Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
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Feb 24 2009, 11:08 pm ClansAreForGays Post #1621



Quote from Pigy_G
Yeah.. I'd have recommended scan if It didn't give vision of sprite too..

*Evil Player Scans Sprite During Day*

*Evil Player Use's Anti Hack*

*Entire Game Drops*

*Evil Player Chuckles While Restarting SC*
The anti hack is obsolete anyways, just remove it. I still would like to have the screen-moving still in the game, but maybe as a spell.

Also, I think there should be a split, and not a mixture of versions. With all the hype, v1.5 was VERY disappointing.




Feb 24 2009, 11:20 pm UnholyUrine Post #1622



That's a low blow, CAFG.

You know very well the way I map. Remember v1 and v1.2? They were all full of glitches and imbalances..
I wouldn't have released the beta version if I didn't feel that you guys should get a chance to have a say before everything is finalized. That's the reason why it is BETA...

Remind me next time to not release anything until it is finalized :-(



None.

Feb 24 2009, 11:33 pm ClansAreForGays Post #1623



v1 was the beginning, and v1.2-4 were not as bad as 1.5, you just couldn't pick some characters because they were stupidly weak.

v1.5 was like a final project you had all semester to work on, but put it off and frantically slopped something up the night before.

Take what you will from my comments, but I hope it results a better map.




Feb 25 2009, 12:54 am Decency Post #1624



I definitely think a lot of the changes in both maps were needed, and for the most part I've agreed with almost every balance change that's been made.

Some of the ones that Moose made in particular I want to address, after playing 4-5 games as marine/firebat.


Assault
- Firebat L1 seems pretty cool. I am a fan of the small stun, it can be useful and is very micro intensive, and having the duration less than the fuse makes it not ridiculous to play against.
- Firebat L2 should drain mana slightly faster for non mages, if possible. The LM cannot possibly play anywhere near an Assault, but against non-mages the spell isn't really powerful enough to be an L2. Perhaps something else could happen when the D-Web is placed besides the mana drain effect.
- Modify the Assault's L3 to make it slightly more powerful against Large units/buildings by spawning 2-4 Infested Terrans before the Firebats.
- Firebat L4 nuking should be easier. It's incredibly difficult without the bomber. My thought is to lower the nuke cost to maybe 20 minerals and 50 gas, but make Nuclear Ghosts much tougher and not able to cloak.

Spec Ops
- Current Marine L1 is kind of lame. It's useful and definitely a good concept, but I feel like it's not really a spell as much as a class ability, which I don't think should be a part of TS. This just makes the Marine a counter to cloak/burrow. I think that the L1 should give the Marine the Comsat with full energy every time, and it should be taken out of his control after 10-15 seconds. This makes it more of a spell than being able to just let it recharge and using it for free during the night. You can give it to an NPC and that won't reset his hotkey, too. Also, why does he need the CC? =o
- The L2 seems reasonably balanced. It will see equal use as a dodge and as a damage spell, in my opinion, and probably more of the former. I am a fan of the spell, and giving multiple shots allows you to target someone with the last 1-2 if you're fast enough. A very skillful spell, should be fun.
- Finally, the Marine+Dropship dominates any melee hero, and with the stuns it's dominant as well. It is way too overpowered as an L3 for the Marine, I think.
- I've never particularly been a fan of the Mine Drone, I'd prefer to see the Bomber replace it as the Spec Op Marine's L4. Keep the spell the same, maybe give the bomber slightly more life, but that's about it, it's already of L4 power for the Marine.
- New Marine L3: Support Team: 2 or 3 marines spawn as companions, or maybe a mixed infantry team. Or something else, suggestions could be nice.

Otherwise:
- Assim rate seems almost perfect. I still think that they are too hard to kill, especially for some classes, so perhaps shields would be a better choice. (All damage types do full damage to shields). But the income rate seems the best of anything yet.
- Thank you for the short briefing.
- Thank you for decapitate bonus. Although, your text says +40 but an opponent in the game said that his mission objectives said +30. Take a look at that.
- Why did you write out "Experience". =( Confused me.


