Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege R (Alpha)
Temple Siege R (Alpha)
Sep 9 2019, 7:30 pm
By: Broflamingo  

Sep 9 2019, 7:30 pm Broflamingo Post #1



Temple Siege R:
Done By: 11Pool + Produced By: Broflamingo
Special Assistant and Thanks: Pigy_G
Original By: UnholyUrine
M3 Series: MiniMoose
Latest Build and Date: Super Temple Siege R 2.7t and 12/16/2021
Special Thanks + Grateful: The TS Community and CAFG, Flashbeer, IAGG.
Special Thanks To: SNQ, Insignius, Ghostmaster2, KRAZYKLURKERZ
Download Link: https://drive.google.com/file/d/13lMlmwDENtFLPO9oA-lYITFoeQ6mL21l/view?usp=sharing (SuperTSRvv2.7t)

Temple Siege R General Changes:


Warpgates, Assimilators, and Generator all give Team Bounties
- Reason: Makes objectives more important and closes out the game faster. Siege the temple, get rewards, win.
> Warpgate Bounty: 100 xp + 50 min (team)
> Generator Bounty: 100xp + 100min (team)
> Assimilator Bounty: 10xp + 10min (team)
Probe and Assimilator cost increased to 30 and 30
- Reason: Rebalances Gameplay, Assim timings, No more assimilator cheese, and makes a clearer lane for support.
Blind pick completely Removed. (G3f)
- Reason: Unstable games, promoted bad gameplay, combined with multi-hero, mirrors -- was awful. No meta.
Terrain updated and enhanced (G3f)
- Reason: Updated for 2020 and made significantly better, more high ground, gank routes etc.
Mist, Magician, Alchemist, General have been Removed. (G3f)
- Reason: Four new heroes have replaced these old clunky heroes.
Sound Effects added for immersion.
- Reason: Enhances gameplay immersion. New Music toggable to turn off and on.
Mirrors and Duplicate heroes removed + Trigger bloat + trigger lag removed. (G3f)
- Reason: created massive trigger lag, unfun design, and coupled with rigged random and blind pick made matches terrible.
Anti-spell que trigger removed. (G3F)
- Reason: Made combos unecessarily harder and made que'd spells eat mana for no reason. Terrible design.
Assims un-rigged. North had unfair assim advantage. (G3f)
- Reason: Self-Explanatory.
Armor and Shields now start at 5 minerals.
- Reason: Buffing armor makes for more diverse builds and strategic gameplay decisions.
Random chance unrigged. (G3f)
- Reason: Favored G3f new, broken, terrible heroes. Self-Explanatory.
Survivor Bonus: Every spawn transition alive you receive one free level.
- Reason: Many more trees to invest in, helps new players ease in, incentive to staying alive.
At temple you are invincible capture all three + kill all three gates to disable.
- Reason: Prevents a lot of cheap deaths and encourages objective based combat and strategy
Later game spawn Marines and Zealots buffed.
- Reason: Later spawns were harmless -- they have been made more powerful can do damage to your base left unchecked.
Addition of Super Spawn: Temple Knight
- Reason: Makes pushing viable instead of guarantee feed -- furthermore helps balance interactions with heroes and such.
Temple defenses are significantly buffed.
- Reason: Puts the siege into "Temple Siege". Makes for exciting moments, strategic picks, and fun trying to break.


Four New Gameplay Modes:

Pro Mode:
- Draft and Ban mode. No Random.
- Each team captain bans one hero. Red bans first, then purple.
- Staggered Picks: Purple 1st, Red+White 2nd, Orange+Green 3rd, Teal is 4th Pick.
Casual Mode:
- Free For all Pick + Random Enabled.
Chaos Mode:
- All Random, Everyone has 115 minerals, with 2 civs to start.
Sandbox Mode:
- Infinite levels, experimental mode. Solo play or with friends.

Extra Abilities:

Buy Temple Builder:
- Probe no longer in base purchase. You can now buy it in shop anytime.25 Minerals.
Off-Shore Assim:
- Purchase an invincible assimilator that is off the main map. Maximum 3. 100 Minerals.
Summon Temple Knight:
- Summons temple knights to the field. Costs 150 Minerals. 20 Second cooldown.
Full-Shield Capacity:
- Gives cannons 100 Continuous Shields for 30 seconds. Warpgates invinc during duration. Costs 100mins. 30sec CD.
Armageddon:
- Destroys all Enemy spawn on map. Costs 300 Mana + 10 minutes cooldown. Needs Spell Tree Mastery.
Alchemy MAstery:
- Available When you master money tree. Trade in 450 Minerals for 2 levels. Has a cooldown.


Leveling Up Changes:

Health Tree:
- Has 15 Levels.
- Tier one (5 levels): +1 Level to survivor bonus.
- Tier two (10 Levels): Restores health to max on day night transition
- Tier three (15 Levels): Extra Life + No matter map conditions temple will always heal you.

Money Tree:
- Has 15 Levels.
- Tier Zero: +30 Minerals
- Tier one (5 levels): +50 Minerals
- Tier two (10 Levels): +100 Minerals
- Tier three (15 Levels): +200 Minerals and buy 2 levels for 400 minerals.

Mana Tree:
- Tier One (5 Levels): Everytime you cast a spell you get exp
- L1 = 0Exp, L2 = 2Exp, L3 = 4Exp, L4 = 12Exp
- Tier Two (10 levels): Restores Energy and Grants 100 mana on Day/Night Transitions.
- Tier Three (15 Levels): Reduces spell costs by 0/5/5/10 + No Mana Loss on Death
- Tier Four (18 LEvels): On any hero death, restores you to full HP.

Spawn Boss Tree:
- Upgrades Knights HP every tier + Free call on every tier unlock.
- Temple Knight (Goliath): Base HP 485/3500. Max HP 3500. Base Attack 120. Feeds 15gold 15exp.
- Can be Upgraded as a team.
- As the Game goes on Temple Knights appear more frequently. Start appearing at Goblins.
- Tier 1 (2 Levels): Summons spawn boss for free on every upgrade
- Tier 2 (4 Levels): 1 Level for capping outposts and Destroying all Enemy Warps
- Tier 3 (7 Levels): 2 demon bombers every 4 waves
- Tier 4 (11 Levels): Summon Temple Knight on enemy Warp Gate death
- Tier 5 (16 Levels): Temple Knight immune from removal Spells
- Tier 6 (22 Levels): Summons 2 Temple Knights on Temple Knight Call

Spell Tree:
- Tier 1 (3 civs): Spell Level 2
- Tier 2 (3 civs): Spell level 3
- Tier 3 (3 Civs): Spell level 4
- Tier 4 (3 civs): Gain access to Reverse Teleport, Armageddon, and Hero specific passives/upgrades
- Reverse Teleport: After 5 seconds at capture beacon you can warp back to base.
- Armageddon: 300 Mana + 10 min cooldown. Destroys all enemy spawn on map.
- Specific Hero upgrades and abilities on Tier 4.

Warp Gate Restore:
- A player must use 2 levels -- but restores all warpgates for teams, heals buildings, and heals temple.


Temple Siege R - New Heroes:

Incarnate:
Duran/Ghost 3600HP 40+5
L1: Creates 3 Phantasms/Hallus based on his current HP
L2: Makes His Phantasms Real for 70+5 a shot.
L2B: With No Illusions -- will swap places with the nearest enemy hero in range
L3: Slows enemies in an AoE for a couple of seconds.
L4: Blocks the next enemy spell cast and creates an infested and illusions at their positon. Global.

Fleet Admiral:
Siege Tank 6500 HP 60+7 4 Armor
L1: Summons SCV that can build the following: Bunkers, Refineries, Turrets for a gas cost.
L2: Summons 3 sieged tanks, 2 hallucinated, 1 Real for 5 shots. Good distance and blocks chokes.
L3: Summons 2 wraiths that follow admiral around, can summon up to 6. Repeated cast reset the Cooldown
L4: Summons A Battle Cruiser that can stun on entry, has yamato and does heavy damage. Can summon up to two crusiers.

Temple Lord Machina:
Fenix Dragoon 5500 Shields 500 HP 45+6
L1: Summons temple builder -- has unique buildings only psions can build for unique effects:
Templar Archives: 25M +60G: Blocks the next spell cast by enemy.
Observatory: 50M + 120G: Heals the temple buildings
Robotics Bay: 80M + 120G: Destroys all assims on the map allies+enemy. Except for Offshore.
L2: Nether Vortex: Summons a portal that mana stuns and does damage via scouts
L3: Time Flux: Summons an arbiter 500sh+1HP+0dmg. Recall 100NRG and Stasis 250NRG (Stasis Research: 250M + 300G)
L3b: Paladin Protocol: Able to summon 1 Temple paladins for 80 and restore their shields for 40.
L4: Hyper Dimension Rift: Summons all allies, pets, allies pets to your current location. 3 second delay.


Illithid:
Drone 3400HP 65B.Atk 3B.Armor
L1: Summons a cpu spawn to push the wave. The spawn grows more powerful later the game goes on.
L2: Can steal enemies pets and use them as your own + Overlord as a passive ability for deteciton.
L3: Leechs mana from surrounding heroes and gives it Illithid + Acid Spray Passive: a guardian follows doing damage.
L4: Summons Sunkens that do 200dmg along the sides and front of the map + Spines: Lurker passively follows you and does damage
*Use your barracks to switch between Passive abilties.


