Staredit Network > Forums > General StarCraft > Topic: Temple Siege Strategy
Temple Siege Strategy
Feb 20 2009, 5:28 am
By: Ultraviolet
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Oct 31 2009, 6:44 pm Urahara Post #61



Ehhhh i never use goliath and tank when roaming around, vulture is the best for roaming and microing, but later on when you are against Hydras and other units with heavy or medium armor it is always smart to have l3 and l1 ready for combat, as well as l4 if you are against masses of units
I only go Attack til 10-15 attack upgrades as vult, then i go mana, and finish off by getting l3 and l4



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Nov 1 2009, 11:44 pm ws-Beta Post #62



Quote from MEMEME670
Quote from killer_sss
Quote from MEMEME670
Quote from ws-Beta
Hmm, I didn't read most of the posts because i'm far too lazy to do so. This is my general strategy that is only 3 simple steps if you aren't randoming.

1. Pick a unit that can assim well. Example: Firebat(Assualt)- his splash allows him to feed on both his spawn and the opponents which is very useful for assiming.
2. Pick a unit that can stun. Example: I would recommend Warrior because of his L3 stun's long range.
3. Pick a unit that is a strong offensive player. Example: Possibly Mutant or Spec. Ops(If your going to go power rine that is)

I saw some previous posts by other players, but they seemed more of a guide then a strategy. I hope these 3 simple steps help you when you play Temple Siege. Good luck :)

That will get owned. Its not about sim/power/stun. Its about the intracies. Do you want LM as your power and warrior as your stun together? NO WTH. Lm will hardly be there when warrior is, and even if he is, his l2/l4 will damage the warrior along with the opponent. Do you ever want something like an assault/dm/mutant team, NO WTH. Dm will have a huge chance of messing up if you are with two melee bio units. You also forgot about covering yourself. If you have a volt, you might want rine so they cant have it and be emping your azz all the time.

meme i found your post quite funny seeing as that was what you guys chose for your first match in the latest tourney. The minor switch you had was the zealot instead of fbat with your mutant and olis dm. Obviously when picking this setup you need to pick characters that will work well together and well against your opponents choices not just one character that meets each criteria.

lol meme... First of all with the LM warrior business, why the hell would a warrior stun the opponent when the lm isnt there when that was his main reason of picking warrior? Also, not all of LM's moves do splash dmg. Just his l2 & l4 which leaves him with l1 or l3. Also about the DM+assualt+mutant team, Assualt is an excellent assimer so when the DM mael's all you need is the mutant to l2 and your set and almost always the person die unless the mutant doesnt have enough ups to kill the person. If the DM is stupid enough to mael the opponent when either the mutant or assualt is there then they deserve it. If the mutant runs near the opponent when he knows the dm is about to mael then he deserves it as well. There are pros and cons to all team set ups, it's just how you play them which makes them shine or not.

Basically what i was trying to say is that you need a good assimer, offensive player, and stunner and you should have a good team set up.



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Nov 2 2009, 12:08 pm OlimarandLouie Post #63



Quote from MEMEME670
That will get owned. Its not about sim/power/stun. Its about the intracies. Do you want LM as your power and warrior as your stun together? NO WTH. Lm will hardly be there when warrior is, and even if he is, his l2/l4 will damage the warrior along with the opponent. Do you ever want something like an assault/dm/mutant team, NO WTH. Dm will have a huge chance of messing up if you are with two melee bio units. You also forgot about covering yourself. If you have a volt, you might want rine so they cant have it and be emping your azz all the time.
I love how what you just said is completely self-defeating to our team :lol: since we were DM/Warrior/Mutant sometimes



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Nov 28 2009, 7:45 pm LoTu)S Post #64



Hey guys, im new to this forum but ive been playing Ts since it came out. After playing it so many times, i wanna share these spell strats with you guys. (Note: noob talking, feel free to critique. also from west)

Spell strats (MT)

As you may know TS has 12 heros, each has it's own weakness and strengths. Generally i play random, but my tops are warrior and assassin. Anyways moving on. Ill try to cover most of the units, their strats, and some matchups. Due to time limits ill try to cover each hero perpost.