Here are changes that were made in 1.5. The ones in green I'd like to see incorporated, the ones in red I don't like, and the ones in Yellow I'm neutral on. Orange are things Moose already fixed, either in the same way or another.
Quote
* All Spawning Temples have been moved to the Advanced Building section
* Added Chaos Temple, which spawns 3 infested terrans (Fleet Beacon)
* Infested Terrans now do 175 dmg (with 175 armor)
* Dragoons (Mystic Fighters) and Alan (hero goliath, Golems) have switched roles, Dragoons are now the next level of spawns after Hydras, and Golems are after Mystic fighters (To compensate for the fact that dragoons give 500 killscore, and alans give 600 (600 cap ks))
* Dragoons now have 250 shields n 200 HP with 10 armor, damage is the same.
* Hero Goliaths now have 650 hp, 15 armor, damage is now 42+4 (total 50 dmg), and 25+2 for air (total 58 dmg).
* Golem's Tribunal now costs 150. Mystic Temple costs 120.
* Fire Temple (Spawns firebats) now costs only 60. Archer's Temple (Spawns hydras) now costs 80.
* Battle Tanks now have 700 hp and 450 shields. Same Cost, and Same Dmg.
* Removed Nature Temple (medic spawner)
* Removed Robotic smth (Vulture spawner)
* Added Healing Ward. It will spawn one medic (full E) when you're near it. There is a time limit of 20 seconds (720 DC's, subtract 3 per trigger). When you're not near this building, you will gain 1 DC per trigger, meaning it takes 3x the time to "recharge" the Healing Ward"...
* Added Mana Pool. It will make you gain Mana twice as fast as your level. It has the same timer as Healing Ward.
* The above two buildings both cost 60 bucks. U may only control one building at a time, and Building multiple buildings does not extend/speed up the timer. Rather, you have more places to heal. But you must "recharge" the same amount of time
* Buildings don't automatically become computer's. It must be done building first (may be implemented later)
* Moving probe onto the buy probe beacon will give you a list of the current building - temple.
* assims are now 2/3 the speed (1/3 slower)
* Archer L2 will now spawn 2 drones at once.
* Creep, Sunken, and Spore has been decreased from 500 to 400 hp, and decreased 50 to 30 dmg. They still have 10 armor. Nydus Canals will now cost 50 gas.
* Light Mage L3 (Light of Binding) is now an AoE spell, where heroes near the light mage will spawn 8 Dragoon Hallucinations, "binding" him in place. the LM itself will spawn 8 real dragoons.
* Light Mage L2 reavers spawn at the 4 corners of the LM, instead of below it
* Changed Mech's L2 under bike mode to spawn wraiths (30+5 dmg)
* Changed Mech's L4 to spawn 12 wraiths 3 times, and then 8 tanks in quick sucession. This is subject to change.
* Medic L3 now takes out any spell effects (paralyzing/curses) from medic and nearby allies
* added pre-spell effects for Hyper Claw (L3). Heroes will now have a short warning before the claws hit. (This also makes it harder for the mutant to evade and use this spell at the same time)
* lurkers are now 33+3 dmg, spawning 12 instead of 8 lurkers (to add in new hero.. it was originally 43+4)
* Summoner's l2 will spawn 2 infested terrans per zling...
* Summoner's zling is now capped at 9. Subject to change
* Magnetic Channel will now only suck in heroes per 3 DC's. All other units will be sucked in per trigger, including spell units.
* Volt has been changed back to 30+5 dmg.
* Warrior L2 will now have a after-spell effect to stop the trapping of heroes by using L2 consequtively.
* Phantom
* Psion
* Earth Demon
* Engineer
* Marine = Assault

I personally think that Moose's version is much more suited to competitive play simply because it's far more frequently updated and there are not a ton of new game-breaking bugs that need to be fixed.

As for the new heroes, the Earth Demon is honestly way too specialized to be useful. It is hard as hell to get any kills on a decent player with it no matter what you do, which means you go L3. Being stunned by someone no where near you really defeats the TS environment we're used to, and auto building kill is really dull.

The Engineer is a failure. It's buggy as hell, so no one has really playtested it much, but everyone competent that I've talked to doesn't think it has any real chance in PvP. I can't particularly see anyone wanting to play a hero that's useless except for killing computer opponents.

Likewise, I think completely inverting the Marine is foolish. What Moose has done with it I think is necessary, but it doesn't need to be hugely changed, and obviously if the Firebat stays as it is that can't be the case.

