Staredit Newtork
Community
StarCraft
Games
Site
Favourites
Temple Siege v1, By UnholyUrine

Pages: < 1 « 7 8 9
Creator: ClansAreForGays
Time: Jul 10 2008, 8:31 am

Post #161     Shocko Aug 28 2008, 12:39 am

[Avatar]
 offline contact
Toggling spawns would be really really unbalanced...
You get all the positive effects of capturing the base but negative effects of it, which ultimately makes it a primary objective to capture bases for enhanced teleportation, which takes away from the focus of sieging the enemies temple in the first place...
I think that it should just spawn fewer additional units, this way it gives a positive effect for capturing whilst also maintaining a negative effect of feeding, just not as severe...
(user posted image)
Top

Post #162     [Vi3t-X]:] Aug 28 2008, 12:52 am

[Avatar]
PokéFreak™
 offline contact
My strategies call upon Sun Tzu, you may think I am weak, but a revaltion takes place inside. The power of a hidden mana count.
() )) (CRAYOLA) )) >
Top

Post #163     ClansAreForGays Aug 28 2008, 2:01 am

[Avatar]
 offline contact
Quote from Shocko
Toggling spawns would be really really unbalanced...
You get all the positive effects of capturing the base but negative effects of it, which ultimately makes it a primary objective to capture bases for enhanced teleportation, which takes away from the focus of sieging the enemies temple in the first place...
I think that it should just spawn fewer additional units, this way it gives a positive effect for capturing whilst also maintaining a negative effect of feeding, just not as severe...
I was reading through your post just go "wrong wrong wrong wrong..." until I read the bold, I just have to agree with you. It's so simple. I would definitely capture bases if they only spawned 1-2 units.

I think we're also forgetting that more bases means more defensible geysers. On that, I believe that each bases geysers should be place in better positions where an offending unit would be subject to cannon fire.
(user posted image)
Top

Post #164     Shocko Aug 28 2008, 6:43 am

[Avatar]
 offline contact
Cannons are way too weak to provide defense for a geysur really. The cannons are good against some classes early game, but at that point, rushing assims isn't necessarily going to pay itself off (most likely it wont)
(user posted image)
Top

Post #165     Mini Moose 2707 Aug 28 2008, 1:43 pm

[Avatar]
 offline contact
Quote from ClansAreForGays
I think we're also forgetting that more bases means more defensible geysers. On that, I believe that each bases geysers should be place in better positions where an offending unit would be subject to cannon fire.
This is part of what I was talking about when I said bases should be more defensible. :P
Top

Post #166     MadZombie Aug 28 2008, 3:50 pm

[Avatar]
Sup?
 offline contact
Maybe the toss buildings shouldn't make different level spawns but instead transform into other defenses (sunks, diff bunker combo's, and maybe very strong stationary units)?
AKA DirtyMan, AKA TheBlueRanger, AKA JohnWayne, AKA Sandle, AKA TossMahSalad, AKA SeniorClean, AKA GOOFYGOOBER, AKA Perucho, AKA MadeInPeru, AKA FootNinja, AKA 16oz, AKA DontTaseMeBro, AKA TheBeardedMan.
Top

Post #167     Shocko Aug 28 2008, 4:32 pm

[Avatar]
 offline contact
SCV can already make bunkers o.o
It's just kinda expensive and not that efficient o.o
(user posted image)
Top

Post #168     Mini Moose 2707 Aug 28 2008, 6:20 pm

[Avatar]
 offline contact
Quote from MadZombie
Maybe the toss buildings shouldn't make different level spawns but instead transform into other defenses (sunks, diff bunker combo's, and maybe very strong stationary units)?
And there goes a spell each from the Archer and Special Ops...
Top

Post #169     ClansAreForGays Aug 28 2008, 10:46 pm

[Avatar]
 offline contact
JUST RELEASE A BETA OR SOMETHING ALREADY!
(user posted image)
Top

Post #170     Shocko Aug 28 2008, 10:49 pm

[Avatar]
 offline contact
I've played as Assasin under P4 and P5 (I am not sure about the other players) but you are able to use the Level 2 Spell without even upgrading...
Also, I think this is something to do with the version and the P2 Rine, but I couldn't cripple him with Assasin, was indeed upsetting.
(user posted image)
Top

Post #171     ClansAreForGays Aug 28 2008, 11:46 pm

[Avatar]
 offline contact
Nice finds for the first 2, but the third has already been found and solved.
(user posted image)
Top

Post #172     Mini Moose 2707 Yesterday, 5:36 am

[Avatar]
 offline contact
Ummm..... is Assault's grenade supposed to paralyze his allies too? If yes, change that. If no, Player Two's does. :P
Top

Post #173     Shocko Yesterday, 5:41 am

[Avatar]
 offline contact
And thanks to me, Moosie got GFG'ed >:D
(user posted image)
Top
Users in this topic:


[02:56 am]
Money -- It's now?
[02:56 am]
OMC)Anonymous -- MAP NIGHT MAP NIGHT MAP NIGHT!!!!
[02:50 am]
Rantent -- MAP NIGHT MAP NIGHT MAP NIGHT!!!!
[02:49 am]
Rantent -- MAP NIGHT MAP NIGHT MAP NIGHT!!!!
[02:49 am]
Rantent -- MAP NIGHT MAP NIGHT MAP NIGHT!!!!
[02:49 am]
Rantent -- MAP NIGHT MAP NIGHT MAP NIGHT!!!!
[02:46 am]
Brontobyte -- 17 reports? LULZ?
You must log in to shout.

©2003-2008 Staredit Network.
Starcraft & Starcraft II are trademarks of Blizzard Entertainment.
Site Index   |   Terms of Service   |   Privacy Policy   |   Contributions