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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Mar 25 2009, 5:38 am UnholyUrine Post #1721



That's actually not too hard to do.. However, Cannons would also attack you... so If you cursed someone at their base.. it's instant kill..



None.

Mar 25 2009, 2:37 pm Magicide Post #1722

Sleeping wolves wake hungry.

Well, don't unally with your base, then >_>




Mar 25 2009, 4:53 pm ClansAreForGays Post #1723



Quote from UnholyUrine
That's actually not too hard to do.. However, Cannons would also attack you... so If you cursed someone at their base.. it's instant kill..
No. Since when do cannons instant kill anything?! Even if you did curse them in their base, that means you would also have to be in the base getting attacked by cannons as well, and then the cannons wouldn't switch their target until after you left. And it's a Lv3. I really don't see any drawbacks.
Quote
Well, don't unally with your base, then >_>
You clearly have no idea what I'm talking about. Re-read my post.




Mar 25 2009, 7:08 pm Magicide Post #1724

Sleeping wolves wake hungry.

...My apologies.

I thought you meant have player characters unally the player affected.




Mar 25 2009, 7:58 pm Decency Post #1725



I think that would be slightly overpowered for an L3 with good teammates. Someone with 1000 life or less usually can't race through cannons, so he'd be locked outside of the base. Unless it's Mech or Volt, you can follow it with ensnare/stuns and get the kill nearly automatically. If there's no effects on it, it would be slightly ridiculous as an L3.



None.

Mar 25 2009, 10:07 pm Decency Post #1726



Okay, this will probably be my final list of things that need to be improved on in Temple Siege. A lot of them are probably going to look funny, but if you look at my original balance suggestions 90% of them have been implemented by now, so I might have an idea what I'm talking about.

I'm going to give a lot of main issues that I see, for the most part these are the last things left in terms of class balance.

Assault: I think that to be an enjoyable character this needs to be able to set up it's nuke for hitting the temple. Not easily, but it needs to be possible. Right now he can only set up nukes with nukes, which really doesn't lend to "Assault" play. This makes the character kind of boring to play. I also feel that its L3 needs to be activated through a morph, so it can be done manually, not on a timer. Other than that, I can't say much as to the balance of this character seeing how frequently it is changing.

Medic: L4 is way too powerful, L3 is way too weak. I gave my suggestion on this issue somewhere in the last 10-20 posts. There are many possibilities for making the L3 more powerful, but making the L4 heal based on the level ups of a character +20-30% seems obvious.

Assassin: It's still the case that only poor players die by accident with this character. It's very easy for anyone with half-decent timing to escape. The way most people play this character is L2 night spams, which is interesting but somewhat disappointing. I think that if their was a bonus for killing structures this character would be one of the ones that gained

Warrior: I think that the warrior has far too much life. Now that every other character has been lowered, the Warrior is almost impossible to kill in the hands of a safe player. One thing that I think a lot of players don't realize is that the amount of life on a character doesn't affect how often you die, it affects how often you have to heal and thus how adventurous you can be. While the Warrior should definitely be among the highest of these, I think it's foolish to have it with such a significant advantage over all of the other players in the early game. A few HP upgrades off the start and it literally doubles other classes' HP values. This makes it a powerhouse, even for newbs, as it just soaks up damage. I would suggest lowering this to 5200 or so.

Volt: The L2 is controversial but I think that it's been pretty well balanced in this version. Not overly powerful or game ending, but strong enough.

Light Mage: L2 reavers are too powerful until teamkilling is fixed. That change will remedy the situation with the LM being godly.

Mutant: You rarely see L4 nowadays, because melee Mutants tend to not even bother with L3, so it's 6 (plus mana) civilians, which is a lot lategame. I'm not sure if that's a problem, it's definitely still an option for characters.

Archer: Still muta-spam heavy like hell. L2 needs 2 drones. I still think Companions->L2 and adding a Guardian-based L3 would be a good choice.

Summoner: I am still partial to my idea of giving Broodlings +8 damage or so, and making a cap of 3 of them as the L2. Make the cap on Zerglings 6. Leave the L3, make it more simple, and people will start to use it more frequently. The broodlings would increase the micro required by the summoner a ton, keeping the same upgrades. This wouldn't affect the spawns.

Dark Mage: The L4 kind of sucks, now that Unholy revealed that it only spawns 8 broodlings if you just stand still. However, giving the summoner the L2 broodlings such a big bonus would obviously transfer to the DM's Broodlings too. That means that it should be changed to ALWAYS spawn 8 broodlings. (If there are no enemies around, it should just summon them on the DM). This way newbs aren't so vulnerable.