Spell Tree: Tier 5 Effects:

Archer L5:
- Artemis Blessing: Archer has two permanent mutalisks.

SpecOps:
- Operations Mastery: Can have up to four satellites and L4/Mine Drone is extended

Assault:
- Defcon 5: Nuclear ghost + Nuke Silo. Ghost 120 Mana + Nuke 50Min + 200Mana.

Volt:
- Thunder Gods Wrath: During L4/Super Volt if you cast L4 again, you get L5/Thunder Storm (Carrier 30+2)

Dark Mage:
- Curse of Hatred: Dark Orb is invincible, and can only be destroyed by certain spells

Mutant:
- Apex Predator: Can cast buffed L3/Hyper Claw during L4/Chaos Mutation + time extension.

Assassin:
- Forbidden Ninjutsu: L1 is instantaneous + L3 Lasts longer.

Summoner:
- Genocidal Heart: Up to 6 Abyssal Demons + 14 Goblins

Mech:
- Extermination Protocol: Extra tanks added to all spells for extra damage

Medic:
- Word 23: Almighty Intervention: L4/ Full Heal works on buildings, spawn, and Temple Knights for full Health.

Warrior:
- Prayer 06: Almighty Shield: L4/Immortal shield 150 Now + Extra zealot attacking during duration.

Temple Lord Machina:
- Prog 00101110: Paladin Plus Able to create 2 Paladins in one cast + 10 Paladin cap.

Fleet Admiral:
- Full Spectrum Warfare: Two SCV's and Bunker Cap is raised with buffed units inside.

Incarnate:
- Eternal Nightmare: L3 Effect is Buffed + L1/Phantasm produces 4 phantasms

Illithid:
- Chaos Plus: Increases the number of units in L1 summon.

Light Mage:
- Solar Visage: Casts a version of all spells that light mage casts. Able to teleport to it as well.



Temple Siege R Useful Videos and Showcase:

https://www.youtube.com/watch?v=xUdVWMWoHV8&feature=youtu.be

https://www.youtube.com/watch?v=NqTIjoNKfzQ

Post has been edited 76 time(s), last time on Dec 16 2021, 5:47 pm by Broflamingo.



None.

Sep 17 2019, 3:03 am ClansAreForGays Post #2



How many people still play TS?




Jan 18 2020, 8:42 am Broflamingo Post #3



-= Temple Siege Reloaded: Hero Strategy Guide =-
-= Revised: 9/12/2020 =-


WARRIOR:
Difficulty: *
Capping: ***
Damage: ***
Farm: ***
Durability: *****
Potential: ***
Mobility: ***
Endgame: ***
Support: ***
Vs. Spawn: *****
Verstile strong mid-tier pick. One of the best stunners, fast, decent DPS, scales hard on armor. Mana warrior WRECKS temple defenses and a great intiator and defender. Great candidate for simming, very strong vs DPS heroes (Mech, Mutant, Archer) and scales heavy with shields and armor. All around Hero. Very flexible in how you build him -- Money, Mana. Spells, HP. Has a few weaknesses -- Stunners, Heavy map controllers, and Combo casters (DM LM for example). Good Vs. Spawn boss. Great staller during the cap phase -- can keep the cap phase open for a very long time. If you upgrade armor early you can play cute games if you went probe first -- making probe immune to spawn. Mana warrior is very powerful and can be unkillable played correctly -- base defenses mean nothing vs mana warrior. Suffers from average farm, weak to splash farmers in lane. Counters some very powerful heroes: Mutant, Archer, Illithid, SpecOps. He is prone to being coutnered by very powerful heroes i.e: Medic, Assassin, Assault, and Volt.

---

MECH:
Difficulty: ***
Capping: *
Damage: *****
Farm: **
Durability: ***
Potential: ****
Mobility: *****
Endgame: ****
Support: *
Vs. Spawn: ***
Mid-high tier. Still very strong, he is still in my top 3 bans. Good first pick in draft, Heavy DPS, splash farm on 25 mana, multiple modes, versitile damage types, and still a fucking headache to play against. Mana mech has made a comeback due to the final tier perk of the mana tree can sweep teams and heal on playerkill. Very Strong map control. Mech mode now has Base 2 armor with HP Buff, L1 damage has been buffed. Bike Mode is nerfed a bit with 50 minerals for speed and 0 armor. Tank mode +10 armor makes him a beast and tank mode viable as a mode. L4 still deletes people off the map. Scales extremely well with HP -- terrible candidate for assiming and still has problems vs mass spawn. Not the best vs spawn boss. Weak capper. Poor performance if he doesn't have assims+minerals but still EXTREMELY strong endgame. Avoid assassin, warrior, and powerops as they counter you decently. Medic and Incarnate ruin combos and transforms.

---

SPEC OPS:
Difficulty: **
Capping: ****
Damage: ***
Farm: *****
Durability: **
Potential: **
Mobility: **
Endgame: ***
Support: ****
Vs. Spawn: *****
High Tier overall pick. Good first pick in draft, Double farm, great auto attack, excellent capper. Good Map reconnaissance, sets the tone for games. L4 fast-tracks him to godly minerals and upgrades. PowerOps still goes hard in the paint. Great candidate for assiming + building. L2 can still set up hilarious kills or make the difference between between life and death with defense Matrix. Sniper rifle will still dirt nap enemies and buy him space -- at full mana he can becomes extremely annoying to kill.
Still has some glaring weaknesses: Overall poor map control, stunners absolutely wreck him (DM, Assault, Volt, Warrior) has no direct DPS outside of sniper and overall loses to out right Direct DPS (Mech, Archer, Mutant), still overall weak to buildings outside of PowerOps, has a hard time closing out games strictly by himself, weak to armor. Very flexible build path -- maybe the most versatile in terms of builds. Still strong a contender due to powerful early and mid game and decent endgame. Extreme endgame situations he loses relevance.

----

ASSAULT:
Difficulty: ***
Capping: ****
Damage: **
Farm: ****
Durability: ***
Potential: ***
Mobility: ****
Endgame: ***
Support: ****
Vs. Spawn: ****
Assault is in weird place right now. Still great farm, still great stuns, still godly spawn control via spells and web. Great assim candidate, very versatile builds (Powersault is annoying as hell), some of the best map control, one of the best re-cappers in the game. Bomber still pressures across the map. However he does have some glaring weaknesses -- Weak to spawn boss, no direct DPS, Weak to buildings, Bread-and-butter stun combo been nerfed, overall low DPS, bomber gets crushed easier than ever now. That being said he still severely punishes sloppy draft picks, can be a hero that counters the whole team. Still a top play maker, Can make Temple sieging cakewalk with web, spawn clearing, spawn support via web. Level 5 Nuke just ups the ante, and gives him a win condition, and forces unfavorable builds from enemy opposition if there is no hard detection on the enemy team.

Countered by very viable heroes: Archer, Mech, Volt, Admiral for starters. For now Very Strong Midtier.

---

INCARNATE:
Difficulty: *****
Capping: **
Damage: *****
Farm: ***
Durability: *
Potential: *****
Mobility: *
Endgame: *****
Support: *
Vs. Spawn: ***
Incarnate can be hard to gauge. His capping potential is strictly average, and is slow in speed, not the best map control, weak to spawn boss and mass spawn, weak to buildings, poor farm. Getting good with his L1 elemental for being effective with him, as is lane control with L1. Incarnate set-up potential is through the roof, can slow enemy heroes + swap them, has great overall DPS, and the longer the game goes on the more lethal he becomes.

He can be decent vs spawn because illusions can stall them and cast L2 if u really want to. Darkest Reality -- his L4 can be a gamebreaker, blocking a critical spell like mech transform, Volt transform or Full Heal can be a huge tempo swing. Incarnate is an absolute lategame monster with full spells and mana -- any early kills on him will accelerate him to godtier. I will place incarnate overall mid-tier. Because he is tricky, and really a skill based hero, he is not a pick, play and forget hero. He is a good counter pick in particular to: SpecOps, Light Mage, Mutant.

---

ADMIRAL:
Difficulty: ***
Capping: *****
Damage: ****
Farm: **
Durability: *****
Potential: ***
Mobility: *
Endgame: ****
Support: ****
Vs. Spawn: ***
Much improved from his origins as General. Admiral has highest base HP in game, one of the best openers in the game, great range, Highest base armor, has strong L1 with build capabilities. Has great fortifications abilities via detection, bunkers, self-heal and can build armored assim with no minerals, also good with high armor. Excellent siege monster via L2 and Siege mode + has the highest potential DPS in the game and a stun. However he is very slow, has poor on the fly map control, and very poor crowd control and not the best laner or farmer and for maximum damage he is mana hungry. His L5, Full Spectrum warfare, can make sieging your base almost impossible. At night without detection, your bunkers will shred anything coming at night forcing the enemy stalemates.

The longer the game goes on, he can becomes unapproachable DPS monster as the L2, L3, L4 combo would even overwhlem transforms in sheer DPS. I would place him mid to low.

---

MEDIC:
Difficulty: ***
Capping: *****
Damage: **
Farm: *
Durability: **
Potential: *****
Mobility: *
Endgame: *****
Support: ****
Vs. Spawn: *
One of the strongest openers in game, good auto-attacks, has disable, strong laner, restore, strong tempo control. However she has some severe weaknesses -- mass spawn, buildings, spawn boss, Poor map control, not the best farmer, weak to stuns. Medic however shuts down some VERY powerful heroes (assassin, LM, Mech, warrior) and turns them into glorified Creeps. In that same vein she allows for some unorthodox combos (i.e Medic, General, LM is probably broken beyond belief Ata certain point you cannot touch them) Interestingly enough she is a decent sieging hero because 1) FH and armor alllows her to tank hits and spawn + boss can wreck cannons and she can be healed by spirits 2) once she is in your base she can disable you and becomes very annoying 3) She can extend sieges forever with L3 and L4 with teamates. Hard to gauge I would put her lower mid tier but still alot of potential to shutout heroes and team compostions.