The Psion has potential, but it's in desperate need of balance. Having the entire hero based around areas is interesting but pretty confusing. I think that the current L2 should be its L3 with a suitable duration/cooldown, its L1 should stay, and we should think of new spells for the replacements. Perhaps Moose could combine those Psion ideas with his "Physicist" (Which is honestly the lamest name I've ever heard) and create a new hero with what results.

The Phantom is the closest to game-ready of the three. It plays a new role and has useful and relative spells. The L2 needs to be tweaked somehow. I can get it to fire twice frequently (I play snipers too much), but some people have trouble getting it to fire even once. The L3 I have not seen too much use out of, but from what I hear making it like the Earth Demon's L2 and teleporting rather than "moving" would be a good fix. The L4 is mana intensive but rewarding. If the Phantom is kept, I have some ideas for it, and it will probably need a new spell anyway due to the Marine's L2 using a ghost, now.

That's all from me, I definitely want to see what people have to hear because I do think that combining the work of two great mapmakers would be much better for competitive and fun Temple Siege in the long run.

Post has been edited 7 time(s), last time on Feb 24 2023, 12:43 pm by Decency.



None.

Feb 25 2009, 1:21 am ForTheSwarm Post #1625



Quote from name:Theodore Roosevelt
Also, best spell idea ever:

L4, Russian Roulette: One of the six players dies instantly at random.

:P

L3, Mafia: Turns off all alliances and share visions. You can't re-ally/re-share vision for 30 seconds. Also changes the time from day to night or night to day.

:P



None.

Feb 25 2009, 3:13 am Moose Post #1626

meme

Quote from CrudeWhore
At the very least, REMOVE THE ANTI-MAPHACK and re-upload your M4.
Good idea. I'm going to have to make you wait until the next version for this, though. It shouldn't be too long. ;)

Quote from CrudeWhore
Also, did you fix it so that random can give warrior?
I changed his position on the beacon, which may have done the trick. I know that's what's wrong, too. This is one of those "I know I fixed this alerady" things that got unfixed, like the killable Probe on the south team's purchase beacon and the invincible Ghost bug. I haven't tested the random beacon enough since then to verify if it works. I'll run multiple-civilian tests for it to make sure it works when I get some time.

Quote from name:FaZ-
The Assault's bomber was only fair because of how difficult it was to hit people that you stunned. Coupling it with a marine will do bad things.
Indeed. What was really not fair was the combo of Bomber & Nuke... that was what I really wanted to break up.

Quote from UnholyUrine
I definately don't have the patience and motivation to sit through, play the game countless times, and intergrate the material to produce a more balanced game.
Please try to see things from my point of view. I spend hours upon hours balancing and fixing 1.4 just to have some great games of TS. I don't have the paitence to fix a bunch of bugs that I didn't make and correct imbalances that I didn't design again. Meanwhile, they were only reintroduced into the map because you got to have fun expertimenting and implementing your ideas. (Which you took a considerable amount of time to do, at that!) It's a long and painstaking process that I'm simply not willing to go through again. What you're asking is for me to go back to square one and repeat history. I just can't.

Quote from UnholyUrine
While you, on the other hand, don't have perfect knowledge of the map (You used an extra deathcount for mech's new L4 back in M3, which wasn't necessary, as there is already a grand scheme deathcount for all spells)
1.4M4 involved spending more time analyzing and organizing triggers than anything else. I am aware of that inefficency and none of the spells I've added are subject to it. Eventually this will be negligble as I continue Temple Siege's rehabilitation from being made in StarForge.

Quote from UnholyUrine
and my ideas seem to flow better IMO (Mech's L4 was... bland... the new one in 1.5 is better in my perspective).
Doesn't everyone think that about their own ideas? Personally, I feel that a lot of your ideas are far too impulsive regardless of whether or not they "flow". Impulsiveness with a long time between versions is definitely not a good combination.

