Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 23 24 25 26 27140 >
 

Oct 14 2008, 2:17 am Alpr Post #481



My only beef with archer is its level four spell. It's insanely powerful, but insanely easy to run away before all the mutas are done spawning. As for an upgrade boost, HELL NO. I was a max hp warrior and with around 35 muta ups, i was getting raped off a good chunk of my hp at a time (and i'm talking about spell 1). Guards could be a good alternative.

Volt lvl 1 is fine as well. Same with Hp, unless the enemy picked a marine...then you're screwed.



None.

Oct 14 2008, 2:57 am Vi3t-X Post #482



Quote from ClansAreForGays
Do you want to be excommunicated viet?
What does this mean?



None.

Oct 14 2008, 3:22 am Moose Post #483

We live in a society.

Quote from UnholyUrine
-When Purple player build a Forge, it was given to white (it was next to the base too) (I think i've seen this problem before)
I see what you did there... it was giving to the wrong player when it spawned the Meds... so bye bye Forge.

Quote from UnholyUrine
-Force2 unable to capture top right base after cannons were dead :S... it was first white's, We were able to re-capture it.. then it got re-captured.. then we couldn't re-capture it back.. :S
I don't see anything in the conditions that would prevent it.

Quote from UnholyUrine
Archer may be looking forward to a stat increase.. probably more Damage...
Archer is a pretty slow starter. IMO he should be kept that way... I could see giving him a +5 to upgrade damage instead of +4, since the only classes taking the full damage from explosive damage are Mech and Volt. If anything, it would make going upgrades and making armies with L3 that much more viable.




Oct 14 2008, 3:25 am Moose Post #484

We live in a society.

Quote from Alpr
It's insanely powerful, but insanely easy to run away before all the mutas are done spawning.
That's why you manually attack with the first 12.

Quote from Alpr
As for an upgrade boost, HELL NO.
For the hero Hydra, not the mutas.

Quote from Alpr
I was a max hp warrior and with around 35 muta ups, i was getting raped off a good chunk of my hp at a time (and i'm talking about spell 1).
35 Upgrades. You're... surprised it hurts?




Oct 14 2008, 3:51 am Vi3t-X Post #485



Quote from Mini Moose 2707
35 Upgrades. You're... surprised it hurts?
I'm beginning to think that too. :lol:



None.

Oct 14 2008, 3:57 am Alpr Post #486



It's not that, it's just he was talking about upgrading. Hydra yes, mutas no.



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Oct 14 2008, 4:06 am InsolubleFluff Post #487



I think what moose is saying, is that if you ever bring up something like "this character was overpowered" but then include "oh he had 35 atk ups" within the same sentence, you're basically just spamming because obviously with THIRTY-FIVE attack upgrades, anything will do a LOT OF DAMAGE. and with ONLY SO MUCH HP, obviously casting a spell will do LOTS OF DAMAGE...



None.

Oct 14 2008, 3:56 pm Alpr Post #488



I never said it was overpowered though. Just saying the mutas are fine the way they are.



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Oct 14 2008, 6:04 pm InsolubleFluff Post #489



Alpr you've raised no good points in this whole topic, you've mostly rebuttled your own argument.
So I will summarize the last three pages worth of your arguments and put them at rest because they're going nowhere.

Your argument about Mutant's Level 3 on page 46 is that they're too powerful, that the mutant can run up and just cast L3 and you're dead. So if you move it to Level 4 you'll have a super powerful spell and if you downgrade the Chaos Mutation so that it fits accordingly you will have a balanced Mutant... WRONG! If you make Chaos Mutation his Level 3 you never even need to get lurkers, because you're going to be able to just upgrade Mutant Attack, Level 2 Attack and Level 3 attack to the point that all 3 of them rape enough as is. Also if you make Lurkers Level 4, after the previous point out that Lurkers become a useless spell, you'd have to increase their damage or quantity so that they'd be worth having a crap Level 2 and a Crap Level 3, it basically causes a huge power shift...

You then argue in the same post that the Assassin needs to be detected less ways, because the description says "practically invisible". So lets look at your list of detections.

