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.
* 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.