---

SUMMONER:
Difficulty: *****
Capping: *
Damage: *****
Farm: *****
Durability: *
Potential: *****
Mobility: *
Endgame: ****
Support: ***
Vs. Spawn: ***
High tier despite the nerfs and still worth a ban. Much harder to hero to play overall -- the herp derp factor from G3f is gone, so he requires some actual thought. Summoner not banned on a last pick can be unimaginably powerful. Punishes sloppy draft picks badly. He is able to deploy some gamebreaking abilities: dark swarm + spawn boss can be absolutely broken, . Once he is inside your base the your temple cannons and defenses are swiss cheese with swarm+boss even w/ swarm at 130 NRG. Spawn boss also keeps his freefarm in check. With Ling speed at 75 and attack speed at 50, it is considerably a slower start, while summoner armor is higher his HP has been significantly reduced, Dark Swarm is 130, great staller but still overall shit tier capper. His L4 are 800HP 15 Base armor and 50atk, make excellent brusiers and can absolutely crush certain damage types. However there are still certain heroes who will make his life difficult to impossible: SpecOps, Illithid, Admiral, LM, Mech, Mutant etc. However as the game goes on, he just gets more and more powerful to the point of being unstoppable.

---

VOLT:
Difficulty: ***
Capping: *
Damage: ****
Farm: ****
Durability: ***
Potential: *****
Mobility: *
Endgame: ***
Support: ***
Vs. Spawn: ***
Here is a hot take for you: Volt is Strong mid-high tier. Has splash, has kill combo, huge stunner, has transform, mana drain, unsafe to lane with for the most part. Versatile builds. One of the best defenders in the game, also one of the best assaulters in the game. Though he does have some GLARING weaknesses -- very poor map control, very weak first pick in draft, weak vs mass assim, mostly weak to summons, needs to spend resources to be decent vs. Mass spawn. His capping is garbage tier -- however the longer he is able to stall and double farm in the cap phase the longer he boosts his team and himself via splash farm. Fish for cap phase matchups like Assassin, Mutant, Warrior, even Specops where he can safely double farm with no problems. Him being in a defensive lane will probably shut out the opposing hero. Letting volt go unchecked is a receipe for disaster but he will also elicit some powerful counters: DM, Mech, Archer, Summoner also even admiral come to mind.

---

ASSASSIN:
Difficulty: ***
Capping: *
Damage: *****
Farm: *
Durability: *
Potential: *****
Mobility: ****
Endgame: *****
Support: **
Vs. Spawn: ***
Assassin is in a weird spot, but definitely High Tier. There is more detection in the game so he can be shut out even easier, and on top of that you have some big lane bullies, shit tier capper at worst strictly mediocre capper at best. However he has the highest base melee damage in the game, his L3 is even more powerful because of spawn boss, L3 ignores all temple cannons which is HUGE. Can absolutely wreck off-shore assims early, gates and captures play an even more important role now which makes him a solid pick. Not mention if he is fed enough he can literally take all 3 lives at your temple within seconds with L3 + L4. Still a lategame monster, l4 still wrecks face, L4 more super value since HP Builds are more popular, and even against his counters/soft-counters if you catch them slipping its an automatic life. Assassin is a hero that left unchecked he can become an unmitigated headache and untameable threat. He does have some heavy counters: Medic, Incarnate, Mutant, general.

---

ARCHER:
Difficulty: **
Capping: *****
Damage: ****
Farm: ***
Durability: ***
Potential: **
Mobility: *
Endgame: ****
Support: *
Vs. Spawn: *****
High-Tier, there I said it Strong first pick, Strong farm capabilties, Counters spawn boss like a champ, insane damage on L3, L4, did I mention he is an absolute boss at capping, good map control, great base assaulter. Absolutely wrecks bases when pumped, has many versatile builds, counters some pretty powerful heroes. However he does have some serious weaknesses: He can feed like fuck, can be bullied out of the lane. Archer is a pick up and play hero as he is not a very difficult hero to play as, and is good for newer players. Very reliant on assims to perform at an optimal level, split upgrades, comps need minerals to upgrade. He is also hard countered countered by popular picks: Warrior, SpecOps, Assassin, Summoner.

---

DARK MAGE:
Difficulty: ***
Capping: *****
Damage: ***
Farm: *
Durability: **
Potential: ****
Mobility: *
Endgame: *****
Support: **
Vs. Spawn: **
Ah, Dark Mage, I very see her rarely but she is probably the best counter pick hero played right. High tier for sure. One of the best cappers in game, has ensnare and storm, mana tree perks buff her crazy, tempo breaker, has cloak. Can perma cloak Via L4, mana drain, mael. Why is she not picked more often? She has the capacity to feed like fuck, shitty against buildings, weak vs mass assims, medicore farm, no direct damage spells, needs time to setup. However once she gets going its going to be painful time. Very oppressive hero if she has a lead. Shuts down MANY strong heroes. She is weak to: Summoner, Assault, Archer Comps, Mech, Machina.

---

TEMPLE LORD MACHINA:
Difficulty: *****
Capping: ****
Damage: **
Farm: *
Durability: *
Potential: *****
Mobility: *
Endgame: *****
Support: *****
Vs. Spawn: **
Low tier, but with heavy caveats. Decent opener, mobile hero, has the most spells in game, global effects, has pets, can cloak, has stasis, mana stunner, global assim destruction, great support, probe on spell. That being said he needs so much time to setup but he can become the best hero in the game as he simply has so many tools at his disposal. Weak overall farm potential, mostly shields, weak lane presence, mostly weak to mass spawn, weak to spawn boss generally. Mid to lategame is where he can become so oppressive and can make so many plays and save his team, L3 can save him from sticky situations. Later on he can Acquire stasis field end the game with a good stasis. L3 Paladins can start to pressure crazy depending on ups and mana levels. A hero limited to the imagination of the player that wields him, best to start off as support then become late-game juggernaut.

---

MUTANT:
Difficulty: ***
Capping: *
Damage: ****
Farm: ****
Durability: *
Potential: ****
Mobility: ****
Endgame: *****
Support: *
Vs. Spawn: *****
Hard to say -- I have not seen Mutant played very much recently. I would place him High Mid-tier. Great staller, fastest hero in game, has an execute, has a transform, can see at night 24/7, excellent farm mechanism, suprisingly flexible builds, L4 is insanely strong, wrecks bases. He does have weaknesses tho -- weak lane presence, can be bullied, low HP, needs time to farm and set-up. However, he is a hero who can snowball out of control off 1 or 2 kills early. Also with assim support he can be unstoppable -- literally soloing bases and outposts by himself in seconds. Mana Mutant is back because once he reaches the final mana tier he gets healed on any Player kill. A hero not to be underestimated and his L1 alone mid to late game makes it nigh impossible to go out at night -- depending on his team you will not be able to go out: Period. He does have some serious coutners however: Warrior, DM, Assault, Incarnate.

---

LIGHT MAGE:
Difficulty: ***
Capping: *
Damage: *****
Farm: ****
Durability: *
Potential: ****
Mobility: *
Endgame: *****
Support: ***
Vs. Spawn: *****
Low-Mid to Low-tier. Though do not let the ranking fool you - it is becase of his slow start that places him at that tier ranking: shitty capper, weak to mass assim, no escape mechanism, poor map control, shitty auto-attack, VERY poor first pick, pitiful start at laning phase. On that note understand this New LM players: SOMETIMES YOU WILL HAVE TO GIVE UP THE CAPTURE AT THE START AS LM -- there I said it okay? Example: You really going to go mid as LM vs Incarnate, no you are not. However the upside is huge: One of the best farm mechanisms in the game, god tier temple defender, extremely high damage, almost unkillable, absolutely destroys pets, god tier farm, psionic storm, hallucinations, great vs. Spawn. Very strong vs melee heroes., can absolutely be punishing in lane with L2 spam. One of the few heroes who can literally walk into your base and destroy it with no problem. Somewhat relies on his team to not be idiots and die to early -- but once he makes it to mid game he will start wrecking face and no outpost will be safe. He boosts team farm substantially, if he is left alone and makes it to endgame almost impossible to kill. He does have some hard counters: Incarnate, Medic, Assassin.

---

ILLITHID:
Difficulty: ***
Capping: **
Damage: ***
Farm: *****
Durability: *
Potential: *****
Mobility: *
Endgame: ***
Support: ***
Vs. Spawn: ***
Illithid is hard to guage I want to say low to high, hear me out. Simple hero but Has differing potential levels and difficulty with his unconvential spells. Can absolutely wreck face with his passive abilities, great farm mechanism, great base auto-attack, decent speed, can push like a boss, great global L4 to control space and punish sloppy play, and can steal pets. Has a very strong early and mid-game but can falls off late game pretty steeply. Depending on the pets he steals with L2 can become a monster, imagine stealing arb with stasis or even Dark Orb, he pet steal ability can keep him relevant late game. L3 ensures he can keep up the shenanigans with L1 and L4. If he bullies you out of the lane, your outpost or base will be punished with L1. Worth mentioning hes a soft counter to summoner which helps alot. However in he has no crowd control, absolute trash in head up fights, weak to stuns, no inherent escape mechanism, and is weak to high armor. Very unconvential hero. Weak to: DM, Warrior, Volt, Assault.

