Staredit Network > Forums > SC1 Map Showcase > Topic: Hero Sanctuary v1.10
Hero Sanctuary v1.10
Sep 26 2009, 8:33 pm
By: Norm
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Dec 10 2009, 7:02 pm Lt.Church Post #521



Quote from Norm
Quote from fat_flying_pigs
Quote
Don't worry reload, the RM's adjustment in melee will still allow for what you described, but also make it more worthwhile to upgrade lings instead of always going for l3/4.

Nono, I don't want it to be easier! I want it to stay the same. If you made it easier, then it would be stronger than the L3. Only benefit for the L3 compared to my alternate build is that if the crossair dies, you don't lose a life. Other from that, L2 lings are average for base rape, and slightly worse at PK, with the benefit of using MUCH less MP.

Let me rephrase: RM's L2 will function EXACTLY the same as in BT3, the only difference is that players will have incentive to develop both l2 damage and the damage of the higher level spells because RM will benefit more during melee combat from attack ups.

basically the only thing different from the +1 with slightly higher base over +2 with slightly lower base is AFTER 8 upgrades you'll benefit more from upgrading melee, which is a good thing, not overpowered since itll still barely do anything extra even at +25 youd only do 20 more than it did before, and 20 more per hit from a unit as slow as kerrigan really aint useful for much anything lol its more of a "makes you feel like youre doing more" thing, i guess it would allow you to two hit spirits maybe if you went pure melee by the time they spawned; or ks spawn more often. In short i like it, not a big change but makes another build more viable.



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Dec 11 2009, 12:18 am killer_sss Post #522



Quote from Norm

Unfortunately one of the down sides to playing as Illusionist. His over the top ability to avoid death requires these kinds of counter balances to make him killable if the user isn't careful of every movement. Also, can you be more specific about which ramp this is? About 3 of them fit your description and I can double check my ramp widths if you can point them out.
first off the ramp I speak of is the ramp just outside the top base located on the top lane. The spawn meet on the ramp. Secondly I don't think this is an appropriate counter. This isn't fair to the newer people and regardless is annoying. I would rather see a delay on the return to body over this Bs.


Quote from Norm

Quote from killer_sss
Also are there any other powerups you could change for the flag one. If picked up by a probe, scv, drone it shows opposing team where it is all the time which can be annoying for unsuspecting players. I killed a few sims right after they were built because of this.

Unfortunately, I do not have any other power ups to use. Please just be more careful to avoid workers picking up flags.
It isn't me picking these up. It is my opponents. Idk why they pick it up or if its just random luck but it is kinda sucky that I get to see everything they build at night. I will mess arround with checking on this later on possibilites you can do but don't have the time atm because tourney starts soon.


also as for the ban system If it ever does come to play I would like it to be implemented In-Game as I prefer random most of the time for the cash. If ban is ever used I can''t random unless the computer were to remove that choice all together.



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Dec 11 2009, 12:20 am OlimarandLouie Post #523



Delete this post :|

Post has been edited 1 time(s), last time on Dec 11 2009, 3:00 am by OlimarandLouie.



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Dec 11 2009, 2:11 am MEMEME670 Post #524



Quote from Norm
Please refer to my above post for the current change log of BT3 --> BT4.

Thanks you.

You dont seem to understand what i (and many other people, apparently) are saying.

A rine hiding in his base, constantly refilling dship (once he has inferno and mines, which he rushes) cannot be killed.

He uses mines for spawnkilling, combined with a dual spawn to that side he is able to get massive exp fairly easy.

He uses stuns to stun heroes, being that most of us cant hit air naturally, and those that can hit slowly/are AI, who doesnt do well overall vs psycho.

He uses inferno to take out cannons, take out heroes.

He uses dropship to kill mids sims (along with rine early game) and scout.

There is NOTHING you stopped in the beta that changes this, and nothing he cant do anymore.

Its a rigged concept, not a rigged chance.



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Dec 11 2009, 2:30 am Neki Post #525



What about CoM? I think his abilities have a very high chance of destroying the dropship, he seems viable to at least soft counter him. Assuming he is going Acid Spray / Horus. A purely mist build would probably get hurt a lot by the mines.



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Dec 11 2009, 2:51 am Xero Post #526



Well, ninja definitely needs nerf lol, as this was proven in my match against kerri's team. (Finally understood a bit of CoM's power, since Sarah demonstrated a base sit, spawning broods, then atking bases.) Didn't find any bugs really. Fix the DS's error messages with its mines spell. When spawning mines on cliffs, error messages come up.



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Dec 11 2009, 2:58 am MEMEME670 Post #527



Quote from name:Ultimo
What about CoM? I think his abilities have a very high chance of destroying the dropship, he seems viable to at least soft counter him. Assuming he is going Acid Spray / Horus. A purely mist build would probably get hurt a lot by the mines.

