Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege M8e
Temple Siege M8e
Oct 27 2009, 4:30 am
By: Moose
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Dec 12 2009, 12:51 pm Wing Zero Post #221

Magic box god; Suck it Corbo

Dude the rine is still imba as hell, I've seen his L3 kill an assassin in 2 hits and a DM in 3. Plus its so spammable that he could escape just about any scenario except for maybe a well timed Dm L4. I would suggest a cooldown to be added and shorten it to 2 shots or lower the rediculous upgrades on it.




Dec 12 2009, 2:46 pm Moose Post #222

We live in a society.

Here is some terrain proposed by KingOfKings for the top outpost. I'm not sure why he wants to add a third set of cannons, they would be probably go if I implemented this. Also, the area directly left of the Warp Gate is slightly blocky. Anyway, let me know what you guys think.

Other proposed changes:
- Special Ops L3 cooldown (Well, that isn't really a proposal.)
- Anyone else feel Mech isn't so great now?
- Reduce Warp Gate HP and/or increase respawn time?
- Reduce Cannon HP to 2000, but reduce cost to 30 minerals?
- Apply the way shields work now to other buildings?

Attachments:
kings_ts.gif
Hits: 29 Size: 313.82kb

Post has been edited 2 time(s), last time on Dec 12 2009, 3:27 pm by Mini Moose 2707.




Dec 12 2009, 3:07 pm rockz Post #223

ᴄʜᴇᴇsᴇ ɪᴛ!

1. Can you dodge while stunned? If so, you shouldn't be able to.

2. 3 shots is pretty ridiculous. I like 1-2 better. After all, a dodge is more like a tuck and roll, right? You dodge the attack, and get in a powerful sneak attack (to be useful).

3. It will have to be tested out a bit. It's a little bit too defensible, since a mech can sit on the beacon and hit anyone coming from the bottom for a long way. This is probably fixed by high ground. However, this also makes it MUCH harder to capture due to the cannon being there.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 12 2009, 4:34 pm Decency Post #224



Mech isn't so great, I personally consider him balanced now though. I haven't played enough with the other classes to judge but I have to ask if anyone has seen Summoner's L2 used effectively, or Medic used effectively at all?

Also, did you add killing allied units? I haven't played Medic or Archer yet, but the change is a needed one for them.

The terrain doesn't work because a cannon is in range of the beacon. No thanks. There is also zero need to change the top warp. I still think you should revert the bottom warp and just change the exit path and distance from South, this is the main reason people have for not liking the new version.



None.

Dec 12 2009, 4:56 pm OlimarandLouie Post #225



Quote from MEMEME670
Quote from OlimarandLouie
Just played the BEST GAME OF TS EVER

CAFG, Minimoose, and Kuplia(or something) vs Me, Oblivionscall, FHwally,

DM early game is pretty imba, ive always thought and always will.

However, nobdoy seems to care XD.

Other then that, thisi s about what happens to 20-25% of pub games.

One team has better morale, and slightly better teamwork (DM helped alot)

they take early lead, and push to finish.

Suggested nerf for DM: Lower shields on DA, its a l1, why does it have 1/4 of the heroes shields?

You would probably lower the exp given by it, but make it still a high number, this thing stuns at a range and is seperate from the hero.
It was just meant to be the sheer awesomeness of us completely destroying two of the creators :|



None.

Dec 12 2009, 5:08 pm UnholyUrine Post #226



Two of the Three** ;) (WTF I'm not dead yet!)

U can't lower the exp given by DA, as I used Killscores.

The new terrain is an interesting concept, but I've always liked the aesthetic of that temple wall/bridge/cliff for that base.

BTW, I just saw the replay... T'was a pretty sad game.... Summoner couldn't do anything :\ .. and Mage Combo = devastating XD .. heheheh .. moose'll need to wash his pillow.



None.

Dec 12 2009, 5:56 pm MEMEME670 Post #227



Quote from rockz
Quote from MEMEME670
Quote from name:FaZ-
Quote from MEMEME670
Given that there is no trigger delay, yet there is latency delay on PLAYER clicks, this could cause some horribly unwanted things.
Such as...? I think you're reading into this whole latency thing way too much, did you just learn about it or something?

Given scourges high movespeed, i could see it messing up many attempts to stun.

Also...XS on autoscouting.
So... you think that having a scourge instantly accelerate is a bad thing? Even if the scourge goes in the exact opposite direction you want it to go, it will still go to a player, and it will still be faster if you catch it in the normal amount of time.

There's no excess on autoscouting either.

Quote from MEMEME670
Suggested nerf for DM: Lower shields on DA, its a l1, why does it have 1/4 of the heroes shields?
There is no "heroes shields" in TS, nor is there a hero DA. Shields take full damage from everyone, and you aren't likely to upgrade shields. DA is imba in the beginning, which is the way it is. She's underused as it is. She's also heavily countered by mech. Likewise, in the old versions of TS, rine was imba in beginning as well due to minecapping. You can say the same thing about mutant and medic too.