Quote
Night Vision (Mutant), Ensnare (Dark Mage), Science Vessel (Marine), Plague (Summoner), Maelstrom (Dark Mage), Mines (Marine & Mech [Vulture]), Missle Turrets (Marine [Scv]), Spore Colonies (Archer [Drone]), Cannons (obvious).
- Night vision is Level 1, it's the ultimate Anti Assassin, if a Mutant is already selected in game, don't bother getting Assassin, you're asking to die. If they select Mutant after you select Assassin, keep alert and Teleport at the first sign of Mutant, be careful for burrowed Mutants.
- Spore Colonies are a valid way to detect Mutant's presence and since they cannot just plopped down wherever the Archer feels like it, they're not at all overpowering for vision, especially since they're relatively easy to kill (50 Mana for Drone, additional mana for spore?). Teleport back to base and wait for somebody to kill the Spore Colonies / Hatchery, or if ungaurded, do it yourself.
- Plague costs a great deal of E and as you mentioned on page 47 post 468 consuming two lings will give enough energy for plague, well you're sacrificing two lings, which is also 50 Mana making it just as balanced as Spore Colonies since he can only cast once per 2 lings? Teleport back to base and wait out the plague...
- Maelstrom 25 Mana for DA, 100E for Cast, 1 Cast per DA or if you let charge 2 casts, but if they spam the Maelstrom 25*X = Amount of Mana used to see... Teleport back to base, cannot be attacked.
- Mines provide no vision what so ever, they can attacked cloaked units / burrowed units, but do not actually give any vision what so ever...
- Missile Turrets same as spore colonies, except they can be planted anywhere, but still, if you cannot kill them, teleport or run away...
- Cannons belong to P7 or P8 at all times, they will attack you, and show the hero's you're there, but once again provide no actual vision for the other team, run away or TELEPOT!!
- Ensnare, slows you down costs what 65E? Once again, Teleport...
- Science Vessel is Marines what, Level 3? That's 80 Mana. How much HP does it have? Not that much? Okay either get somebody to kill it, or teleport to base and get away from it...

All of them lead to Assassin Teleporting when he needs to...

Page 49 Post #481 you fully rebuttle your own argument in one sentence, so i'll just bold it.
Quote
My only beef with archer is its level four spell. It's insanely powerful, but insanely easy to run away before all the mutas are done spawning

Aside from all that Alpr GG'ing, We looked into the Medic having Lockdown, and combined with Level 2, Lockdown becomes just way too easy to GG, though if there were a way to prevent that it would of been valid, there's not, so it wont be :P!

Moose needs to make the L2 Reavers invincible and maybe make Dragoons invincible if they're not... (huge feed)
Moose fixed some pathing issues and Assassins L3 needs to ACTUALLY last 30 seconds, because it lasts longer then the "30 seconds" it requires to capture an enemy base. (I casted before I got onto the beacon / location, and it ended a few seconds after I had captured and ran away)
Moose do you want to try the Spec Ops making Barracks to build Rines?



None.

Oct 14 2008, 7:56 pm Moose Post #490

We live in a society.

Quote from name:Shocko
- Plague costs a great deal of E and as you mentioned on page 47 post 468 consuming two lings will give enough energy for plague, well you're sacrificing two lings, which is also 50 Mana making it just as balanced as Spore Colonies since he can only cast once per 2 lings? Teleport back to base and wait out the plague...
3 lings actually.

Quote from name:Shocko
- Cannons belong to P7 or P8 at all times, they will attack you, and show the hero's you're there, but once again provide no actual vision for the other team, run away or TELEPOT!!
Or try out the L3 "hey your base doesn't attack me" spell.

Quote from name:Shocko
Moose needs to make the L2 Reavers invincible and maybe make Dragoons invincible if they're not... (huge feed)
Dragoons yes, Reavers no. And by no, I mean not yet. Which means they will be the next time we play TS.




Oct 14 2008, 8:52 pm Alpr Post #491



Congratulations on making that big post just for me. I'm sorry for trying to add some constrictive criticism, but since all you know how to do is belittle people, I guess I won't post anymore. Those are my opinions and I care not what you because you can do nothing but flame on b.net.

As for the detecting, I simply listed all ways to get detected. I wasn't saying anywhere complaining about them, just simply stating that there are many ways to get detected.

Any good summoner can easily waste 2-3 lings to get a plague up if they pump mana. Besides, most summoners will have max energy since plague is rarely used and swarm doesn't take that much energy.



None.

Oct 14 2008, 10:01 pm Moose Post #492

We live in a society.

Quote from Alpr
As for the detecting, I simply listed all ways to get detected. I wasn't saying anywhere complaining about them, just simply stating that there are many ways to get detected.
Quote from Alpr
there is way too many ways to detect the assassin during nighttime: Night Vision (Mutant), Ensnare (Dark Mage), Science Vessel (Marine), Plague (Summoner), Maelstrom (Dark Mage), Mines (Marine & Mech [Vulture]), Missle Turrets (Marine [Scv]), Spore Colonies (Archer [Drone]), Cannons (obvious).

To me, that's way too many ways to reveal the assassin
there are*

Yes, you did list the ways. But this isn't all you did because you went out of your way to specifically use the words "too many" TWICE. I hate to be a jerk to you, but I hate liars more. Saying you're not complaing does not make it so, but your opinions and choice of words do.