Special Ops (Marine)
The general unit, it has a quick attack, strong hp and spells are decent.
Pros: A fast unit, has base capturing potential.
Cons: How should i say this, ranged quick attack can make it a bit prone to units who are a bit armor reliant. Spells arent so hot either.

l1:Mines
This is probably most versatile spell there is. It can be used as a base capturing mechanism, a way to scout the map, a defensive move, or just something to block the enemy while running. The down side is that it can sometimes do so much splash damage to you that it will lead to your death. My usage: Place spider mines near the geysers on the left side of the map. These geysers are so crucial that if left unchecked it can give the enemy as massive advantage if they decide to sim.Also, probe floats, so u can detect them simming without them knowing that you know, hehe. Since p7//p8 units dont give vis during the night, if you're gonne sim that area, might as well know wut its status is.
-The Mine Wall: Well, this aint much of a strat, if you stack mines upon each other they wont move until the enemy comes in contact, which works great on running units with low hp.
-The Mine trap: This is generally a good strat if you can read your opponent's moves. Basically you spam l1 for as much as you can near the opponent's entrance( the one you will think they will return to) Try to get other teammates to go guard the other 2 . Then go attack the unexpecting foe. Generally this does not work on volt or vult mech. Try using this strat on anything else that does not float :P.

L2: Scv
Well, people almost never use scv due to its easily countered buildings. I try to use scv as more of a supplement to my builds than a main. If you have some free gas during your grinding, send scv back to base and build turrets around the edge(near the water) Ya it may seem like a waste, but at 15 gas, i think it's well worth it. The turrets can easily counter those suspecting bats who just rush to l4 and go for the nuke build, psh... You could grind in your own bunker though, as it gives extra range to rine but beware of certain anti bunker units like summoner, who can swarm and easily surround and kill you.

l3: Sci vessel
Volt players fear the rine once they see the sci vessel. It has a generally good support as it can detect and offer some spells. I always have a good time messing with people once i get sci vessel. Always try to hide your vessel as much as possible. They give massive exp and can lead to your defeat if left unchecked. Hotkey them and check on them regularly.
-Dmatrix: ehh generally good spell, only good for ups below 10 or so. Because Dmatrix value is about 250, ups on lets say assassin and zeal above 10 deal about 100 in 1 strike. Ya, surpressing about 2 hits from these two can be quite helpful. It's useful when you or your ally is running back to base with about 10 hp.
-Emp: Gahaha gotta love emp. Its use is probably best to harass volt. On some occasions use it to emp a LM just to stop it from storming spawn or emp a DM just to uncloak it after it consumed it's l4, which is kind of rare on some occasions.
-Irrad: Hohoho, probably the most innovative spell on vessel. Place vessels near the opponent's entrances and after harassing them with rine. If they have about <200 hp, irrad them. Better Yet Vaccum them, try to get 4 vessels and irrad them, then hover them over the unsuspecting ling//hydra// bat//summoner. The irrad overlaps and causes massive hp loss, about 200 dmg after 7 seconds, which is pretty good for an air unit dealing dmg. Some units can burrow though, which makes vaccuming useless. Generally, sci vessel is a spell which can make your opponents play more defensively.

l4: Mine drone (scourge)
Most people call this overpowered, i call shenanigans. Well it is kinda. Volt gets pwned by rines l3 but is immune to his l4, funny. The general strat is kind of the same as the l1 except you can control it and tell it to go places you dont have access to. Use it to capture bases since it's invincible. Use it to harass turtles in base. Basically it's an invincible l1 with a control handle.

Well thats it for Rine, ill see what people see about my spell strats. If people like it than ill post more :D. If not, ill just be rdy to sneak back into the background. :bye1:

Post has been edited 5 time(s), last time on Nov 5 2010, 12:05 am by LoTu)S.



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Nov 29 2009, 3:19 am 24million Post #65



some other stuff about spec ops you didnt mention

spec ops l1 is very useful for killing spawn
if u lay them around where they meet, the splash dmg will probably kill some of ur spawn too, giving you more xp

stacking the mines with l1 can be useful and annoying by putting the mines on top of each other
you trick people into thinking they can clear 3 mines, and then they get hit by 15 mines...very fun when people run into a bunch of mines and go "wtf howd i lose 1000 hp?"



None.

Dec 1 2009, 3:21 am OlimarandLouie Post #66



Also note that those spells are updated, in the newest version Temple Siege 1.4m8e, whereas the scv is no more, l2 is scie vie, and l3 is a high-powered shot by a ghost.



None.

Dec 1 2009, 4:29 am stickynote Post #67



Actually, for rine l1, you should place the mines slightly behind the spawn line, or the enemy spawn will trip the mines before your spawn gets close enough to get killed.



None.

