Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege G
Temple Siege G
Jun 26 2011, 3:22 am
By: IAGG
Pages: < 1 2 3 49 >
 

Jul 19 2011, 10:50 pm Decency Post #21



TS still doesn't have draft mode for tournaments?

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Jul 20 2011, 1:05 am IAGG Post #22



Not sure what you mean by draft mode, but the teams are set and ready for the 23rd



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Jul 20 2011, 1:41 am DevliN Post #23

OVERWATCH STATUS GO

He's suggesting you include a draft mode, like you'd see in other MOBA games.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jul 20 2011, 1:46 am IAGG Post #24



I don't know what draft mode is though. Is that a way to choose teams or something?



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Jul 20 2011, 2:36 am DevliN Post #25

OVERWATCH STATUS GO

Yeah, basically each team takes turns picking a hero.

For example, FaZ- suggested:
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Essentially the first player on Team 1 picks a hero. Then two players from Team 2 pick heroes. Then two players from Team 1 pick heroes. Then finally, the last player on Team 2 picks a hero.

Its a different way of managing counters and whatnot.

Post has been edited 1 time(s), last time on Jul 20 2011, 3:34 am by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jul 20 2011, 3:18 am IAGG Post #26



Ohhh interesting. Thats a very good idea. I will float that idea around with a bunch of ts players and see how they feel about it.

Thanks for explaining it



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Jul 20 2011, 7:02 am Ice Baby Post #27



That would be a good way to have teams choose for the tournament. U would have to completly change the beginning of tje game though because the time limit for choosing heros would be too short



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Jul 20 2011, 6:55 pm Sacrieur Post #28

Still Napping

Rating TS Heroes by Tiers

A trick from D&D, tiers fits certain classes into tiers to help gauge their power and put everything into perspective. And contrary to popular belief, the heroes are not balanced in the slightest. Just because a specific build can be countered or beaten by another does not make that build or hero balanced.

Tier 1: Tier 1 heroes are those who can perform well in almost all situations, and nearly invulnerable to all other builds. In addition, the various builds available to these heroes enable them a wide range of versatility and flexibility, and grants them an option in nearly every situation.

Mech

Tier 2: Tier 2 heroes can perform well in most situations with excellent versatility. They have powerful attacks and spells with only minor setbacks.

Archer

Tier 3: At tier 3, heroes can be useful in most situations. They have good versatility and can shine in a few areas. They can easily be beaten or out-shined by tier 1, however, and are vulnerable to number of strategies or attacks.

Special Ops
Volt
Warrior
Light Mage
Assassin
Mutant

Tier 4: Anything here is vulnerable to most attacks, and only shine in a very limited capacity. They may be able to contribute a thing or two to a team, but can have a lot of difficulty taking on tier 1 or 2 units.

Alchemist
Assault
Summoner
Dark Mage

Tier 5: These are one-trick ponies. Any other abilities they have are done better or more effectively by higher tiers. They are weak and can only perform one or two tasks well. This leaves them in a dreaded support capacity, unable to do much of anything on their own.

Medic
Magician

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Mage needs a new l1. A permanent observer would be excellent.

1) Special Ops l2 is a permanent detector.
2) Mage is too vulnerable to too many types of things (fast units, cloaked units, large units).
3) Mage l1 is underpowered.
4) Mage l1 is less effective than Mutant l1.

In all above cases a permanent observer would fix the problem.
---

Mage l3, despite its uses, is more fitting of an illusionist's l1. Furthermore, summoner l1 is more powerful and far cheaper than Mage's l3. Putting this into the perspective of other l3s, it is far more than simply underpowered, it's actually at the bottom rung in terms of useful l3s in the entire game. He needs more spells that can combo better. His l2 is nice, but does not play the role of magician well. When one thinks of magician one thinks of dozens of magical tricks and abilities, some powerful, some flexible.

But imo, all heroes need to be reworked.



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Jul 20 2011, 7:18 pm Ice Baby Post #29



What if u buff the l1 and the l3 a bit. Such as the mage l1 will also set or add 150 energy to the ghost. And since the l3 has such a wide range of units to take control of u would need to split ups. Maybe giving the magician +3 or +4 minerals would assist with this. I noticed not a lot of people use the l3 except for really late game for taking control of revears.

Also i do like that the magician l4 was buffed a bit. It makes it a bigger decision as to how to use it, stasis / recall unit away / or attack with it.



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Jul 20 2011, 8:07 pm Alerek Post #30



Edit : Looking great so far, keep up the good work! :}



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Jul 20 2011, 9:30 pm Holidays-Fruit Post #31



Diggin' The work so far. Not many people like the ideas you have for the new heroes, But i like them well enough.



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Jul 21 2011, 3:50 am Sacrieur Post #32

Still Napping

Instead of adding a new hero how about fixing the broken ones?