CoM CANNOT walk into a field of mines.

CoM will have to escape to live from a good micro'd inferno.

CoM cannot defend against well microd infernos on cannons, he has not the micro capability.

He soft counters, but it doesnt remove the OPness. Just have someone hang around to throw him off, and gg.



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Dec 11 2009, 3:02 am Neki Post #528



CoM might be able to eat the mines up pretty well, mines don't scale well into the late game, with 20+ armor upgrades and a lot of nearby mist, he could probably clear pretty well. I don't quite remember what Inferno exactly does though, what does it do again?



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Dec 11 2009, 3:05 am MEMEME670 Post #529



Quote from name:Ultimo
CoM might be able to eat the mines up pretty well, mines don't scale well into the late game, with 20+ armor upgrades and a lot of nearby mist, he could probably clear pretty well. I don't quite remember what Inferno exactly does though, what does it do again?

Youd be feeding the psycho, which is what he wants.

Inferno spawns a ton of invince firebats, which can be used for trap-killing, killing cannons(it can be cast from just inside cannons range and hit well, and cannons dont prioritize on hitting dships.)

On a side note, what are you going to do after you defeat all these mines, its not like there will be a pyscho behind them, he will be at base regening his dship or controlling it from afar.



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Dec 11 2009, 6:13 am m.0.n.3.y Post #530



god dammit norm you shifty snake, this looks cool as hell...but where do i donwload!?



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Dec 11 2009, 9:15 pm ImagoDeo Post #531



Quote from m.0.n.3.y
god dammit norm you shifty snake, this looks cool as hell...but where do i donwload!?

One page back, post #477. Here's a link.



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Dec 11 2009, 9:45 pm Norm Post #532



Quote from killer_sss
also as for the ban system If it ever does come to play I would like it to be implemented In-Game as I prefer random most of the time for the cash. If ban is ever used I can''t random unless the computer were to remove that choice all together.

HS will NEVER accommodate bans into the randomizer. I think that during tournament play, people should be able to receive a banned character if they are given it by the forced randomization that happens at the end of the timer. [This will also deny them of the $ bonus.]


Quote from name:Ultimo
What about CoM? I think his abilities have a very high chance of destroying the dropship, he seems viable to at least soft counter him. Assuming he is going Acid Spray / Horus. A purely mist build would probably get hurt a lot by the mines.

CoM [H] Will easily counter Dropship just with normal attack in BT4 versions where (if anyone has even looked at the changelog) Dropship no longer is able to get more HP than it should for any given Vitality stat of the Psychopath.


Quote from MEMEME670
Quote from name:Ultimo
CoM might be able to eat the mines up pretty well, mines don't scale well into the late game, with 20+ armor upgrades and a lot of nearby mist, he could probably clear pretty well. I don't quite remember what Inferno exactly does though, what does it do again?

Youd be feeding the psycho, which is what he wants.

Inferno spawns a ton of invince firebats, which can be used for trap-killing, killing cannons(it can be cast from just inside cannons range and hit well, and cannons dont prioritize on hitting dships.)

On a side note, what are you going to do after you defeat all these mines, its not like there will be a pyscho behind them, he will be at base regening his dship or controlling it from afar.

Inferno (and Inferno +1) have much lower damage and duration in BT4, combined with the increased chance of getting a dud, and the increased fragileness of the DS, the DS will not be as viable of a base killer as it was before.

Quote from ImagoDeo
Quote from m.0.n.3.y
god dammit norm you shifty snake, this looks cool as hell...but where do i donwload!?

One page back, post #477. Here's a link.

Indeed, also BT4 will be put on the OP once it is completed sometime either tonight or tomorrow during the afternoon.



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Dec 11 2009, 10:40 pm ImagoDeo Post #533



I promise to get the first hit. =P



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Dec 12 2009, 12:34 am Norm Post #534



Awesome, man.

I'll MOST LIKELY put BT4 up for download tonight before I sleep.

Change Log is Updated.



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Dec 12 2009, 1:54 am fat_flying_pigs Post #535



delete this post

Post has been edited 1 time(s), last time on Dec 12 2009, 3:04 am by fat_flying_pigs.



None.

Dec 12 2009, 3:16 am Norm Post #536



BT3 ---> BT4 Changelog.

Quote
• Land Mines (2) [Which is the damage dealing unit for Sub and Wind Slash] base damage reduced from 26 --> 16.
• Base Damage on THUNDER reduced from 27 --> 25.
• "Vengeance" HP reduced to 490, armor reduced to 12.
• "Doom" HP reduced to 900, armor reduced to 15.
• Magic Orb HP reduced to 240, armor reduced to 7.
• Conjured HP reduced to 120, shields reduced to 80, and armor reduced to 7.
• Halls of Doom price increaed by $15.
• EXPLOSIVES damage decreased from 58 --> 55.
• Dual Laser base damage reduced by 10.
• Artillery Matrix base damage reduced by 8.
• Shinigami now only gains +2 damage per upgrade.