I was damn tired then, idk why i typed shields. I meant hp.

You seem to push off being imba as acceptable, when it completly denies a lot of reasons why you would play.

imba = imba, meaning, player one gaining 1k mins = imba = DM @ Start = HS psycho (BT3), etc.

imba shouldnt be tolerated, as it ruins the game.

ALSO: you ever seen a non vult mech get snare owned? Thats not what i call a counter.

EDIT: Seems i missed out on about five posts of info, so here goes.

Rines l3 is imba, it appears to be more of a catch you while your running thing, and yet functions as undoubtably the best defensive move in the game (it does high damage compared to LMs l1. Although LM gets three l1s, he is still more killable then rine with one l3)

Possibly it would act as in it lets you dodge damage, but not stuns. Also, while your stunned, you cant use it.

You would need a slight cooldown so maximum timing isnt needed to achieve stuns too, but thats given.

I dont see mech being very good anymore for some reason...he needs a better l3 l3 as seeing with like 18 upgs it cant kill an assasin...possibly wraiths....idk though.

Or it could be something like where it homes in on enemy heroes within the range of siege tank, idk...

That terrain..looks horrible at first, but if you look at it, its worse then you think.

1. Range things. That mech player is going to get a lot of tank kills.

2. Blocking. How many times will soemone be blocked at bot and die? Alot more now.

3. Timing. Top is already the hardest to reach in time base, this makes it worse.

Although the diagonal way of getting in is nice.

Post has been edited 1 time(s), last time on Dec 12 2009, 6:08 pm by MEMEME670.



None.

Dec 12 2009, 6:31 pm OlimarandLouie Post #228



By the way, Infested Kerrigan walks faster then an ensnared vulture. That also means Dark Archon can "walk" faster then both of them. Which therefore, means Dark Archon can set up a pseudo-block on said vulture. ^^



None.

Dec 12 2009, 7:21 pm ClansAreForGays Post #229



Quote
Here is some terrain proposed by KingOfKings for the top outpost. I'm not sure why he wants to add a third set of cannons, they would be probably go if I implemented this. Also, the area directly left of the Warp Gate is slightly blocky. Anyway, let me know what you guys think.
I like it. Keep the third set's pylon only. Give players the idea to build a cannon there.

Quote
- Anyone else feel Mech isn't so great now?
Lower speed upgrade to 45.

Quote
- Reduce Warp Gate HP and/or increase respawn time?
I'd rather see warp gate take longer to rs, and keep hp the same. If you keep rs tie the same, reduce hp by 1k.


MEME's logic on DA is sound. On paper it seems OP, but in practice it isn't somehow, and very beatable. DM has gotten enough nerfs over the years, and was still very beatable before its last stat reduction.




Dec 12 2009, 7:36 pm killer_sss Post #230



The terrain Idea is pretty Nice. Kinda sucks there is only one way in and out though. Also Is the bottom cannon close enough to shoot beacon I really can't tell just by an image? The other thing about this is will this make it more annoying to capture at night and thus lead to "less strategy" as so many others seem to think? To me I think it is great As It looks much easier to cap and hold.



None.

Dec 12 2009, 9:11 pm xYoshix Post #231



Quote from Mini Moose 2707
Here is some terrain proposed by KingOfKings for the top outpost. I'm not sure why he wants to add a third set of cannons, they would be probably go if I implemented this. Also, the area directly left of the Warp Gate is slightly blocky. Anyway, let me know what you guys think.
Lol, I did that and let KoK see it o_o



None.

Dec 12 2009, 10:31 pm KingOfKings Post #232



Quote from xYoshix
Quote from Mini Moose 2707
Here is some terrain proposed by KingOfKings for the top outpost. I'm not sure why he wants to add a third set of cannons, they would be probably go if I implemented this. Also, the area directly left of the Warp Gate is slightly blocky. Anyway, let me know what you guys think.
Lol, I did that and let KoK see it o_o
I only slightly modded top from what yoshi put. Moose I told you that I only modded yoshi's slightly... Also 3 cannons at top is extreme but I say one would be good.



None.

Dec 13 2009, 4:04 am MEMEME670 Post #233



MEME's logic on DA is sound. On paper it seems OP, but in practice it isn't somehow, and very beatable. DM has gotten enough nerfs over the years, and was still very beatable before its last stat reduction.[/quote]

Late game its very beatable, yes.

Im talking about early game, where you get stunned, hit by a glass cannon (or a lm) and die.

I think its hp shoudl be reduced so that atleast its killable and the DM doesnt just notice and 1. Mael run 2. Run to cannons 3. Cast L1 again



None.

Dec 13 2009, 4:19 am rockz Post #234

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from MEMEME
imba = imba, meaning, player one gaining 1k mins = imba = DM @ Start = HS psycho (BT3), etc.

imba shouldnt be tolerated, as it ruins the game.

ALSO: you ever seen a non vult mech get snare owned? Thats not what i call a counter.
player one gaining 1k mins =/= player one gaining 100 mins.

imba is fine if you put it into context. DM is imba at start. DM starts to suck as the game goes on (she gets better with l4+ hp/mana). Again, I'll say it. She's underused. Were she really imba, more people would use her.