Post has been edited 8 time(s), last time on Sep 12 2020, 7:11 pm by Broflamingo.



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Jan 22 2020, 8:31 am Broflamingo Post #4



-= Temple Siege Reloaded: Leveling Strategy Guide =-

Health Tree Overiew:
Simple straight forward tree -- rewards you for staying alive, survivability, durability and even extra lives. Can be complex by the way of having the foresight to predict certain situations. example: Knowing that it is going to be a defnesive game -- getting the final tier to defend the base is a good idea. Health tree is a good tree to invest in, just understand that -- broadly speaking, health becomes less important as the game goes on and being able to project your via spells tends to take on greater importance. Choose wisely.

1) Tier 1 - Survivor Plus:
Good perk because gives you another level for your survivor bonus during spawn transitions. Two free levels is very nice. Very good defensive option if you are against hard matchups or having a low-farm game. A lot of players will stop here at tier one and transition into other trees because they feel the two free levels are enough. Keep in mind that it is nice but this perk does not necessarily help you in the field.

2) Tier 2 - Well Rested:
For 10 levels you get the well rested perk. Any day/night transition you get healed to your current max HP. Need to keep that push going? Check. Need to make a big play and get healed -- Check! This perk can save you a lot and can make plays off the fact you will be healed. Saving a back to base trip for healing to apply additional pressure or just hold the line can be huge. If you think about it -- on certain heroes like LM, DM or Admiral this can be INSANE because these heroes can be hard to kill via spells or just big health totals.

3) Tier 3a - Divine Fighter:
15 levels and you get this perk. Very underrated, even if the enemy has all caps and destroyed all of your gates you still are invincible and get healed at temple. On certain heroes this becomes insanely powerful -- like Volt, Warrior LM, or Admiral. The enemy trying to siege your temple has become infinitely more difficult because they cannot kill you. When leveling and building your hero never underestimate the power of never being able to die at the final stand of your temple.

4) Tier 3b - Divine Intervention:
15 levels of health you get an Extra Life. Self-explanatory perk. Can really be gamebreaking and if you know you are going to fully invest into the health tree you can really put the screws to the enemy with heavy aggression oriented gameplay. Why not, you are going to get another life anyways.


Money Tree Overiew:
The new money tree grants you more money the more levels you invest inside the tree. Every five levels increases the amount of money you get. This can be a very powerful tree, however I notice it generally tends to be an all or nothing tree. Investing in this tree from the beginning in the latter stages of the game is not a good value proposition (two waves of rines is 36 money compared 1 level into the very beginning of the tree is 30 minerals). The final perk of the tree is very interesting -- for 500 Money you can buy 2 levels. Depending on how well you farm or you hero, this can be a very powerful endgame ability as you can make up for the fact you invested into this tree and put it into something else.


Tier 0: 30 Minerals
Tier 1 (5 Levels): 60 Minerals
Tier 2(10 Levels): 120 Minerals
Tier 3(15 Levels): 250 Minerals*
* You are allowed to keep puttig in levels to get 250 as much as you want.
Tier 3 Ability -- Midas Touch: Allows you to spend 400 Minerals to buy two levels, has a two minute cooldown. In endgame situations this ability allows you quickly transition into another tree. I have used this ability myself to decent effect -- though I have not seen others use it much if at all.

You can use the money tree in a myriad of ways -- example being power builds. Money + Health trees, having a powerful fighter with high health and high auto-attack damage, it also does have value because long after you max out the health tree you will be using minerals to pump up armor and attack. Use it be a support builder -- building outposts, assims, and fortifying defenses. Do not sleep on being a builder -- enough defenses can grind the game to a halt and stop any would be siegers in their tracks. Money builds do have downsides -- end game when people are strong and diverse sometimes high auto-attack damage via money loses its power. However there is another way to spend it and that is summoning temple knights for 150 minerals -- can be super value if your team has invested into them. Example Being: If the Temple Knight tree has been maxed out, for 150 minerals you can summon two-for-one call. That is really super value.


Mana Tree Overiew:
The Mana tree has received an overhaul as well. The mana tree is good for those who want to combo cast spells, want extra value, or has units that have energy bars. Depending on your hero some of these perks can be overwhelmingly beneficial (Energy units for example after reaching tier two get max energy on day/night transitions). The mana tree is really good for those who want to able to spam their spells more. Broadly Speaking, mana tree really starts to shine mid to end game where you can repeatedly spam powerful spells and sweep teams because you can heal with Essence Assimilation.

Tier One - Practical Magic:
5 levels into the tree and you get practical magic perk. Every time you cast a spell you get a small amount of exp L1:0,L2:4,L3:8,L4:12. Depending on your hero it can really start to add up and promotes aggressive gameplay because you will get EXP for making plays and harassing. This in conjunction with Survivor Plus can really boost your EXP gain.

Tier Two - Astral Meditation:
10 Levels into the tree you get this perk which grants 100 mana and full Energy on day/night transitions. For heroes like Incarnate, LM, DM, Summoner, Medic this becomes a super value perk. Being able to be cloaked all night ealrier in the game is huge, or ensnaring, or just storming in general. 100 Mana is just a cherry on top.

Tier Three - Spell Compression:
15 Levels into the Mana Tree and you get even more value into your spells. Each time you cast a spell you get a discount L1:0, L2:5,L3:5,L4:10 essentially making them cheaper to cast. Another bonus is when you die you keep all your mana. This tree can make it so you you can keep up the pressure with your spells at all times. Depending on which hero you have this can be a HUGE boost to team capabilities -- example: Imagine medic being able to pretty much perma L3 the team vis this perk.

Tier Four - Essence Assimilation:
18 Levels and you get the final ability of this tree; anytime a hero dies you get healed to current maximum HP. This allows DPS Monsters like mech to sweep teams without missing a beat. Mana intesive heroes that rely on combo casts can avoid going health for a very long time because of this ability but it will require definite awareness and skill to maximize this ability.


Temple Knight Tree Overiew:

Spawn boss is interesting because it can be upgraded by the whole team. It takes 21 levels to max out and upgrades the Temple Knights HP each time you hit a new tier. The Temple Knight starts off at 490 HP and Base 120 attack. At max level it attains 3500 HP. Each time you upgrade a tier, you will get a free spawn boss summon. They can be called by players 150 Minerals and it will spawn a current level Temple Knight at your warp gates. They appear naturally on the day of goblins, and appear more frequently as the game goes on. They feed 15 experience and 15 exp per kill.

There are several benefits to upgrading the Temple Knight -- they are strong anti-air, they can act as body guards while pushing, the stronger they are less likely the enemy will try to kill them or they will spend resources to kill them, fruthermore they pose a looming threat to the enemies base as they become stronger -- they will attract enemy hero attention because they will be hard to take down by normal spawn means. At a certain point, the Temple Knight can become the "4th Man" on your team because as game goes on longer they come out more frequently making them attractive late game closers. The Temple Knight Tree has synergy with the money tree because being able to call Temple Knights, especially high level ones on command start to become a huge problem for the enemy team.

They do have some downsides however, They have 0 armor, which makes them vulnerable to being overwhelmed by smaller spawns or built spawn and weak to pet type of heroes, They will chase heroes to the death, also they are overall a poor investment early because they start appearing on the first day of Goblins and only then they appear twice -- the spawn boss are definitely a late game play. So investing in them early could leave you disadvantaged in a critical area like money, health, mana, spells etc. Keep this in mind.

Tier One: (2 Levels):
Summons a Temple Knight for free -- this can reset the cap situation into neutral because the boss will always touch the cap on his route -- early game this wil definitely force the opposition off the capture pad. This can be highly beneficial if you are in an unfavorable matchup.

Tier Two: Objective Plus (4 Levels):
HP+ for Temple Knight in addition gives the team a member a free level when they capture an outpost. Another bonus perk -- gives the team 1 level for destroying all the enemies warp gates. These two combined are a good initial investment even if your team is not going full Temple Knight tree -- extra levels are always good and during the match there are going to be times where you recapture outposts. Very good Perk.

Tier Three: Shock-and-awe (7 Levels):
HP+ for Temple Knight and Summons 2 demon bombers every 4 waves from the warp gates. This perk is pretty nice actually -- it can really put the pain on outposts and force them to build extra defenses. The bombers do 250 damage a piece with splash damage. They really shine when the ram into the temple cannons as they can hit multiple cannons and the pylon for super value. They also do heavy damage to summoned pets, making it harder to back channel farm with them. Not to mention if it hits heroes they will do heavy damage to them.

Tier Four: Extermination Protocol (11 Levels):
HP+ for Temple Knight and Summons a temple knight when the enemy suffers a warp gate death. Really powerful if you have a lot of momentum and have the enemy on the backfoot. Added pressure for free is good -- so if you destroy the enemy mid warp gate, a temple knight will appear at your mid warpgate and push along ahead. Proper coordinaton with this perk could really extended sieges because while you go back to heal another Temple Knight is on the way; or even better A temple Knight + spawn destroyed a warp gate and now another one comes to follow through while your team applies additional pressure elsewhere. Powerful perk not to be underestimated.

