Well it isn't that the team can't counter it.. it's just several heroes can't counter it. But okay, it is also true that if you get a team that is heavily countered by reaver, then it feels unfair and unthoughtful on my part...
Firstly, it is expensive.. 200 bucks... you could've gotten about 3-5 upgrades with that...Since assiming is being cut down anyway, this should only get harder.. .... Secondly, the Reaver spawning building is destroyable. Thirdly, the consequences of building the reaver can make or break your game, since if it's countered, then it's really good feed. Lastly, no one has tested the other spawns against reavers.
Me n prbly moose have been trying hard to make Spawns a viable strategy in the game. So far, there has been minimal feedback...
annyways, I guess the way I structured the game, it has always been focused on PvP... But I simply wanted spawns to be a strategy, so that if you're losing, building spawns may be the answer.. Yeah, it doesn't take much in terms of "skills", but being able to think, and Gather Resources, AND sacrifice so much into building/upgrading spawns, AND win despite some counters, they deserve it...
And anyways, Temple siege isn't Hero siege either. It doesn' thave to always be killing the hero or using the hero to kill the temple
There's nothing wrong fundamentally with the concept of spawns. There is a problem, though, with the reaver unit specifically. Reavers as a starcraft unit synergize fairly well with themselves. When the reavers are fought one at a time, most classes (not DM) can handle them. The player-stomping comes in when the reavers stop to take down cannons. It gives them time to bunch up and compliment each other, to the point where most classes with full HP can't stand up to them for very long. This doesn't happen with other spawns simply either because their damage is low enough to be mitigatable by armor, or because their range is short enough.
Don't take that to mean that the other spawns aren't broken because they're not reavers. Goons are also game enders. Firebats can make the game hell for your opponents.
One reason I suspect people don't explore spawns too much is because, like you said, they're a make or break part of the game. You build spawns, and the game is usually decided in the next 3 minutes. The problem is that they're heavily undocumented, and you have to learn which parts of the game are good by trial and error. It's RIDICULOUSLY noob unfriendly. Hell, I still get people who haven't played summoner before dumping their civs into spawn number and spawn level. When they lose those games, they don't even know why. People play reavers because they've been unstoppably stomped by them.
The other thing you have to realize is that while the price stays constant, the power level of spawns does not. Reavers start out at uberpwnage RAPE and peter out at feedwagon express. 200 minerals for what amounts to a feed is obviously way too expensive, but on the flip side, 200 minerals for uberpwnage RAPE is way, way cheap. That's the first 11 weapon upgrades, which isn't really that hard to get for an aggressive grinder. It's 7 civs. If someone on your team caps 4 assims in MT, that's 9 minutes (more in M2). The sacrifice for reavers is nothing compared to the reward if you get them out before lings.
Also, for the record:
Dragoons - just as effective as reavers, which is to say, they also end games, but at a discount. Goons can break through reavers if they're not bunched up. Bunched up reavers are still unstoppable.
Goliaths - Suprisingly not game enders, but still fairly good. I would probably skip them for goons, though, they're not much cheaper.
Vultures - Didn't use these much, I suspect they'd be fairly good against spec ops and assassin.
Medics - Utterly useless, even in theory. In practice, they have ADD and don't heal anything. Get rid of them.
Firebats - Feed breakers. These guys have ridiculously high damage, which breaks early game feed for some classes. Assassin, summoner, assault, volt, and dark mage can't kill broodlings when they're around. I liken them to drano for clearing feed clogs. Not game enders, other than denying a feeding path.
EDIT: Hydralisks - Similar to firebats. They're less effective at denying feed (except against volt), but they bust cannons better. Not a game ender.
Maybe make spawns class dependent. That is, have only one spawn building, but depending on who built it it would then turn into a goliath building, for example.
BTW, the vast majority of games I play end when the other team either runs out of lives, or they forefit because they can't win at PvP.
EDIT: Also, the longer a game goes on, the more powerful PvP becomes and the less powerful spawns become.
Post has been edited 3 time(s), last time on Jan 20 2009, 9:27 pm by DumbMarine.
None.