ALSO: did you know that mech has 3 forms, as well as a l4 which does a lot of damage really fast? If you get snared, you change forms. Sheesh. Before the forms, a mech can trade blows with the DM while snared, and shouldn't get hit when not snared. You also have to assume the DM can always hit a snare (which is expensive, only 6 at max energy, which means you aren't using psi). Unupgraded vult moves at 3.33 when snared, same as HT. Upgraded moves at 6.67. DM moves at 4. Trying to catch a ht with a kerri is quite hard, and each hit takes a while.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 14 2009, 11:58 pm MEMEME670 Post #235



Quote from rockz
Quote from MEMEME
imba = imba, meaning, player one gaining 1k mins = imba = DM @ Start = HS psycho (BT3), etc.

imba shouldnt be tolerated, as it ruins the game.

ALSO: you ever seen a non vult mech get snare owned? Thats not what i call a counter.
player one gaining 1k mins =/= player one gaining 100 mins.

imba is fine if you put it into context. DM is imba at start. DM starts to suck as the game goes on (she gets better with l4+ hp/mana). Again, I'll say it. She's underused. Were she really imba, more people would use her.

ALSO: did you know that mech has 3 forms, as well as a l4 which does a lot of damage really fast? If you get snared, you change forms. Sheesh. Before the forms, a mech can trade blows with the DM while snared, and shouldn't get hit when not snared. You also have to assume the DM can always hit a snare (which is expensive, only 6 at max energy, which means you aren't using psi). Unupgraded vult moves at 3.33 when snared, same as HT. Upgraded moves at 6.67. DM moves at 4. Trying to catch a ht with a kerri is quite hard, and each hit takes a while.

Add in a DA for micro and then some allied spawn.



None.

Dec 15 2009, 5:07 am rockz Post #236

ᴄʜᴇᴇsᴇ ɪᴛ!

DA is only good at start for micro. Any other time and it's instant 16 exp (or a really really nice lure). I wouldn't mind seeing DA have all shields, 1/256 hp, and shields much like volt which scale with her health. say, 2000 shields, so 200 shields at start if you don't upgrade. That's the only way I could see nerfing the DA at the start, while helping out the DM as the game progresses.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 17 2009, 3:33 am ClansAreForGays Post #237



The single greatest game of Temple Siege I have ever played [attach=5177]

Attachments:
CAFGvsMedusa-epic.rep
Hits: 10 Size: 334.95kb




Dec 17 2009, 4:45 am MEMEME670 Post #238



Quote from rockz
DA is only good at start for micro. Any other time and it's instant 16 exp (or a really really nice lure). I wouldn't mind seeing DA have all shields, 1/256 hp, and shields much like volt which scale with her health. say, 2000 shields, so 200 shields at start if you don't upgrade. That's the only way I could see nerfing the DA at the start, while helping out the DM as the game progresses.

With 20 upgs, you still cant one hit a DA.

With five, your doing such minimal damage to it that you wont be hitting it.

Even at nine, by now the DM will just m ake a new one should one get close to death.

I never said DM was imba late game.



None.

Dec 17 2009, 5:20 am rockz Post #239

ᴄʜᴇᴇsᴇ ɪᴛ!

The single greatest game of Temple Siege I have ever watched.

Dear god blue was an idiot.

@MEMEME DA has 250+50 and 1 armor now.
20 upgrades = (70+140)*2 = 420, with 106 from gol. 1 hit kill from tanks
5 upgrades = (70+35)*2 = 210, with 46 from gol. If gol hits orb 2 times, bringing it down to 158 shields, its a kill. If it's slow it will have to take a third shot. 3 shots and 25 mana for 16 exp is pretty nice.

Post has been edited 1 time(s), last time on Dec 17 2009, 5:32 am by rockz.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 17 2009, 5:54 am Decency Post #240



Volt is powerful late game and can defend a base pretty much forever by himself... who knew? You didn't even need to use L4, Volt can do literally everything in a long game and his L4 is a free 5000 HP if you're ever in trouble. That game also tells us that Unholy's spawn buildings should just be removed, they're worse than useless. MAYBE keep reavers and dragoons, but I vote no. It also tells us that zealots are still not even remotely near to being as good as Hydralisks. I think I'd still take Marines over Zealots.

Orange (the LM) was pretty bad. He was using Dragoons to clear packs of Hydralisks and Reavers to destroy your base. Backwards... He had the game won easily if he dropped L1/L3 on your spawn gates and base cannons a few times. Or if he used his 1000 minerals to build something useful (Nexus into your base would've been a nice thought). Or if he just didn't go afk for like 10 minutes.

A pretty good game, as far as TS can go, I guess.


And yeah I can't remember a version where 2-3 shots and a tank salvo doesn't net me 16 exp after I've hit level 2 with Mech. But keep theorying that you're going to block my Mech with DA. :lol:



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