Quote from UnholyUrine
I also want to see the effect of switching assault's L1 and L2.
Quote from name:FaZ-
Assault
- Firebat L1 seems pretty cool. I am a fan of the small stun, it can be useful and is very micro intensive, and having the duration less than the fuse makes it not ridiculous to play against.
- Firebat L2 should drain mana slightly faster for non mages, if possible. The LM cannot possibly play anywhere near an Assault, but against non-mages the spell isn't really powerful enough to be an L2. Perhaps something else could happen when the D-Web is placed besides the mana drain effect.
To be honest, I'm not sure I like the Assault 1 and 2 myself. I might have to come up with something... clever. I'm open to suggestions, though.

Quote from UnholyUrine
(L1 as teargas with marine is just too much rape, eh?).
Yes, sir!

Quote from UnholyUrine
I'd still like to keep mines in play somehow. Completely removing it will also remove the base cap with mines... Do all ppl here agreed that it's too OP? It's not that bad as it's non-invincible (right?)...
Minecapping is too strong for an L1. It might have a place as an L2 if changed somehow. As an L2, it risks ending up being being redundant with Mine Drone and/or devaluing it.

Quote from UnholyUrine
This reminds me.. I have finished the "Banish" and "Time Rip" spells, which stemmed from your physicist idea..
Time Rip is negligible... it can be triggered in two minutes tops. I don't even particularily like Physicist the way I wrote it anymore. More on that later, though. ;o

Quote from Pigy_G
moose also made a lot of bad changes the maojority (80%+) disliked. I think it would produce a better map if unholy's ideas mixed with moose's balancing. Unholy might come up with a great spell idea, moose might come up with a great idea to make it balanced.
The only change I can think of offhand that the "maojority" (Chairman Mao's majority?) found unpopular was the Assassin change. Over the course of more than 20 public games of 1.4M3, I have only heard three people complain about it. (You are one of them, I don't remember the names of the other two)
The other change people didn't like was Assimilators. Which I also didn't like and also addressed in 1.4M4, rendering that particular change moot.
I'll stop being subtle with you: I don't like you because you when discussing things like this you exaggerate and you are certainly less than well-mannered.

Quote from name:bastard-tino
:[ so hard to be a mana marine now that the Lv1 mine spell was replaced :[ i tried it last night oh poo
Mana spam should work fine for Marine... if you buy L2 first. :P

Quote from name:FaZ-
- Modify the Assault's L3 to make it slightly more powerful against Large units/buildings by spawning 2-4 Infested Terrans before the Firebats.
Good idea.

Quote from name:FaZ-
- Firebat L4 nuking should be easier. It's incredibly difficult without the bomber. My thought is to lower the nuke cost to maybe 20 minerals and 50 gas, but make Nuclear Ghosts much tougher and not able to cloak.
Indeed. I'm going to try 10 minerals / 60 gas in the next version. Going to hold off on the Ghost changes for now.

Quote from name:FaZ-
Also, why does he need the CC? =o
Give triggers and addons placed without their buildings don't get along.

Quote from name:FaZ-
- Finally, the Marine+Dropship rapes any melee hero, and with the stuns it's dominant as well. It is way too overpowered as an L3 for the Marine, I think.
- I've never particularly been a fan of the Mine Drone, I'd prefer to see the Bomber replace it as the Spec Op Marine's L4. Keep the spell the same, maybe give the bomber slightly more life, but that's about it, it's already of L4 power for the Marine.
You might be on to something here.

Quote from name:FaZ-
- Thank you for decapitate bonus. Although, your text says +40 but an opponent in the game said that his mission objectives said +30. Take a look at that.
The string is incorrect, not the unit. I'll fix that.

Quote from name:FaZ-
* Archer L2 will now spawn 2 drones at once.
I now agree with this. I was playing Archer last night. By the time I had enough mana to make a substantial camp, Marines started spawning in another minute and I lost any hope of the camps surviving for an extended period of time. :P

Quote from name:FaZ-
* added pre-spell effects for Hyper Claw (L3). Heroes will now have a short warning before the claws hit. (This also makes it harder for the mutant to evade and use this spell at the same time)
Not sure why this was in orange. I didn't do anything about it. Unless it was the less armor-piercing thing. I forget which version did that. >_<


Also, a general note for players. Due to the time I spent between versions, I need a refresher of what existing bugs are still in this version. If you guys could retest to confirm them and make me a fancy new list, I'd be very grateful.

Post has been edited 6 time(s), last time on Feb 25 2009, 3:44 am by Theodore Roosevelt.