• Ninja now does 35 Base damage, and gains +5 per upgrades.
• AI now has base Air attack damage of 34 (17+17).
• Custom-made Tank now gains +5 per upgrade and starts with 35 Base damage.
• Custom-made Tank now has 3 Base armor while sieged.
• RM's Base damage decreased to 42; however, she now gains +2 per upgrade.
• Necro's damage decreased to 32, and he now only gains +4 per upgrade.
• CW's base damage decreased by 1.
• Psycho's base damage decreased by 1.
• MM's damage has been increased to 35.

• CoM [H] +50 max HP
• Custom-Made Tank +100 max HP
• RM -40 max HP
• Ninja -50 max HP
• CW -60 max HP
• Illu +30 max HP
• MM +80 max HP
• Psycho's max HP decreased to 3405.

• Maximum HP on bomb airship is now 306.

• Alchemist's Portal Construct no longer gives 22EXP, it now gives 5 (oops)
• Bomb Airship now gives more EXP depending on how many bombs are loaded in it.
• Building Kills now give 3EXP.

• Inferno now has a 23% chance to be a Dud (+8%).
• Stun Grenade now has a 31% chance to be a Dud (+31%).
• Land Mines now has a 23% chance to be a Dud (+23%).

• Range for invincible DS decreased by ~4 units.
• Duration on Inferno and Inferno +1 decreased.
• # of Flames created by both Inferno and Inferno +1 decreased by two and four respectively.
• The maximum length for the disable effect to last on a player after being hit by Mindlock is now 4 seconds.
• Reduced the potency of Shadow Stitch by ~20%
• Reduced the potency of Necromancer's Curse - The disable effect is reduced by 15% and the blind effect is reduced by 8%.
• Shurikens now only drain 6MP each instead of 7MP each.
• RM can no longer use Magic Orb to move the effective area of Mindlock mid-spell.
• Shadow Stitch no longer negates spell units.

• It now costs 7 stats points to increase spawn level.
• EXP compensation for destroyed enemy SPAWNERS increased to 5EXP, 12EXP, and 20EXP respectively.
• Reduced the frequency of firing for 6 triggers: They were set for always =/.

• Mission objectives for RM and Serpent have been corrected.
• It is now impossible for Psycho to glitch a DS with full HS.

• Fixed a glitch where Illusionist could build HT or DT spell-casting units as Power Manifest form, and have them sit doing nothing.
• Fixed a glitch that resulted in Psycho controlling the units used for DS spells if times correctly.
• Fixed a glitch for artifacts that resulted in being unable to pick up all artifacts.
• Fixed an error where AI was still effected by the MP drain of Shurikens.
• Fixed a glitch that resulted in MM being in a holding area and unable to participate in the battle.
• Fixed a glitch that allowed players to get full HP if they move quick enough after respawning.

• Redesigned Inventory.
• Changed the name of Force 4 to reflect the new version and release date.

I think you guys are going to like this...

Post has been edited 2 time(s), last time on Dec 12 2009, 9:45 pm by Norm.



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Dec 12 2009, 3:18 am ImagoDeo Post #537



Told you I'd get the first hit.



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Dec 12 2009, 5:15 am Xero Post #538



Sorry Imago, but I was the first to download it :D
Well some bugs. New inventory had some lings in the boxes. The vision thing for ninja was already reported.

Seems like much of the game is balanced. Ninja is now less OP, but still a high damage dealer(requiring a bit more mana now). Psycho is in pretty good shape. The duds idea was great, considering that the DS spells cost absolutely nothing. Though most Psycho players won't like this...

Will be playing more, but weekend seems busy.



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Dec 12 2009, 5:34 am MEMEME670 Post #539



Testing psycho asap.

I wanna see if he really is nerfed enough. XD.



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Dec 12 2009, 7:22 pm killer_sss Post #540



Quote from Norm
Quote from killer_sss
also as for the ban system If it ever does come to play I would like it to be implemented In-Game as I prefer random most of the time for the cash. If ban is ever used I can''t random unless the computer were to remove that choice all together.

HS will NEVER accommodate bans into the randomizer. I think that during tournament play, people should be able to receive a banned character if they are given it by the forced randomization that happens at the end of the timer. [This will also deny them of the $ bonus.]

That is BS imo. First off If someone bans a char they aren't going to want it in the game period wether it was randomized or not. I believe the fans will overule you here if bans ever do come into play.
Secondly this cuts out the randomization bonus which you added and actually gives a point to randomizing. An option for a regular game or a ban game in game would be nice and sure would make things easier if banning ever comes up in tourneys.


but whatever it is your map. Have fun with it I guess.



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