Oct 14 2008, 10:13 pm ClansAreForGays Post #493



Quote from Alpr
Congratulations on making that big post just for me. I'm sorry for trying to add some constrictive criticism, but since all you know how to do is belittle people, I guess I won't post anymore. Those are my opinions and I care not what you because you can do nothing but flame on b.net.

As for the detecting, I simply listed all ways to get detected. I wasn't saying anywhere complaining about them, just simply stating that there are many ways to get detected.

Any good summoner can easily waste 2-3 lings to get a plague up if they pump mana. Besides, most summoners will have max energy since plague is rarely used and swarm doesn't take that much energy.
I wouldn't have made a big post like that either, but your criticism isn't constructive because it is not educated. You've played the game less than 5 times, and you already think you've found imbalances that other plays who have played it dozens of times say don't exist. you really need to play the game more before you say stuff like this.




Oct 14 2008, 10:34 pm MNeox Post #494



I wish there was a way to restock on vulture mines, for mech, once the mines are gone, THEY ARE GONE.



None.

Oct 14 2008, 10:50 pm Thuy Post #495



Quote from MNeox
I wish there was a way to restock on vulture mines, for mech, once the mines are gone, THEY ARE GONE.

i don't think there should be a way to restock because those mines are fairly weak compared to the vulture's attack and the Lv2 spell is a lot better than having mines.

Plus, the marine is already a hero that uses mines.



None.

Oct 14 2008, 11:58 pm Oyen Post #496



Well, I stumbled across the Dark Mage - Queen glitch and I saved a replay. Its a LOOONG replay, and near the end, the glitch happens.

WARNING: This replay contains copious amounts of Dark Mage pwnage.

Attachments:
DarkMageGlory.rep
Hits: 2 Size: 229.11kb



None.

Oct 15 2008, 12:08 am Alpr Post #497



Quote from ClansAreForGays
Quote from Alpr
Congratulations on making that big post just for me. I'm sorry for trying to add some constrictive criticism, but since all you know how to do is belittle people, I guess I won't post anymore. Those are my opinions and I care not what you because you can do nothing but flame on b.net.

As for the detecting, I simply listed all ways to get detected. I wasn't saying anywhere complaining about them, just simply stating that there are many ways to get detected.

Any good summoner can easily waste 2-3 lings to get a plague up if they pump mana. Besides, most summoners will have max energy since plague is rarely used and swarm doesn't take that much energy.
I wouldn't have made a big post like that either, but your criticism isn't constructive because it is not educated. You've played the game less than 5 times, and you already think you've found imbalances that other plays who have played it dozens of times say don't exist. you really need to play the game more before you say stuff like this.

I've played Temple Siege a lot more than 5 times.



None.

Oct 15 2008, 12:20 am dumbducky Post #498



I actually like the spec ops, but I find his spells useless. I just focus on life and ups, and a little mana. Mines are useful for feeding you and early game against low hp units like mutant and assassin. I never bother grabbing level ups. His l2 is worthless by mid game, and l3 just isn't very useful except against a few characters. By the time you can get L4, (good) players have too much life/armor to be greatly effected by it. He just needs a little more starting damage, imo.



tits

Oct 15 2008, 1:15 am ClansAreForGays Post #499



Quote from Alpr
I've played Temple Siege a lot more than 5 times.
Really? You should understand the game better then.


I say give Spec ops the nuke, and Fbat soe new fangled thingy. I think nuke fits spec ops better.




Oct 15 2008, 2:32 am Vi3t-X Post #500



POST 500!!!!!!!!!!


Quote from Alpr
Quote from ClansAreForGays
Quote from Alpr
Congratulations on making that big post just for me. I'm sorry for trying to add some constrictive criticism, but since all you know how to do is belittle people, I guess I won't post anymore. Those are my opinions and I care not what you because you can do nothing but flame on b.net.

As for the detecting, I simply listed all ways to get detected. I wasn't saying anywhere complaining about them, just simply stating that there are many ways to get detected.

Any good summoner can easily waste 2-3 lings to get a plague up if they pump mana. Besides, most summoners will have max energy since plague is rarely used and swarm doesn't take that much energy.
I wouldn't have made a big post like that either, but your criticism isn't constructive because it is not educated. You've played the game less than 5 times, and you already think you've found imbalances that other plays who have played it dozens of times say don't exist. you really need to play the game more before you say stuff like this.

I've played Temple Siege a lot more than 5 times.
Playing it 6 times doesn't count.

Look, the game is about counters. Certain units are designed to do certain things. Assassins are designed to ASSASSINATE. If you are stupid enough to let your enemy see you, don't be an assassin.



None.

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