None.

Feb 25 2009, 7:46 am Thuy Post #1627



question! does DM's Lv4 spawn a certain number of broodlings for the cast it self or does it depend on how many heroes gets affected by it?

Example:

If i cast Lv4 and 1 hero is affected, and it spawns 50 broods around that hero.
And if it was 2 heroes that were affected would it spawn 25 on each hero or 50 on both heroes?



None.

Feb 25 2009, 12:42 pm Moose Post #1628

meme

Each hero hit with the spell will spawn the same amount of broodlings.



None.

Feb 25 2009, 6:02 pm UnholyUrine Post #1629



Actually, the triggers is set to only spawn max 8 broodlings near your heroes. If you were next to a cliff/keep moving around to escape, broodlings will continually spawn. Ironically, if you stand still, no more broodlings will spawn....

and, I've never said I'd have you balance and trigger everything. I can do the work. It's just that you seem to be more experienced in the competitive realm of TS. It doesn't mean I'd have you be my balance slave (altho that'd be really nice XD)

But w/e.. If u don't wanna do it, then I'll have to do it myself... However, I may have to implement some of your ideas as well if I feel that it truly is a good idea... You're free to implement mine of course.

Altho we may work seperately, I feel it is important to keep the ideas of the map open for all of us.



None.

Feb 25 2009, 8:32 pm Demented Shaman Post #1630



Quote from UnholyUrine
But w/e.. If u don't wanna do it, then I'll have to do it myself... However, I may have to implement some of your ideas as well if I feel that it truly is a good idea... You're free to implement mine of course.

Altho we may work seperately, I feel it is important to keep the ideas of the map open for all of us.
In other words, you're just stealing his balance changes. :rolleyes:



None.

Feb 25 2009, 9:04 pm ClansAreForGays Post #1631



Quote from name:Barack Obama
Quote from UnholyUrine
But w/e.. If u don't wanna do it, then I'll have to do it myself... However, I may have to implement some of your ideas as well if I feel that it truly is a good idea... You're free to implement mine of course.

Altho we may work seperately, I feel it is important to keep the ideas of the map open for all of us.
In other words, you're just stealing his balance changes. :rolleyes:
I don't see anything wrong with each of them taking the other's better changes.




Feb 25 2009, 9:27 pm Demented Shaman Post #1632



Quote from ClansAreForGays
Quote from name:Barack Obama
Quote from UnholyUrine
But w/e.. If u don't wanna do it, then I'll have to do it myself... However, I may have to implement some of your ideas as well if I feel that it truly is a good idea... You're free to implement mine of course.

Altho we may work seperately, I feel it is important to keep the ideas of the map open for all of us.
In other words, you're just stealing his balance changes. :rolleyes:
I don't see anything wrong with each of them taking the other's better changes.
Except that Moose isn't taking Unholy's better changes because none exist. :omfg: ;)



None.

Feb 25 2009, 9:46 pm Moose Post #1633

meme

Actually, in addition to my "to-do" section of notes I have a "to steal from 1.5" in there.
:bleh:



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Feb 25 2009, 10:33 pm UnholyUrine Post #1634



Mr. President, may I remind you that I made the map, instead of your so-called "none-exist"... and anyway, you don't even play the map.. so stop bitchin' :P

and yes.. we'll "share" each other's ideas O.o...



None.

Feb 25 2009, 10:37 pm Moose Post #1635

meme

Actually, I introduced him to TS. We played a few games on Monday.
Though I would call him far from being qualified to make the statements he did.



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Feb 25 2009, 11:03 pm UnholyUrine Post #1636



*sigh*.. it was fun while it lasted...
Without you, Moose, TS wouldn't have been as sucessful (actually, Froggy, one of my friend, was the first guy to spread this .. by playing it @useast)
And I'm sure you've put a lot of effort onto the map..
.. Do as you wish. I left the map unprotected for a purpose.



None.

Feb 26 2009, 6:50 am Iceman16 Post #1637



Quote from Pigy_G
moose also made a lot of bad changes the maojority (80%+) disliked. I think it would produce a better map if unholy's ideas mixed with moose's balancing. Unholy might come up with a great spell idea, moose might come up with a great idea to make it balanced.
Most people were complaining about the assimilator change because their op 'strategies' would no longer be so much of a threat. Moose actually made a version that was far superior to MT, since MT is almost guaranteed to be win or lose based entirely on the hero choices.