Mech: The vulture is overpowered. I think your L2/L3 swap might be the best choice in order to fix this problem.

Special Ops: Can't really be judged, too many changes right now. I like what we've talked about and think that there's a lot of potential solutions.

General
- I dislike the "big" bonuses when you get far up in leveling something. Heals become by 6%, for example, and mana becomes +50. I would like to see this balanced, it rewards people who focus on doing one thing, such as LM L2 Reavers or Zealot HP.
- Teamkilling needs to be fixed. It's ridiculous how much the game is affected by this.



None.

Mar 26 2009, 12:39 am rockz Post #1727

ᴄʜᴇᴇsᴇ ɪᴛ!

Faz, all I do on m4 anymore is assault in an attempt to get better at it. A morph would be stupid. I'd much rather build another l3 to get it to explode than anything else.

Teamkilling can't be fixed easily without bugs.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 26 2009, 1:02 am Decency Post #1728



It will have bugs as in not be perfectly exact, but the system really is very smooth and you won't notice it unless you're attempting to splashkill for advantage. I've used it myself in a map of mine and it's been used in Storm the Fort, as has been said. In any case, I'd rather even severe bugs than a LM with reavers eating all 3 of his lanes, which seems to happen anytime someone randoms the unit.

If you're going to say something, reasoning would be nice. If you're just going to say "this is stupid" you might as well not post.

"This is stupid because..." on the other hand, might actually be valuable. Building another L3 to get it to explode would be stupid because you would have to have 160 gas to do so, you wouldn't be able to cast 2 of them quickly in succession, and you're already selecting the targeting unit most times, so morphing it isn't much extra effort.



None.

Mar 26 2009, 1:11 am xYoshix Post #1729



There is no point in making a system that prevents team-killing. Well, there is, but people would still team-kill.
Heroes like LM would still do it anyways- it takes spawn from others, so they won't be able to farm.

I feel that there is no need to go through the whole making of the new heroes.
M3 was fine the way it was. The only change it needed was the assims.
You might as well make "Temple Siege 2" with brand new heroes and terrain.
Right now, it seems like all heroes are going to get changed when there really isnt a need, IMO.
There is always a way to defeat a hero- even if you have to change the "build".



None.

Mar 26 2009, 2:17 am rockz Post #1730

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from name:FaZ-
It will have bugs as in not be perfectly exact, but the system really is very smooth and you won't notice it unless you're attempting to splashkill for advantage. I've used it myself in a map of mine and it's been used in Storm the Fort, as has been said. In any case, I'd rather even severe bugs than a LM with reavers eating all 3 of his lanes, which seems to happen anytime someone randoms the unit.

If you're going to say something, reasoning would be nice. If you're just going to say "this is stupid" you might as well not post.

"This is stupid because..." on the other hand, might actually be valuable. Building another L3 to get it to explode would be stupid because you would have to have 160 gas to do so, you wouldn't be able to cast 2 of them quickly in succession, and you're already selecting the targeting unit most times, so morphing it isn't much extra effort.
This is stupid because every time you want to use it you have to have a unit which can morph hotkeyed. After you morph it dies/disappears/whatever and you lose your hotkey. Now you can't cast 2 of them quickly in succession because it's impossible to click the morpher fast enough.

Perhaps I don't understand your definition of morph: do you mean have a muta off to the side somewhere which can morph into a guard/dev, or does the muta move, then morph to explode? Also option is a siege tank "morph". If you want to use another selection system, say burrow, then that's okay, but I've found burrowing to be slightly slow. If you use a reaver/carrier, well then you might as well just build another templar.

As for your excuse:
160 gas - On first templar, give back 80 gas. Have you ever tried to constantly build lings with summoner? Yeah, it's like that.

Alternatively, bring back the transport (do a shuttle instead), have it filled with goons or something, and kill the shuttle after a certain time or a goon is deployed. I personally don't like this idea much either.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 26 2009, 2:18 am Pigy_G Post #1731



Quote
Mutant: You rarely see L4 nowadays, because melee Mutants tend to not even bother with L3, so it's 6 (plus mana) civilians, which is a lot lategame. I'm not sure if that's a problem, it's definitely still an option for characters.


I agree, you hardly EVER see a mutants L4, and when you do its only for base raping, and Mutant is a PK player, not a base killer.

I'd suggest spawning ultralisks for damage or extending the timer on the L4, It's extremely hard to pk with this unless you have a stun, and even then most stuns affect you, Mael, assault's spells. It's spell shouldn't be totally dependant on alli's.

