Temple Siege G, Temple Siege G3f Released
Post #102
Sacrieur
Aug 30 2011, 4:50 am
Post #103 Ice Baby Aug 30 2011, 5:22 am
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Alch also usually has a difficult start. Most people end up wasting an extra 2 civs to $ just so they can 1 hit spawns earlier. This can actually make it a lot slower than most units to get spells. An easy way ti counter revs is just have one person on ur team go straight hp. Revs usually will just feed unless u build 2 to begin with. So it would require at least 425$ which includes the probe as well
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Post #104 FlashBeer Aug 30 2011, 7:48 am
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So yeah, I've pretty much dropped SC (save for an occasional game or few) in case anyone was wondering if I died. Don't know if you took a look a look at my versions, but I have some wicked spells in my map. The new heroes in my map also have great spell synergy, and have unique spells that fit to a niche and hero theme. If you get someone to hit you with Lurker L3, you'll see a cool blinding spell. I also have perfect hit-detection, with centered defilers, and a more efficient spell-hit system, which may be something to take a look at. I also made some other systems more efficient, but can't remember which at the moment.
I figured that since I'm not working on it anymore, it could perhaps be of some use to you. I would have posted the map here, but I just stuck it in a topic and gave it more description here: Temple Siege 1.7 beta This post was edited 1 time, last edit by FlashBeer: Aug 30 2011, 8:17 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #105
Sacrieur
Aug 30 2011, 2:43 pm
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Ever since classic hero choices became a possibility, I was slightly turned off by the lack of professionalism. Anyway, I came up with some ideas that may be useful. I'll present one of them now.
[ Affinities ] in an effort to give characters a more individualized feel, and to help fix the tier differences, I propose that all heroes be given a choice between to unique, passive benefits. It will be a small boost, but help differentiate playing styles. Allow me to show some examples: Warrior Paladin: +1 permanent shield per HP level. - This would operate just as his l1, only passively and his l1 is would add onto any current paladin bonus. This creates a sort of synergy with builds that include HP. Spellsword: +10% mana regeneration. --- Can't think of other ones right now, but when I do I can post them up. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
Post #106
Jack[RCDF
Aug 30 2011, 3:12 pm
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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Quality on the first, and a little bit in the second, is terrible. Can't be bothered fixing it, am very tired ;o ![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
Post #107 Modx Aug 30 2011, 9:27 pm
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I strongly disagree. Alchemist is basically a support unit. It is very vulnerable to stuns. Once you get one stun on alchemist,he will probably be dead. Most people just rush the the alchemist with stun in beginning so it doesn't build sims. It is also a large unit so it can get blocked. Alchemist is definitely not overpowered.
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Post #108
Jack[RCDF
Aug 30 2011, 10:34 pm
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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Just sit by cannons and don't get stunned. Alchemist doesn't need kills to win, early game at least. And he is killable, but that doesn't mean he's not overpowered. Archer with companions is probably his only hard counter.
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
Post #109 IAGG Aug 31 2011, 1:10 am
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Hey, This question is directly more towards UnholyUrine, MiniMoose, CAFG, and Flashbeer. Would either of you happen to know how or why Warrior l3 is linked with Medic l4??? in any way at all. I just came accross this issue again with Warrior L3 not stunning. I still havnt been able to figure out the problem with it from back in IDT's version that I recieved from him. It seems that whenever the warrior l3 doesnt work, the Medic l4 wont work either. But the odd thing in a game that happened today, is that There were 2 warriors. The warrior on the north, its stun stopped working mid game, but the warrior's stun on the south still worked perfectly fine. Any ideas for me to look at? I tried something new with the medic in the most recent version and i havnt heard anything about it not working, so i have a feeling that the l4 was completly fixed but its not confirmed.
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Post #110
ClansAreForGays
Sep 2 2011, 3:37 am
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I'm always busy, and then I forget that you need help with that when I'm not
The alchemist not be the best hero, but he is NOT unoriginal, and he was very thought out. 1. Players can finally use one of the most micro'able sc units. 2. His Lv1 is unique. He need timing skills to get the most out of it. 3. Mineral-themed. 3. His Lv2 is his main theme. Gas into minerals is awesome. 4. His Lv3 is crap, but I didn't want to take the easy way out and give him some simple damage spell. There's still gotta be a better idea for his lv3, I just couldn't thin of it. Keep in mind, it has no be something that isn't broken when spammed. 5. His lv4 - 1) five (I think) spells in one 2) uses minerals for variable spell power (adding to his mineral theme) 3) counter spells 6. My approach to TS has always been to keep it 99% the same, and if I add something, it doesn't take away from anything else. The Alchemist didn't make any past builds unplayble (like hard countering something). ---Also the reason for classic options. 7. Lv4 button spam fun/skill I went waaaay out of my way not to make him a copy of anything. Archer and mech are closer than alchemist is to anything. |
Post #111
Jack[RCDF
Sep 2 2011, 4:03 am
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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1. Goon does bad damage against most heroes, and extra damage to a few. This makes it hard for him to feed, but he has no feed mechanism to help with that. Archer's companions hard counter him like a boss. Mech and volt would be theoretically weak against him, and aren't that great vs him early game but later on he can't do anything to them. He can't base kill, he can't hero kill, he can only get lots of minerals for making sims and heaps of attack which he can't use. The only hero he does ok against is summoner ecause he can rush reavers faster than almost any other hero. If I see an alchemist on the enemy team I'm overjoyed because he's near useless. At first I thought his l2 and l4 would be overpowered but he farms so slowly that they become irrelevant; by the time he can do some real damage the enemy heroes are beastly. I've played him in quite a few recent games, and versed him too. He's simply not a good hero in almost any situation. Sorry but that's how it is, not trying to be hatin'.
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
Post #112
Sacrieur
Sep 3 2011, 2:43 pm
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A good late game Alchemist will have 25+ upgrades with only two sims. People often get hung up on l2, and don't move on to the incredibly more useful l3/l4.
25 upgrades is 37 + 150 damage. So close to 200 can be very dangerous for all players. Small units, while only receiving 50%, can easily be over-whelmed by superior micro and a ludicrous shield defense. Against heavy hitters such as mech and archer, generating at least 2 L4s as a safeguard can buy enough time to annihilate 1000 HP fairly quickly. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
Post #113
Jack[RCDF
Sep 3 2011, 8:23 pm
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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I have never seen this happen, and doubt it will ever happen in a match with decent players on both teams.
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
Post #115 IAGG Oct 8 2011, 3:27 am
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Hey everyone, sorry about such the delay for Temple Siege G3c. I have a lot of new ideas and features for it as well as some balancing. It will be coming soon.
As Sacrieur said, a lot of spell management should be put into place as in changing up some spells. One Spell in particular that i want to change is Summoner L4. Please give me some ideas and post them on here so that people can give feedback to them. I have heard a lot of good ideas and id like to see where to go from in regards. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #116 Positively Oct 8 2011, 3:34 am
Post #118 Positively Oct 8 2011, 3:41 am
Post #119 Slopy Oct 8 2011, 3:45 am
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NEW SUMMONER LVL4
NAME: Dark summoning Description: Summons all lings currently owned to the spot were the scourge(same as firebats, marines) dies. Synopsis: Good players will love it, bad players can use it. Has potential to give summoners a mutant lvl2 type attack, as well as boxing opportunitys. Possible changes to summoner to balance the lose of ultralisks.... more lings? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #120 Positively Oct 8 2011, 3:48 am
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