Also that anti-map hack DEFINITELY needs to go. I've played too many people who literally use it every game as their free "chance". I've even played a game where my allies used it just so they could kill me.



None.

Feb 26 2009, 8:33 pm ClansAreForGays Post #1638



Quote from Iceman16
Also that anti-map hack DEFINITELY needs to go. I've played too many people who literally use it every game as their free "chance". I've even played a game where my allies used it just so they could kill me.
Funny, that's actually the only reason I'd like to keep it.




Feb 26 2009, 9:52 pm CrudeWhore Post #1639



Quote from name:Theodore Roosevelt
I have decided to continue with M versions for the "old-school" fans.
(I suppose at the moment it's for people for people who don't like bugs and imbalances as well)
Eventually I will add one class, my Physicist, but that is far down the line.

http://www.staredit.net/?file=808

Changes
****************************
**** ****** ***** **********
***  TEMPLE SIEGE 1.4M4  ***
**** ****** ***** **********
****************************

:: GENERAL
- Gathering rates of Assimilators modified: takes 60% longer for a team of 3, and 30% longer for a team of 2. (relative to pre-M3 rates)
- Briefing is changed and a bit shorter.
- Removed Nature Temple. (Shield Battery, Medic Spawner)
- Fixed the double hero pick of Warrior and Assassin. (resized location)
- Miscellaneous polishing of strings.

:: ASSASSIN
- Increased upgrade damage of Decapitation (L4) to +40.
- Renamed Skewer to Scythe. It's rather difficult to decapitate with a Skewer because it's designed to skewer things. Skewers don't slice, they impale. (http://en.wikipedia.org/wiki/Skewer)

:: ASSAULT
- Renamed "Cluster Grenade" to a simple "Grenade".
- Grenade moved to L1. Has a shorter fuse. Added effects so you know when it's about to go off.
- Tear Gas (Disruption Web) moved to L2. Corsair is now invincible.
- Old L3 removed. L3 now creates a scourge that functions as a "firebomb". When it explodes, 24 Firebats (20 + 2 dmg) are created on the scourge to deal damage for a short time. (20 DCs, < 2 seconds)
- L4 is the same. You don't get the silo until you unlock level 4. Each player doesn't start with a Silo for no particular reason anymore.

:: SPECIAL OPS
- Now starts the game with a Comsat Station in the bottom right corner.
- Old L1 removed. L1 now recharges the Comsat to full energy.
- Old L2 removed. L2 now transforms you into a Sniper rifle for three shots that deal 50 + 6 damage. Also functions as a "dodge" move, because the Ghost rifle is invincible and not affected by paralysis or curses.
- Old L3 removed. L3 uses the old Bomber from the Assault class. Note that you cannot use Sniper Rifle while inside the Dropship. Also, if you try to load the Sniper Rifle inside the dropship, it will be removed and you will transform back to Special Ops immediately. Last thing, no more instant teleport to home if you move your Dropship off the arena.
- Cut HP to 4000. It was only up there because the spells were not yet revamped.


http://www.staredit.net/?file=808

As you can see, Assault and Special Ops have been totally revamped. That is the biggest change in this version. They are, of course, subject to change and I appreciate feedback regarding them. I have placed Mineral Chunks next to them in the hero selection area indicating that the classes have been revamped so players understand they are not picking the classes they are accustomed to.
The ultraslow Assimilator problem has been addressed. If it needs further tweaking, I will consider it.

I really disagree with the assault and ops changes. Assault was already weak as hell, and could only win by nuking (which was OP with dropship). Now every single spell is nerfed from its previous form. L1 was only OP vs LM, and now it costs 50, so it will never be used. L2 was so hard to hit with, and now it's harder to hit with and only stuns for long enough for the bat to catch up to the stunned hero. L3 was pretty good before, but its new L3 is impossible to hit with (and can't be combo'd with stun because the fuse it too long). L4 is now weaker as well (can't use 100 gas to buy ghost before you get your L4).