Dec 1 2009, 6:01 am Decency Post #68



Can vulture L2 be made to spawn in circles around him, or to a random side. Ditto his tanks. It's kind of ridiculous how much of an advantage it is to be on bottom with vulture.

Very much a fan of M8e but the bottom terrain revamp was completely unnecessary and that's what seems to be turning most people off from it. Just change the path or add a ramp where the overlook into the canal was, slide it 10 units NW and throw in some filler, and tada it's balanced.

Also, a note about the change to blocking warps would be nice.



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Dec 1 2009, 7:24 am ClansAreForGays Post #69



Quote
Can vulture L2 be made to spawn in circles around him, or to a random side. Ditto his tanks. It's kind of ridiculous how much of an advantage it is to be on bottom with vulture.
Wanna test something? get on bnet




Dec 3 2009, 7:33 am Decency Post #70



Just saw this. Send me a message on AIM whenever you do.

Post has been edited 1 time(s), last time on Dec 1 2010, 11:12 pm by FaZ-.



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Dec 22 2009, 1:11 am Ryan Post #71



Any ideas for defending against maelstrom? I play Archer, and as an organic unit, it's fairly tough for me to counter against it, especially during night.



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Dec 22 2009, 1:57 am Jack Post #72

>be faceless void >mfw I have no face

L1 ups mean that DM can't get close to you without taking too much damage. Perhaps keep a fast teammate in the lane closest to you so you can call for help. Late game L4 would work if you managed to catch the person attacking you by surprise, especially if it was DM by itself. Also, burrowing at night and having heaps of mana means you can't get maelstromed but can still L1 to hit spawn, but you have to be burrowed at the right place. Basically mana + L1 ups is best against DM.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 22 2009, 3:00 pm Moose Post #73

We live in a society.

If you're playing M8+, you might want to look into the new L3 as well. It won't do as much damage as three L1s, but it will do damage much faster, plus it has the added range. Which is good when the goal is to do as much damage as possible before getting hit with curses. (particularily L2 that won't let you attack.)

Also, if you're fighting DM, it helps to help an army of summoned Hydras. Summoner-Archer is very anti-DM. (unless you're silly and just have a cluster of Hydras that can all get Maeled at once.)




Dec 22 2009, 8:11 pm Decency Post #74



Just burrow dodge maelstroms. It's fun and pisses people off. =D Once you get the range down it's pretty easy to time it. Then there's really no way a DM should be able to out DPS an Archer even if he gets you, just L1 spam until he dies.



None.

Dec 22 2009, 9:00 pm ClansAreForGays Post #75



And don't forget mutas are one of the few units that can attack past alliance.




Dec 22 2009, 9:07 pm killer_sss Post #76



u mean with command attacking? This may be ok if thats what you mean but it isn't reliable dmg/sec It is only gona work if you hit him before you are hit with the alliance curse and then use l1 to finish what little hp he has left.



None.

Dec 23 2009, 1:27 am Ryan Post #77



Burrow sounds like the best option for me, especially at night. If anybody out there feels as if they have a really successful Archer, I'd like to see some replays.



None.

Jan 24 2010, 8:48 am close.ads Post #78



For summoner, I find it useful to get ONE attack upgrade before getting the glands upgrade. Mostly because it allows the lings to kill spawns in 1 hit less than no upgrades.

Definitely useful if you have an enemy chasing your lings--you get to make the kill quicker, get out of the crime scene before their patrol arrives.

I have a problem when playing summoner---what should I do if I'm playing against a rine who got nothing but mana, and mined the entire freakin' map? Assume all bases are captured by us.



None.

Jan 24 2010, 6:15 pm Jack Post #79

>be faceless void >mfw I have no face

If none of your allies can do anything about it, get a spawning building or spawn upgrade of some sort, perhaps reavers. Summoner personally can't do much (other than lvl4, which can only take so much.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Apr 29 2010, 9:12 am close.ads Post #80



Quote from Jack
If none of your allies can do anything about it, get a spawning building or spawn upgrade of some sort, perhaps reavers. Summoner personally can't do much (other than lvl4, which can only take so much.

Consume + Dark swarm? Fbat is about the only manually built unit that can own the summy but it is great feed for other heros. High powered units also gives high amount of minerals, so it can be a great feed, making the summy almost invincible very soon!

Also nowadays players are trained to observe your exp and determine what level of power you are at. If your attack/spell casting rate is way lower than expected, they'll be expecting a spawn rush(built or upgrade) and immediately counter that, giving THEM the edge.



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