its L2...
However, I may be able to just make mutant's L2 spawn more zlings to compensate... In the end, L2 would become less effective over time (due to only +1 ups)
The ups for comps would also affect broodlings...
Not entirely impossible.... Hmm
That's a good point about Broods. You could easily just lower their base dmg to compensate, but that in term nerfs the Dark Mage slightly....which may not be a bad thing depending on your point of view.
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all in all a nerf of lings leads to less usage of l2 over l3 as mutant as armor because so much better later on. Its not like the summoner really needs the nerf it already has much more oncentive in 1.5 to get out of the base vs any of the previous versions or m versions due to the spawn power.
Later on is where the summoner lings have free reign again. I think with the new spells it might make it easier for the summoner to attack/defend itself early game.
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>be faceless void >mfw I have no face
Alternate fix: no spawning pool for summoner. Let mutant have it, just remove for summoner. Could be too much of a nerf, IDK. Maybe make swarm and plague cost less to make them more useful.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Magic box god; Suck it Corbo
Actually, larvae morph was removed solely due to hacks.. I'd have definitely implemented the mechanic if I was able to risk people hacking :\ (Although I technically can just set an anti-hack trigger..)
Hmmm, what do hacks have to do with larvae morph?
Post has been edited 1 time(s), last time on Dec 24 2009, 7:24 pm by Wing Zero.
There was (i dunno if there still is) a hack that lets you convert larvea to a large amount of minerals.
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Magic box god; Suck it Corbo
wouldn't that be too noticeable?
Magic box god; Suck it Corbo
IMO, if Archer got Assimilators the first thing I think of is "cheap and fast building, very weak", to juxtapose the SCV's Armored Refineries. But I think it could get more creative than that.
I've thought of that, but others suggested a building that Gives mana (instead of minerals) over time for your entire team....
It doesn't fit Archer's theme, but it is an interesting idea...
As for the extractor being cheap and fast, yes it does juxtapose the armored refineries, but it doesn't match in balance, as both drones and SCV's are L2 spells (as of now...)
I thought SCV was the bats L3?
This going to get updated anytime soon?
From what i gather UU is working on it (or something)...
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This going to get updated anytime soon?
From what i gather UU is working on it (or something)...
mememe until it is actually updated I wouldn't bother posting in here unless you have ideas for him. UU is pretty slacks when it comes to updating and if he gives you a date he is pretty much doing what bliz does, Giving you enough wet your taste buds but always pushing it back until it finally gets it all together 100%. To me it is fuedal discussing something that may not be coming for another year kind like sc2
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Magic box god; Suck it Corbo
if thats true i would like to see larvae morph back in the game and for the record i think the sunken colonies kind of weak (maybe a bit more attack and def?), and i have also had issues with assassins L2 not freezing spawns sometimes or freezing them a little behind me, not a big deal except for when i'm fighting a summoner.
if thats true i would like to see larvae morph back in the game and for the record i think the sunken colonies kind of weak (maybe a bit more attack and def?), and i have also had issues with assassins L2 not freezing spawns sometimes or freezing them a little behind me, not a big deal except for when i'm fighting a summoner.
Lets see, for a l2 that can be rushed pretty damn quickly, and used with bases for a garunteed bit of spawnkilling per round that reaches it, it has to be weak or itll be OP.
Putting a ton together makes getting to it DAMN hard though.
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If larvae morph is in the game, Larvae should cost say, 20 to mutate into Drones, but *only* come with the Lair. Currently, the Lair isn't worth it IMO, the extra HP isn't enough of a bonus to me to warrant the gas to mutate it. So, let's say the Lair comes with Larvae, then two Larvae from the Lair cost 40 Gas, which saves 10 gas as compared to two Drones for 50 Gas via spell, which makes the Lair an investment worth it.
And Larvae or no, I still say Archer's colonies should be a Spore with a Guardian belonging to the Archer hovering over it. The Guardian dies if the spore dies.
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If larvae morph is in the game, Larvae should cost say, 20 to mutate into Drones, but *only* come with the Lair. Currently, the Lair isn't worth it IMO, the extra HP isn't enough of a bonus to me to warrant the gas to mutate it. So, let's say the Lair comes with Larvae, then two Larvae from the Lair cost 40 Gas, which saves 10 gas as compared to two Drones for 50 Gas via spell, which makes the Lair an investment worth it.
And Larvae or no, I still say Archer's colonies should be a Spore with a Guardian belonging to the Archer hovering over it. The Guardian dies if the spore dies.
Drake, lets say i give the guardians 10+1 attack, and spores 300 hp.
So now we give the archer 10 muta upgs (not unreasonable) .
and we give him 10 sunks near cannons.
Thats 200 damage per guardian shot, from a range no hero can compensate from, except mech, but from what you said guardians would be invuln, making it pretty much 200 damage if you try and get into the cannons, and then i can leapfrog my spores until they take over the world because nobody can take on the amazing damage they deal!
with 7 armor it becomes 13, but if that was to happen the archer would have 30 muta upgs DAMN quick.
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Drake, lets say i give the guardians 10+1 attack, and spores 300 hp.
Fair stats, maybe slightly lower Spore HP (250?) but alright.
So now we give the archer 10 muta upgs (not unreasonable) .
and we give him 10 sunks near cannons.
Dunno why you'd have ten colonies near cannons, not to mention it'd be damn expensive, but alright.
Thats 200 damage per guardian shot, from a range no hero can compensate from, except mech, but from what you said guardians would be invuln, making it pretty much 200 damage if you try and get into the cannons, and then i can leapfrog my spores until they take over the world because nobody can take on the amazing damage they deal!
To be perfectly blunt, you're being stupid. By that logic the Marine/Firebat can have his SCV build Bunkers with Ghosts in the cannons, they do 25 dmg so no upgrades needed and they have longer range than a lot of heroes. So why don't we see the Firebat taking over the map with his Bunkers? Or reinforcing cannons with fields of Bunkers? The damage output you claim also assumes the enemy hero rushing in has no armor.
If you misunderstood, when the Spore dies, the Guardian hovering over it dies too.
Post has been edited 1 time(s), last time on Nov 23 2009, 2:27 am by DrakeClawfang.
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Not to be mean, but i hate the multiquote system you have on SEN, so im not gonna use it XD.
Drake, spores have 400 hp currently.
I would have ten colonies near cannons due to the guardians ability to kill spawn for me.
Also, currently this costs only gas.
I seriously dont know, but i may have to try that sometime. HOWEVER! Main point, guardians would give you spawnkill credit, bunkers wont.
Bunker field = taken exp to base, which is worse then killing it yourself.
Spore field = taken exp goes to you.
130 damage kills a ton of heroes though, and having about fifteen guards hit probably wouldnt be that hard, so itd be 300 without armor and 210 with 7.
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