Quote
Perhaps I don't understand your definition of morph: do you mean have a muta off to the side somewhere which can morph into a guard/dev, or does the muta move, then morph to explode? Also option is a siege tank "morph". If you want to use another selection system, say burrow, then that's okay, but I've found burrowing to be slightly slow. If you use a reaver/carrier, well then you might as well just build another templar.

As for your excuse:
160 gas - On first templar, give back 80 gas. Have you ever tried to constantly build lings with summoner? Yeah, it's like that.

Alternatively, bring back the transport (do a shuttle instead), have it filled with goons or something, and kill the shuttle after a certain time or a goon is deployed. I personally don't like this idea much either.

What about an infested terran?



None.

Mar 26 2009, 2:32 am rockz Post #1732

ᴄʜᴇᴇsᴇ ɪᴛ!

ITs are slower than scourges, though they do target better. In any case, with manual targeting it's going to be quite difficult to ever trap anything, much less hit it. A viable option. I'd have to play around with it before I could choose which one I liked better.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 26 2009, 3:26 am Decency Post #1733



By targeting I mean that a mutalisk spawns instead of the scourge as your "targetter." When you want to detonate the firebomb, you turn the mutalisk into a guardian (or devourer, whichever is a more usable hotkey) and it explodes wherever it is. If you don't mutate it within 5-6 seconds, it explodes on its own.

The mutalisk has faster acceleration so it will be quicker off the start, and being able to manually detonate it will make it possible to catch faster heroes with it. It is only the TINIEST bit slower than a scourge, which is much less important than the acceleration.

xYoshix: I understand the point of what you're saying, but when every hero has a very clear "best build" with maybe a single alternative, the game gets pretty stale.



None.

Mar 26 2009, 3:48 am rockz Post #1734

ᴄʜᴇᴇsᴇ ɪᴛ!

Gotcha. Then you have a mutalisk which will attack people. Are burning arrows kukulza or mutas?

What if we don't change a thing, but instead of making the firebats on the scourge location, center the firebats on the unit hit, much like a DM curse? You did after all just release a "firebomb". It makes no sense that if you hit an area, and there's multiple units there, they will take less damage.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 26 2009, 4:33 am FlashBeer Post #1735



Muttalisks are the burning arrows and Kukulza is UnholyUrine (tutor).



None.

Mar 26 2009, 5:32 am Lt.Church Post #1736



Quote from FlashBeer
Muttalisks are the burning arrows and Kukulza is UnholyUrine (tutor).

seems, it'd be pretty easy to swap the tutor with something else, and semi easy to swap mutalisk (copy+paste actions into wordpad and replace the one unit with the other) to make the morphing a viable option, i dont much care either way but you gotta make sure the muta actually moves to the target and doesnt get within attacking range and stop :P



None.

Mar 26 2009, 2:34 pm Strilanc Post #1737



Quote from xYoshix
There is no point in making a system that prevents team-killing. Well, there is, but people would still team-kill.
Heroes like LM would still do it anyways- it takes spawn from others, so they won't be able to farm.

What in the world makes you think that? If killing allied units gives negative experience, people will stop doing it on purpose. Giving -X points instead of +X points means there is no motivation to kill friendlies, even for denial.

Storm the Fort used to have ally killing. Introducing this "kill canceling" mechanism stopped all of it. I never see anyone ally killing on purpose anymore.



None.

Mar 26 2009, 2:41 pm ClansAreForGays Post #1738



I feel that team splashing added much depth and innovation to the game.




Mar 26 2009, 3:08 pm rockz Post #1739

ᴄʜᴇᴇsᴇ ɪᴛ!

Certainly there is a problem with using a dark orb to block spawns, then storm the spawns. That's not depth and innovation, that's tripling your experience. You not only get exp from the extra kills, but you also take that away, and you still get the regular spawns.

I'd rather have shared experience. It doesn't matter who kills the unit, but who dies. Each death awards the opposing team exp. The way to gain experience faster than your opponent would be to build buildings, kill other players, and capture spawns. It's too late in development to do this though.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 26 2009, 7:23 pm Thuy Post #1740



Quote from name:Zachary Taylor
The way to gain experience faster than your opponent would be to build buildings

that gave me an idea.

When a team kill all of the opponents' warpgates they are granted access to a building that allows them to gain exp over time. i don't know which buildings are still available (cause i only use it for assim lol). and i was thinking the building that grants exp should be pretty high in cost since most likely they would have covered the map with assim.



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