Tier Five: Spell-Res Armor (16 Levels)
HP+ for Temple Knight And Temple knights are immune to removal spells. Very powerful perk for pushing, now you cannot remove the Temple Knights via stuns and spawn destruction -- the enemy will have to deal with them honestly by fighting them. This tier bonus will most likely force out more cannons and have someone man the base to fight off Temple Knights via combat. Very good against those who have low HP but have high mana and spells.

Tier Six: Steel Maiden (22 Levels):
HP+ for Temple Knight and When you call temple knights -- two come out instead of one. Insanely powerful late game, calling two 3500HP Temple Knights to each lane for 150 minerals is crazy powerful. Almost guarantees that they cannot leave their base without their base receiving heavy damage. This perk alone can close out games it will force the enemy to dramatically alter their gameplans. Even the most pumped and fed of heroes will be hard pressed to stop SIX 3500HP Temple Knights from wreaking havoc inside the base. One way to mitigate against this perk is to build counter spawn: Battle Tanks, Archer Companions, Etc. There are also a few heroes are are particularly good against Temple Knights: Warrior, Summoner, Light Mage, And Temple Lord Machina.

Post has been edited 1 time(s), last time on Jan 22 2020, 8:48 am by Broflamingo.



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Jan 26 2020, 12:29 am Insignius Post #5



Quote from ClansAreForGays
How many people still play TS?
Plenty of people by now, we currently have 3v3 matches almost every day.



None.

Feb 8 2020, 5:51 am Broflamingo Post #6



-= WARRIOR MATCH-UP OVERVIEW =-



Warrior:
Difficulty: *
Capping: ***
Damage: ***
Farm: ***
Durability: *****
Potential: ***
Mobility: ***
Endgame: ***
Support: ***
Vs. Spawn: *****
Verstile strong mid-tier pick. One of the best stunners, fast, decent DPS, scales hard on armor. Mana warrior WRECKS temple defenses and a great intiator and defender. Great candidate for simming, very strong vs DPS heroes (Mech, Mutant, Archer) and scales heavy with shields and armor. All around Hero. Very flexible in how you build him -- Money, Mana. Spells, HP. Has a few weaknesses -- Stunners, Heavy map controllers, and Combo casters (DM LM for example). Good Vs. Spawn boss. Great staller during the cap phase -- can keep the cap phase open for a very long time. If you upgrade armor early you can play cute games if you went probe first -- making probe immune to spawn. Mana warrior is very powerful and can be unkillable played correctly -- base defenses mean nothing vs mana warrior. Suffers from average farm, weak to splash farmers in lane. Counters some very powerful heroes: Mutant, Archer, Illithid, SpecOps. He is prone to being coutnered by very powerful heroes i.e: Medic, Assassin, Assault, and Volt.

Warrior Match-Up Overview:

Vs. SpecOps: Good Matchup
Very favorable. In the capture phase you stall on him all day and there is literally nothing he can do about it -- if you went probe first you pressure him while free farming. Mid-late gmae Only thing you have to watch out for is high ups on sniper rifle coupled with high mana -- it has the potential to shave off a life. In addition be careful of him stacking mine beds, the burst can end a life. However, with high enough armor + l1 he cannot move you out of the lane at all. Against SpecOps you want to disrupt his double-farm and play very aggressive as he is weak to armor. If you have enoug mana for L2+L3 you have kill combo on him and apply it liberally. When you hit L4 he becomes food, you can hunt him even inside the cannons. Pressure him all game, disrupt farm and hunt with extreme prejudice.

Vs. Mech: Good Matchup
Very good matchup. You force him into bike mode because in Mech and Assault mode you harass him for free. Bike mode before stun has the potential to kill you but be careful. However once you start having a decent mana pool he has to avoid you or else you force him into bad situations which result in a life. Later game L4 absorbs most of his damage and , and with a healthy mana pool you have a kill combo on him use L4 when he uses l4 for optimal combos. That being said do not sleep on him because any sloppy play or overextension will result in bike mode picking off a life. If you have map control then he becomes even worse vs you becaues that means his assim count is low. Hunt him with extreme prejudice.

Vs. Assault: Bad
Not a good match-up. Capture phase is good enough as he cannot do anything to you, just stall and free farm. If he is on his A game you can never kill him -- and he will probably turn around and combo you to death or stunlock you for teamates to come clean you up. He wrecks you lane, splash farm and L1 just make it insufferable. You have no counter to carpet bomber or nuke. If you make to late game, you can potentially stay alive by getting high armor and L4 because he his is actually weak to armor. However if he cannot kill you he still sets up on you all day, has oppressive combos on you, dominates your lane and makes it impossible to farm. Not favorable at all, avoid at all costs.

Vs. Incarnate: Even
Interesting matchup -- on the one hand it can go either way in the lane. If he's low mana you can pound on him for free. However if he has decent L1 coverage it can be a risky proposition as it can set you up for L2 and trap you with L1. There are alot of cute things he can do to you with L1 that can put you in bad situations. His L3 is very annoying and coupled with L2 swap can put you into an awful situation. Despite sounding bad he is vulnerable to L3+L2 combo and just attack him until he dies. Later game he becomes much tougher to take down his L4 will ruin combos and he will be able to perma invis due to perks. L4 will protect you from a majority of his damage but he can still pierce with his high attack modifier -- reading the board is most important vs incarnate he has very low HP so once you nab him finish him.

Vs. Admiral: Decent to Good
Pretty good matchup for you. He is one of the best cappers in game, but you stall him out like a boss and can free farm during cap phase all day. Absolutely nothing he can do about it. You can even contest him if you went probe first. Feed on his bunkers and armored assims. You can also run up to him and combo him for free because of his poor mobility. However later on in the game, when his L3 and L4 get more powerful you might have a problem. Admiral will start being able to hit you like a truck -- especially L4 depending on the ups. He can even stun you because you are melee. You will not be able to combo him for free anymore without thought. Also understand that if he gets high armor you might not be able to kill him at all. That being said -- this matchup is defintiely favorable to you and L4 mitigates most of his damage. Punish him.

Vs. Medic: Neutral to Avoid
Not an optimal matchup. Cap phase you are admittedly decent, you can free farm on her. However she will summon a healing spirit to capture forcing you into a situation -- you can feed on the spirit or you can use your probe to stall all day. Both are favorable. She has good damage modifier on you and can disable you -- making you nothing more than glorified creep. She also has perma invis gimmicks which make her untouchable at night. You can make up for this by going power warrior Money+HP and just stick on her forcing her to L4 or into other unfavorable situations, but this is hardly optimal but guarantees at least you stay in the fray. Feed on her healing spirits whenever you have the opportunity. Her damage via-auto-attacks and her healing make your life a living hell, and being silenced stops any combos and resets the fight in her favor. Avoid and Strategize accordingly.

Vs. Summoner: Neutral to bad
Awkward match-up. Cap phase, stall on him all day he cannot do anything about it. Be careful of stalling too long on summoner because he thrives more on stalling than you do. He can essentialy get 3x the farm than you are able to if he is pro. The reason this matchup is awkward is because on one hand you keep him on honest with L3, he can never close in on you. On the other hand though the more he grows in strength the more you will find yourself not being able to leave the temple without the temple receiving heavy damage. You play an important role -- you stop him from Darkswarm Rush combo in your base because you are melee and have L3. Why is it bad? Because while you are defending the base he has free reign over the map and has control. Not good. That being said if he overextends punish him accordingly, because he will have to make a play to your base eventually. Be careful because if he reaches L4 they hit like Mike Tyson on steroids and could possible pierce L4 and your defenses.

Vs. Volt: Bad and Avoid
One of your hardest counters. During the cap phase he actually has the 1-up on you, you will need a probe to win vs him. In the lane its even worse, he has splash, will zone you with L1's until he gets a pick. Has tons of kill set-ups on you. Once you are in his combos, you cannot escape as he will drain all your mana and continually pummel you. Not only that, he has transform which will guarantee he will be able to pierce your L4 if you get caught. There is a slight chance you could kill him if he L2's you because you can manual through it and use your own L2 -- but its not worth testing it. The best you can do is hit him with your stun to set-up a gank which he is highly vulnerable to as he does suffer generally from poor mobility. Anyone of of his spells set you up for combos and pain -- avoid at all costs.

Vs. Assassin: Bad and Avoid
Another one of your hard counters. Problem in the cap phase is that stalling against him is beneficial for him as well -- to put the screws to him you will need probe. During the day early game you can get a pick with L2 against him with decent ups, he suffers from low durability and low offense during the early game. However as the game goes on longer he will set you up for all types of deadly ganks or outright assassination. Cannot touch him at night even with detection -- try to get a read on his mana because sometimes assassins will overextend at night. Your only toold against him is L3 to stop him cold in his tracks. Otherwise just avoid, once he grows in power he will oneshot you with his ultimate or just stun+teleport and let someone else clean you up.

Vs. Archer: Good Matchup
You hard counter him very well. Cap phase you stall him really good, and there is nothing he can do about it. In fact stalling against him is very beneficial forcing to you as you can get your farm and L3 quietly. If he makes any companions use l3 or feed on them with L2. Beware that His L3 does do much higher damage so be careful when approaching or running away from him -- however once you get L4 there is literally nothing he can do to you. For him to do anything his L4 will need INSANE ups on it pierce. However take note that he can overall farm better than you and put you in a semi-summoner position where he camps his temple while he sends companions do do damage to your temple. Understand while this match-up is in your favor he is way more versatile than you are and has better game ending capabilities. Otherwise great match-up for you, hunt him with extreme prejudice.