Mech, for example, could use some nerfing.

For one, vulture speed should be achieved late game, if at all. Improved goliath air range also needs to be achieved later in the game. Siege mode may even require research and development. Making these upgrades non-instantaneous is also always a plus. Make them require time to finish instead of handing everything over on a silver platter (60 mana for vult speed, really?).

Though really what would knock Mech down a tier is removing his combined HP. There are ways to count how much HP he has precisely. Making him take time to transform may knock him down another tier.
---

But there are other ways of doing things. Hero Sanctuary had a hero called AI that was every bit as powerful as the mech, if not more. It boasted the strongest attacks in the game, with little vulnerability. But it offset this by requiring fuel that had to be acquired either at the base or all around the map in small packages. Early game, the AI was rather limited in scope, being only able to travel short distances before running low. But as mana increases, so does range and power.

And if you ran out of fuel you couldn't move, but could attack. Self-destructing was really the only good option at this point, unfortunately costing a life. Not quite the easiest hero to use.
---

Another problem is with the Dark Mage, whose power lies in hexes and curses. This does not feel like dark magic to me, but rather something more shaman-like. Personally, I would like to see the Dark Mage revamped with new and powerful offensive powers. Give it a bit of a dark side. Try to think about rewarding the player for playing the character off of rage or dangerous play. Often dark magic is associated with magic that is particularly cruel, unforgiving, or dangerous. Complete offense with no regard to defense sort of thing.

---

I really do like Light Mage, it's one of my favorite characters, but that doesn't mean I wouldn't love a change. I do really love his first spell. It feels so light magic-y. It's a combination of defense and offense that I would like to see more of. For a start, we can drop the invincibility. That's something we want to avoid for now. It's an l1 spell, we need to not over power it. Instead, throw in an invincible healing spirit right next to the Light Mage, and set his shields to HP % for a short duration. Leave optic flare and restoration out. This exudes the light magic feeling I would like to see, and offer more versatility, while not condemning the Light Mage to a life of slow torture where venturing outside of the base means certain death, but neither ruining offensives against him in the process.

Offensive power is great, but try to balance it with defensive and healing abilities as well. More versatility = better.
---

There are some other things too (namely medic, ugh). But in due time. I could rant about the imbalances for a while. I play far too much.



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Jul 21 2011, 7:29 am IAGG Post #33



I would love to edit the older Heros and make them slightly different and more balanced. I am currently fixing all the glitches that people tell me about directly. The only problem glitches that I cant figure out is Warrior l3 and Medic l4. I must have spent hours looking at their triggers and double and tripple checking that death counters are not being double used which is confirmed. It only happens on very rare occasions that warrior l3 will not stun. The medic l4 glitch is very rare as well. It will fully heal itself but not teamates. It may work in the beginning of the game but on rare occassions it might stop working on teamates in the middle of the game and then everytime after that for the rest of the game. If you have any ideas let me know. As far as i was able to see, the defilers are being hit within the location range and the death counters are not being double used, so I am out of ideas. Its bothering me though because those 2 are the only glitches that i am hearing about that i cant figure out



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Jul 23 2011, 2:38 am Ice Baby Post #34



Sweet! Ive been waiting for no vision when picking heros forever! Amazing edit!!!



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Jul 23 2011, 2:41 am IAGG Post #35



Quote from Ice Baby
Sweet! Ive been waiting for no vision when picking heros forever! Amazing edit!!!

Yes, as of right now, the no vision for selecting heros will be just for the tournament map that people requested. if it is a big hit and people want it to stay, then it might stay for future updates.



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Jul 23 2011, 2:42 am Grandpa Post #36



Great job, map is really solid with only very few minor glitches.
New Tournament feature with the non-visible enemy hero picking area is excellent.
I just wish something could be done so that "WE" all would stop maphacking :P
Keep up the good work! :->

PS: Saturday is Tourney's Day so Good Luck to everyone!!!



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Jul 23 2011, 2:42 am Ice Baby Post #37



Does that mean no more countering?



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Jul 23 2011, 2:45 am IAGG Post #38



Quote from Ice Baby
Does that mean no more countering?

I can probably make a feature that in the beginning of the game, player 1 and/or player 4 can choose whether or not vision while selection can be allowed. So that can individualize player preference.



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Jul 23 2011, 3:15 am ClansAreForGays Post #39



Quote from IAGG
The only problem glitches that I cant figure out is Warrior l3 and Medic l4.
I can find it.




Jul 23 2011, 3:28 am IAGG Post #40



Quote from ClansAreForGays
Quote from IAGG
The only problem glitches that I cant figure out is Warrior l3 and Medic l4.
I can find it.

Can you Msg me an email? your messege box is completly full lol



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