Ops was already one of the most picked heroes, and was very versatile, being able to go mana/spells or hp/attack. You nerfed its L1, ok...no one will ever use it except vs assassin. Its L2 is really OP right now. It doesn't do much damage at all, but the invincibility lasts quite a while, and you can move while using it, so it's a mobile dodge (no other hero has that). L3: dropship coupled with marine is deadly as hell. He can quickly kill any assim on the map (both bases' protected ones as well) unlike firebat who did concussive with the dship. And 4 rounds of stun with marine's range and attack rate is really strong. Its L4 was always the most or second most OP spell in the game, and now it can be abused even more with the dropship. I don't think lowering its HP by a couple hundred makes the fastest shooting, 3rd fastest moving, 2nd highest ranged hero weak enough to make up for all the improvements. A mobile dodge for 50, and a permanent, mobile dodge for 80 on a fast-moving hero?

So the least picked hero was weakened, and the 2nd most picked hero was strengthened. This is actually a pretty good gage of how strong a hero is. People generally pick heroes because they are strong or easy to play. People avoid heroes that are weak or hard to play. Obviously summoner was the strongest, and will probably remain that way. DM was rarely picked only because it is hard to play...it's probably the best hero-killer in decent hands. Assault was almost never picked except as a counter to a summoner, because it really doesn't do much in games. Purchasing hydras, vultures, goons, or reavers all kill it in M3, and probably in M4 (L1 might stop that now). It can't win except by nuking or killing your heroes, and at equal experience the only heroes it can usually kill are ling in M3 (with very good dropship use - stunning, loading, unloading to dodge as needed), and really nothing in M4 unless it gets very lucky and lands a L3 on Medic (everything else is too fast, takes half/quarter damage, or has a dodge). It can't even farm vs anything but summoner and medic, and very early vs dm and assassin, so its splash damage really only makes it level almost as fast as a normal hero. So you really only win because of your allies, or by slowly nuking your way into their temple and killing it at night (which is easily stopped by them throwing down another 2 cannons every other time you nuke it).

I'll think about how to balance them, but right now M3 is much closer to balanced than M4. I agree both Ops and Assault are OP in M3, but only because of their L4s and mine-capping. Assault's L4 is not OP without dropship, so that's how you address that. Ops' L4 is very OP with invincible mines, and possibly still OP without them being invincible (I'd have to test). I'll post again with some ideas as I think of them, but bear in mind the assault only "assaults" with its L4 now, so either change the name or give it the ability to kill a pylon for less than 220 gas. As very few people like any of its spells (1-3 too weak, 4 feels cheap), a complete revamp would probably be great.

PS. Summoner also needs nerfing: either to +1 attack, a pretty low cap on lings, removal of adrenal, or a complete revamp. Other than those 3 heroes and medic's L4, I thought M3 was close to balanced.



None.

Feb 26 2009, 10:39 pm Decency Post #1640



I agree almost completely with the previous post.

My suggestion as a partial revamp, while keeping many of the similar ideas and the same (albeit improved) role for the Assault:

L1: Instant (or very short warning) 2-3 second stun with the same range as the current one. Stun the Assault for a second after those 2-3 seconds of enemy stuntime. Call it "Charge" or something. This should also "stun" buildings by giving them to a neutral player until the Assault's stun ends, in order to make it chainable against buildings.
L2: Summon/Recharge+Heal Bomber: A corsair summon. Casting D-Web somewhere (removing the d-web) stuns for 4-5 seconds and takes away 25 enemy mana. I think starting/recharging it with 90 energy and costing 100 to bomb would be fair. The Firebat should be immune to this stun and mana loss.
L3: Current L3 "Firebomb" with Infested Terran change, but the player can use a Mutalisk with a Guardian Morphing trigger to detonate the bomb, or it detonates itself after 5 seconds. The players all need to have a greater spire, or he needs to be given one near his silo, in order to Guardian Morph. I guess the scourge would be okay, but it's unwieldy to me and only very very slightly faster than a Mutalisk.
L4: Nuclear Ghost, as before. I agree with being able to pre-buy a nuke, the player choosing Assault should be given the CC/Silo right away.

Please, critique. I think these should be slightly more powerful than his M3 spells, but without the Dropship+Nuke abuse. It allows him to combo spells together and to do some serious damage to heroes and enemy buildings.



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