Vs. Dark Mage: Bad and Avoid
Not a good match up at all. Cap phase is rough but you can survive a mael or two -- if you are really deadset on contesting her you will need probe as you can stall her forever. This matchup is a bit more manageable as mael is at 80 NRG now but still going to be rough. Her L2 just wrecks any offensive options you have and sets you up for combos and kills. L3 + Ensnare make you easy fodder. On top of that she can potentially outfarm you if she gets an L4 off on you. All you can do is stun her and hope for the best. L4 will protect you somewhat but at the end of the day she just oppresses you badly. Not a good matchup at all.

Vs. Temple Lord Machina: Decent
Cap phase stall him out -- you farm much better than he does. He has a pet on L1 so it might be a little tougher but you can hurt him more than he can hurt you given the chance. Early to Mid-game he will have to have L3 to survive against you or else he dies -- he has no escape mechanism and he does not have the DPS to fend you off. The L2 mana stun and damage can be annoying but you can shrug it off. Mid to late game is where you will start having a problem -- he can end up with stasis field, also summon pets to assault the base. Not only that he can save his allies with his own L4 and you will not be able to touch him with recall on deck. However if you get inside his base early he will have very little options to counter you. The name of the game here is not to let him set-up and apply maximum pressure at all times.

Vs. Mutant: Good
You both can stall each other out in the cap phase. Don't bother buying probe he will just kill it. He is faster than you and eventually scales much better than you. You counter him in most respects, once you get stun put him on notice. Get armor to eat his L2 and laugh. With decent ups you can kill him in one stun. However once he starts getting L3 and L4 the problem starts -- he will start to farm like a god. On top of that His L4 hits like a truck (175+12) and will pierce through your L4 like butter. Your armor and stun are your best assets here but keep in mind if he has map control and someone assiming for him -- he is going to get painful FAST. Get your trigger fingers ready to press L3 if he has good ups on L2. Overall good matchup just don't let him get to endgame.

Vs. Light Mage: Bad and Avoid
Even at the start not a good matchup for you. You can stall him out all day in capture phase which is good -- but he scales much better than you. In the early stages you will be able to lane with him but as time goes on it will become too oppressive. There is a small window of opportunity in the early game if you have the armor and HP to tank his L1's and auto-attack him to death but it will quickly become a losing proposition. Reavers will quickly start to faceroll you and back you off, not to mention eat your farm. Depending on his mana levels if he reaches tier 2 on the mana tree, prepare for storms to eat your farm and L2's to boost farm considerably. The main problem here is that he eats through all of your defenses so easily. L3 will rip you apart easily past like 15 ups - if he has L4 just avoid him. You are better off just finding another path to victory -- aim for his teamates or temple. Avoid at all costs.

Vs. Illithid: Very Good
You spank Illithid throughout all stages of the game. His l1 damage is mitigated heavily by your L1 and becomes a feed fest for you. His L2 is useless against you. He can sap your mana with his L3. If you get sloppy his L4 can catch you off guard if you are retreating but otherwise its a non issue. Take note tho he does outfarm you with his passive spines which can make laning with him a nightmare, furthermore his acid spray attack can zone you all day -- you are faster than him but he has a enough speed to keep space and frustrate you. Keep in mind who your teamates are because he may be able to steal a pet that can give you problems (Bomber, Dark Orb etc). Otherwise great match-up punish him with extreme prejudice.

Post has been edited 2 time(s), last time on Feb 11 2020, 9:12 am by Broflamingo.



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Feb 11 2020, 8:31 am Broflamingo Post #7



Mod Delete thanks!

Post has been edited 1 time(s), last time on Feb 11 2020, 9:00 am by Broflamingo.




Feb 11 2020, 8:32 am Broflamingo Post #8



Mod Delete Please

Post has been edited 1 time(s), last time on Feb 11 2020, 9:10 am by Broflamingo.




Feb 11 2020, 8:33 am Broflamingo Post #9



Mod Delete thanks!

Post has been edited 1 time(s), last time on Feb 11 2020, 9:01 am by Broflamingo.




Feb 11 2020, 8:33 am Broflamingo Post #10



-= SPEC-OPS MATCH-UP OVERVIEW =-



SpecOps:
Difficulty: **
Capping: ****
Damage: ***
Farm: *****
Durability: **
Potential: **
Mobility: **
Endgame: ***
Support: ****
Vs. Spawn: *****
High Tier overall pick. Good first pick in draft, Double farm, great auto attack, excellent capper. Good Map reconaisance, sets the tone for games. L4 fast-tracks him to godly minerals and upgrades. PowerOps still goes hard in the paint. Great candidate for assiming + building. L2 can still set up hilarious kills or make the difference between between life and death with defense Matrix. Sniper rifle will still dirt nap enemies and buy him space -- at full mana he can becomes extremely annoying to kill.
Still has some glaring weaknesses: Overall poor map control, stunners absolutely wreck him (DM, Assault, Volt, Warrior) has no direct DPS outside of sniper and overall loses to out right Direct DPS (Mech, Archer, Mutant), still overall weak to buildings outside of PowerOps, has a hard time closing out games strictly by himself, weak to armor. Very flexible build path -- maybe the most versatile in terms of builds. Still strong a contender due to powerful early and mid game and decent endgame. Extreme endgame situations he loses relevance.



1) Vs Warrior: Not Good
One of your worst match-ups. Not only does he do well at the start vs. you in the capture phase -- he thrives off armor which directly counters you. Good news is you both can stall forever against each other but he is a much better staller than you and he cuts into your double farm. Depending on his build he can bully you out of the lane permanently, and again cutting you off from double farm. His L3 absolutely wrecks you and and L4 mitigates most of your damage outside of insane sniper rifle upgrades. If he goes mana warrior he can hunt you with extreme prejudice without any fear of retribution. That being said you still have better map control than him and you can still boost your teams farm via l4. If you happen to make it to L5 vs warrior you can have 4 satellites up that will maintain map control and vision which help immensely. Be prepared for a hard game -- Not good.

2) Vs. Mech: Even to Not Good
Mostly a direct counter to you but if you go power-ops build you counter him early and mid game. PowerOps is health+money, and for a long time you will be able to bully him but he will grow and outdamage you. Keep in mind, if you have map control/assims and limit his assim count effectiveness of power-ops goes up tremendously vs. Mech. He feeds on your satellites be careful with them. Your l3 will get you out of sticky situations and does decent damage vs bike mode. If you go mana rine he will stomp with bike mode and hunt you tirelessly. He can bully you in lane and on top of that he can double farm with L1. He has much better map control than you via bike mode -- however if you obtain L4 you can keep him honest and force him to stay in bike mode forever. His L3 gives him massive armor and health boost in exchange for mobility so outside of mines it will be hard to damage him. This is a match-up that is heavily dependent on the builds each one takes however he has the advantage -- keep in mind he weak to mass spawn up to a point you can farm much better than him with L4 and double farming. Overall though, he edged you out, not good.

3) Vs. Incarnate: Decent
Not a bad match-up -- capture phase he is painful as he has high base attack and 2 base armor. However he suffers from low HP. You can beat him in cap race but be advised that you have to be so clean to beat him because his damage is very high. PowerOps is pretty good vs him but will have diminishing returns as his mana gets higher and he gains access to more spells. He is weak to irridiate and EMP so use them liberally to bust up his Phantasms. Incarnate himself is weak to irridiate you will force him to get HP due to his poor health pool. Your L5 really applies pressure to him. That being said his DPS is very high and he can kill you if you are not careful and has very tricky spells that can put you in bad situations -- example being his L2 and L3. Your L4 is pretty good against him if he is out of position but he can also soak up your mines with his L1. You have to be careful because his own L4 will put you in very bad situations or trapped situations he blocked critical spells i.e: Sniper dodging a stun or L4 to stem the tide of spawn rushing your base. Do not be afraid to build spawn against him either as he as a hard time defending against mass spawn -- be careful he does not set you up with invis+l2 because that will put you in bad situations. This is a very skill dependent match-up depending how comfortable you are in SpecOps and your knowledge of Incarnate.

4) Vs. Admiral: Decent to Good
Pretty good match-up for you but comes with some caveasts. Capture phase you are decent vs him because you can chase his engineer very easily -- on top of that you do full damage to him with L1 so you can do upwards to 300 damage to him with one L1. You also do full damage to him and have way faster DPS than he can pump out so the cap phase it is in your favor. When you have L2 -- keep his engineer irridiated and punished. You bully him in lane with your double farm and auto-attack. Your L4 is very punishing to him so get it as soon as possible as it makes it semi-impossible for him to to traverse the map without insanely high Health Totals. However -- he can put put some high DPS himself with L3 and L4 take precaution to space yourself out accordingly so he cannot get a free stun off you with his L4. If you can -- weather with PowerOps or L2 D.Matrix keep his bunker totals down to a minimum, they help boost his poor farm. He can contest you in map control with turrets, bunkers, and armored assimilators so keep this mind. However in terms of total PvP advantage you win via mines, farm, l4, and mass spawn. He is especially weak to Temple Knights.

5) Vs. Medic: Good
Solid match-up for you. She can edge you in capture phase phase because she can heal but feed off her healing spirits with abandon. She has a good damage modifier vs you but her problem is her farming mechanism sucks. You can bully and double farm on her all day in lane. On top of that, you can force medics out via irridiate and feed on them with ease. When denying her farm via splash mines you can shoot her up and use all types of tactics to trade with her easily: L2 is your friend here as D.Matrix and Irridiate will punish her very harshley. L4 will dampen healing efforts of her own L4 or lack of it. The problem is come endgame she starts to boost her team to unkillable territory -- disables, L3 boosting, healing via L4. She can prolong assaults indefinitely when she reaches critical mass of mana. However play around her poor map control and her poor spawn control. She is very weak to Temple Knights, and suffers from poor mobility. She is also quite weak to buildings. Be aware if she reaches L5 she will becomes a SERIOUS threat via making spawn invincible and boosting spawn bosses in the vincinity with FH. Overall Good match-up.

6) Vs. Summoner: Very Good
Ah, the original OG counter to summoner. Excellent match-up for you. L1 destroys his goblins and makes it hard to get his farm started. Cap phase you punish him hard, shoot and chase him and plant mines wherever you go. Use your L2 to irridiate goblins and keep tabs on where he is farming -- also use EMP to keep his stocks of Swarm and Plague to a minimum. When he pokes his slithery head out irridiate him and punish him for it. Plant mines at outposts and pylons so he cannot wreck outposts for free - make him spend resources constatnly. L4 just grinds his gameplan to a screeching halt. That being said, he can and will get the armor to tank your mines and his L4 has naturally high armor and can receive bonus armor as well, this is the time to start making the gameplan to assault his base and make reavers while he is completely iced out of your temple area. Also make no mistake while you hard counte him you cannot stop his Excellent farming capabilities. Furthermore if he reaches L5, be prepared to face 14 Goblins and 6 chaos demons with high armor knocking on your doorstep -- he might even use Armageddon via L5 to clear reaver spawn so be careful. However overall great match-up for you.

7) Vs. Volt: Not Good
Not a good match up for you. Despite him being a poor capper, you are one his decent match-ups in the cap phase -- one stun on you and he gets free-hits on you easily. Further more you cannot mine-splash vs. him because he will either L1, L2, or L3 into kill combo. Matrix and EMP will be your friend here but he also has transform which will give him a second wind to finish you off. He floats so he does not trigger mines. You will need to be patient and watches when he over-extends so you can EMP him and punish him accordingly. L3 will save you out of some sticky situations -- but not forever. Mass spawn vs him is risky because depending on his build and ups he can easily farm on them. This is not a hero you want in your base because he is decent-to-Very good temple sieger and will run intereference on any mine setups or offense you are trying to deploy. Take note he does suffer from poor Map Control. Once he gets L5 he becomes a monster at sieging via storm cloud. This is not a good match-up for you, just zone him with EMP and coordinate with your team for a kill.

8) Vs. Assassin: Very Good
Another OG counter. You do very well vs him -- he has an atrocious capture phase so punish him accordingly it is almost a free capture if you encounter him during the cap phase. You will need to bully him in the laning phase during the day and at night use your L2/Satellite to keep tabs on him and irridiate him. This will keep his farm to a minimum, be very careful if you are going to mine spalsh vs. him because if he lands a L2/Stun on you, it will most likely result in a life without L3/Sniper or L2/Matrix backing you up. L4 makes his life a living hell as he will always take damage and get punished for moving around the map, he already suffers from low HP. Your map control very much superior to his, so you want to keep an eye on your captures with mines and l2/Satellites. He becomes much stronger each cap he posseses, as he will have access to different parts of the map not under your control so it becomes a guessing game where he is. Be careful because later game he will kill you instantly with his L4/Asassinate -- be prepared to do the L3/Sniper vs. L4/Assassinate duel to the death, be well versed in this dance. Overall a good match-up for you, but you have to be careful because his very hero design is to capitlize on one mistake and punish you HARSHLY for it.

9) Vs. Archer: Decent
Interesting match-up. It's a toss up during the capture phase -- it will be a test of skill. Use l1/Mines to zone him out and get free hits while he will be fishing to get you in range for L1/Burning Arrows which does alot of burst damage. Your L1/Mines keep him in check also will punish him for using L2/Companions feeding you quite nicely. The flipside here is that you will feed him with L2/Satellites if you are sloppy with them. Keep him L2/Irridiated if you can, you have to at all costs avoid him scoring clean hits with his L3/Rapid Shot because it will most likely result in your death as this spell does TONS of damage if all of the hits connect and has GREAT range. L4/Mine Drone punishes him very nicely and zones him out -- forcing him to get HP and be careful. You set the tempo for this fight. However he has EXCELLENT siege potential via L2/Companions + L4/Rain of Arrows, if you do not have an area covered with mines he will absolutely punch a hole into your base or capture point. He becomes more deadly the more Assims he has so take note of this. Your L4 keeps you in the game vs. Archer but if you cannot finish him off fast enough he will eventually overcome you with Armor and HP. Keep in mind that your L4 pushes lanes which he will use to feed with L2/Companions.

10) Vs. Assault: Not Good
Punishing Match-up. Its mostly neutral in the cap phase, however giving him time to stall and farm up L2/Grenade can be a mistake as he can easily set you up with it for death. He can lane with you very well, as his double farm does not require as nearly as much set-up as yours. When he acquries L3/Carpet Bomber is when he becomes oppressive and will combo you to death with Chainstuns, webs, and follow-up L2 if one bomber cannot get the job done. L3/Carpet Bomber further more cleans up your mines and traps. Your only hope to avoid a slow and stunful death is L3/sniper rifle to counterattack, which to be fair, does good amound of damage vs. Assault. Keep in mind if you use L3/Sniper rifle to counter attack you may trigger his beserker bomb which will kill you faster. You counter nuke very well so it is something you will most likely not have to worry about. Your L2/Satellites are vulnerable to his L1/Tear Gas so you have to vigilant on how you use place your L2/Satellites. Keep in mind he is weak to buildings, and once you get to L4 you can still farm relatively safe. Assault is also vulnerable to armor which will soften his auto-attacks a bit. However , this is an oppressive match-up so get ready to learn how to squeeze every advtange you can. Not good.

11) Vs. Dark Mage: Not Good
Horrible Match-up for you. Mael absolutely WRECKS you and you will be punished in the cap phase if you are up against her. However, if you do have probe you stand a chance.

Post has been edited 4 time(s), last time on Feb 11 2020, 9:13 am by Broflamingo.




Feb 11 2020, 8:58 am Broflamingo Post #11



-= ASSAULT MATCH-UP OVERVIEW =-


Assault:
Difficulty: ***
Capping: ****
Damage: **
Farm: ****
Durability: ***
Potential: ***
Mobility: ****
Endgame: ***
Support: ****
Vs. Spawn: ****
Assault is in weird place right now. Still great farm, still great stuns, still godly spawn control via spells and web. Great assim candidate, very versatile builds (Powersault is annoying as hell), some of the best map control, one of the best re-cappers in the game. Bomber still pressures across the map. However he does have some glaring weaknesses -- Weak to spawn boss, no direct DPS, Weak to buildings, Bread-and-butter stun combo been nerfed, overall low DPS, bomber gets crushed easier than ever now. That being said he still severely punishes sloppy draft picks, can be a hero that counters the whole team. Still a top play maker, Can make Temple sieging cakewalk with web, spawn clearing, spawn support via web. With Nuke coming back he will be high tier as he can clear outposts by himself. Countered by very viable heroes: Archer, Mech, Volt, Admiral for starters. For now Very Strong Midtier.


1. VS Warrior: Very good
Excellent match-up. He can stall you all day in the capture phase but otherwise he cannot touch you. Want to really pressure him, buy probe and laugh while you free farm -- if he attempts on the probe L1 it. You dominate him in lane via splash and L1. Warrior cannot do anything to bomber and and cannot stop any of your combos. If it gets to late game he can mitigate your damage to him drastically but it doesnt really matter as you can just stunlock him to the point of no return. He cannot stop nuke, and his L2 is useless against you. Hunt him with extreme prejudice, good match-up.

2. VS Mech: Not Good
Even though this is not a good matchup there is nuance to this particular matchup. Your L1 stops alot of his DPS outright if you time it right -- even l4 is owned by your L1. However, once he starts to climb in upgrade he will start hutning you with ease. Be prepared to ditch bomber ASAP so he doesn't auto-kill you when he 2 shots bomber. You can set up on him with L1+L2 combos -- that is the only way to safe approach, bomber will become a feed machine. He cannot stop nuke by normal means because he lacks detection, that is a plus. It will be hard to recap because he can traverse the map in seconds -- and kill you in the process. It will be a matter of time before he hones in on you and kills you, one of your worst matchups. Avoid at all costs.

3. VS SpecOps: Very good
Excellent match-up in your favor. He might have an edge on you in the capture phase, he's fast and ranged. However you have splash thats not mana dependant and you have more HP. L1 can stop his double farm shenanigans, L2 sets him up for death as he is very weak to stunners. L3 guarantees his death -- He can stop nuke with scivessel so be careful. You spank his own L4 however with bombers bombs clearing the mines that are laid. Just becareful because he can feed off your bomber if he has enough ups and you space approaches poorly. The only real threat he has for you is Sniper Rifle, and you can stun and web it enough to the point the threat is neutralized -- it will mostly be used to buy him some time. Overall great matchup.

4. VS Incarnate: Decent to Good
Pretty good matchup overall but he can be very lethal in terms of DPS. You have to finish him quick. Avoid him tagging you during the capture phase because he does hurt quite a bit -- but he suffers from low HP. Due to his poort mobility he is very prone to L1 and can be kill combo'd with L2. The overall problem with him is his illusions that can kill you. If he properly spaces them can make sure you cannot web them all and he will set them off to finish the job. Furthermore His L4 can set you up if its late game, and he has the ability to perma invis. You are a good match vs him but realize that he has options and could potentially be more powerful than you endgame.

1. VS Admiral: Bad, Not Good
Good news is during the capture phase you can stall on him all day and make life a living hell. On the other hand -- after the capture phase he becomes a pain in the ass. Not only do you do reduced damage to him, he has high base armor and between his Turrets, Bunkers, L3 and L4 he is totally anti bomber. The thing about him is that he has obscenely high HP that makes him hard to take down -- many players will get early HP on him that lets him survive so many fights, ganks, etc. That being said, L1 this bastard all day and laugh and punish him on sloppy L2's. You can always set up on him with L2 but realize that you will hard pressed to solo kill him mid late game because the sheer DPS he is able to put out is crazy. He will also be able to stop nuke which is a pain in the ass. He has an extremely vulnerablity to Temple Knight as his wave clear is not very good, if you invest in Temple Knight you can web him into submission. Temple Knight assures he cannot leave his base because of his poor mobility and wave clear. You will really have to play around admiral via spawn, map conditions, or set him up for ganks because you will never be able to solo Fleet Admiral. Not good.

6. VS Medic: Very good
Very good matchup for you. She is stronger than you in the capture phase than you so be mindful of this. You set up on her all with L1, L2, L3 and she is weak to stuns. Disable is weak against you becaue you have a pet that is independent of you casting stuns. Capitalize on her poor mobility and splash her lane, there is nothing she can do about it. Feed on any stray spirits. The thing is your early pressure on her is so oppressive that there is nothing she can really do about it. That is the key because once she starts getting her main spells and can spam them, the problem starts to arise - disable, full heal, perma invis, boosting her allies with l3 and what not it will become harder and harder to win. On top of that she can hit a critical point where you cannot solo kill her anymore so take the opportunity to snuff her out early to mid game. Be mindful she has a glaring weakness vs Temple knights, exploit this weakness at all costs. In all honesty good matchup just understand her endgame is better than yours overall.

7. VS Summoner: Neutral to Not Good
Awkward match-up. During the capture phase ironically enough its a wash, he can stall you all day with his high armor and your poor damage typing -- not to mention he will cut into your double farm during the capture phase, and free farm. This is a dangerous scenario allowing him to free farm so early -- he will keep you honest and force you to decide. You map control him fairly decent with bomber if you are dedicated to controlling his farm you are able to do so -- problem is you can be using it gain kills and pressuring people you can probably eliminate. Eventually bomber will be used to defend the base along with L1. He will grow stronger and more powerful as the game goes on, and he will eventually be able to overwhelm you. Pressurable via nuke, he can reveal with plague but he cannot stop it due to web, although he farms like a god and will take precautions by building cannons. However -- if he has to come out to make a play stay on his head like conditioner. Very vulnerable to full combos.

8. VS Volt: Not Good
Not a good matchup. In the cap phase it is in his favor as he has higher base attack and can stun you easier and drain you. He can contest you for double farm which means you have to get in range of his skills and combos -- not good. He can pull you in with his L2 which means bomber is vulnerable, as are you. He is vulnerable to L1 tho so make his life a living hell. You can save yourself from an L3 if you have Bomber already out but its no guarantee you will get out alive because he can L2. There is no way you can contest his L4 so don't bother, best you can do is L1 and hope for the best. You out map control him though use that to your advantage.

9. VS Assassin: Neutral to Good
Awkward Match-up. You destroy him in the cap phase, for maximum pressure go probe first and punish him. He can buy his own probe for pressure so be aware of that. Your L1 stops any offense he can run on you, your bomber protects you from him as well. You could even perma stun him if you want but he will just L1 back to base. Early game you can pick up a kill off him if he mismanages mana and have decent ups. What he is really aiming for is your base to open it up for his team. In an even game, you will go back and forth trading map control with him -- punish him by investing into boss tree for the Objective Plus+ perk. He is one of the fastest heroes in the game because he can traverse the map in seconds. To really put the screws to him you will have to maintain all the capture points because he thrives off being able to have a diversity of access points to the map. Any sloppy play he will kill you instantly end game, so you have to be super vigilant with L1 to protect yourself or bomber scoops to avoid his L4. He cannot stop nuke pressure that is a plus. On the defensive you have to be careful he will begin to obliterate your temple/base with L4 -- it become harder and harder to stop him. What this matchup boils down to is map control.

10. Archer: Not good
Maybe your hardest counter. Reduced damage, rips bomber to shreds, can contest map control with companions, can overall farm better than you, can bully you out of the lane, can eventually solo your base. You can setup on him with L2 but it will be hard. He will end up feeding on your L1's so be wary against using it on him. L1 is mostly useless because his damage will come from other sources. His L3 does massive damage if you take all 8 hits. You maybe be able to pull nuke off against him but its still a gambit because he can patrol the base with companions -- and he will have the extra income vis a vie companion farm to build cannons. Punishing matchup, use map conditions temple knights to edge him out.

11. VS Dark Mage: Toss up, slightly in your favor.
This is a debated match-up. I say it's slightly in Assaults favor because he is much better against spawn and can build spawn against her. That being said not an easy match -- yes you are protected by your L1 at all points in the game but she can feed off it with Feedback for massive EXP and mineral boost. Mael makes it so you cannot be scooped by your bomber, which mean she can start the combos on on you. She can end up feeding better than you can depending on her upgrades because l4 gremlings will be aplenty. On top of this, L2 is annoying as hell, and she can feed decently with storm with perks and gremling consuming. However she is pure set-up bait with bomber roaming the map, and be setup on stupidly easy. You will probably never kill a skilled DM head up, she just runs so much interference. End game she will become a monster due to massive amounts of feed if she gets off L4. If its down to 1v1 build spawn on her on push otherwise you will never win head up.

12. Temple Lord Machina: Decent
Decent Match up. He is better than you in the cap phase, but you can stall all day with a probe of your own. You do full damage to him based on the fact he is all shields. Punish him in lane because he has shit tier farm. If he has the Lords Hand out, punish it with your L1. You can combo him because he is shields and you do full damage to him. However when he starts getting fed is there the problem starts. He will start using Paladins to farm and assume map control, on top of this he will begin to pull his teamates to safety with his L4. If you start setting up on him he will begin Teleport with Lords Hand. When he starts really getting fed he will Stasis so you have to avoid this at all costs or else can potentially end the game with this maneuver. He can destroy all map assims, so going support assault could be a losing proposition. He is vulnerable to L1 and L2 so combo him profusely. He can detect nuke so you will need pinpoint awareness to know he is low on NRG to detect you. You can control paladins with ease, name of the game is to not let him make it to end game.

13. VS Mutant: Good Matchup
Its a wash at the cap phase he is too fast to stall with probe or yourself -- so he will farm pretty safely. When you get bomber, is when you can really start pressuring him. Any stun will nullify his L2. Get armor to make his L3 tolerable. If he has map control and assims, his threat level becomes much higher due to high stats. You can pressure him with bomber all over the map. Be advised though as the game goes on, and he gets more strength he will begin to be able to test you with stray hits from l2 and L4. His L3 will fast track him to insane levels. Punish him in lane, he is a weak laner, and any attempt on you just L1 and laugh. Again, if he makes it to late game he will become a threat that cannot be contained and his L4 swings for HUGE damage so prepared to get scooped or L1 yourself. At night be very mindful on who is on his team because when he is able to perma L1 you will be counter-ganked and followed, probably by a hard counter of yours -- be very aware of this. Nuke is not an option vs. him, he can detect. The core of this matchup is to pressure him and depress him early and mid game.

14. VS Light Mage: Not Good
Lets be very clear -- there is an early game window of opportunity to shut him down as assault when he is very weak and not pumped. That being said -- after this window is closed he counters you hard. L1 will not be enough to approach because his L2 and L3 just WRECK face. You will need high armor to withstand the harsh damage of L3. L2 at later stages will be untankable, you will have to avoid getting into melee range. He will outright shave a life off. Bomber will be fed on by his L3, so its not an option. L1 him liberally however, and L2 can set up on him very well. He can counter nuke via storm if he knows where it is be wary of that. He will eventually destroy you in lane with splash farm, and will easily contest your splash farm with his own.

15. VS. Illithid: Good Match-Up
Overall good match-up, however he can be tricky so you have to be careful. It can be 50/50 during the cap phase because he has powerful auto-attacks. L1 will make sure that can move you off the cap pad if need be. Illithid can by probe first and stall you decently so he can free farm. Letting illithid freefarm at start can be a dangerous proposition because when he starts his farm mechanism he can an unstoppable beast. He has no answer to L3, L1, or L2. He is very vulnerable to stuns. However when trying to run in on him because of his L1 and Acid spray just DPS'ing you down suprisingly fast. Nuke is useless vs him as he has built in detection. His L4 has the potential to catch you unawares so be careful. You set-up on illithid all day so just because of his tricks and his farm mechanism because he may not be good vs you -- but he can boost his teams farm tremendously.

Post has been edited 1 time(s), last time on Feb 11 2020, 9:13 am by Broflamingo.



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Feb 11 2022, 4:09 pm Insignius Post #12



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Feb 11 2022, 4:10 pm Insignius Post #13



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Feb 20 2022, 9:15 pm Insignius Post #14



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