If you don't kill the infestation pits spawning units at wave 9, you get an endless stream of units. With the right heroes, you can just camp right outside the spawning points and get kills. I'm doing it right now and I could go AFK or heck, probably even leave it on overnight.
hehe, i did. But i didn´t wrote it on the loading screen for surprise :) after 5 minutes there will spawn much more than infested marines...
Hi, still a big fan of the map.
2 things that come to mind:
1. Killing infested marines at wave 9 should not grant you any points at all, points should be only awarded for killing the pits. That would remove the incentive to not kill the pits for farming completely.
2. Why not get rid of the waiting time between waves completely (maybe 3-4 sec) and instead heal and recharge energy to 100% between waves? That would speed up the map considerably whilst not changing the balance (with current wait time its possible to fully recover as team anyway)
2. Why not get rid of the waiting time between waves completely (maybe 3-4 sec) and instead heal and recharge energy to 100% between waves? That would speed up the map considerably whilst not changing the balance (with current wait time its possible to fully recover as team anyway)
Just a tiny remark to that; that does remove preparation time completely. There are some tactics that rely on this preparation time that get broken. For example, summoning 3 Banelings and placing them all on a seperate spawning point is one of the stronger uses of the Tyrant. I'm not saying he'd suddenly suck if this strategy was broken, but it's not as simple as you're making it out to be - I guess the choice is up to Psycho.
2. Why not get rid of the waiting time between waves completely (maybe
3-4 sec) and instead heal and recharge energy to 100% between waves?
That would speed up the map considerably whilst not changing the balance
(with current wait time its possible to fully recover as team anyway)
Just a tiny remark to that; that does remove preparation time
completely. There are some tactics that rely on this preparation time
that get broken. For example, summoning 3 Banelings and placing them all
on a seperate spawning point is one of the stronger uses of the Tyrant.
I'm not saying he'd suddenly suck if this strategy was broken, but it's
not as simple as you're making it out to be - I guess the choice is up
to Psycho.
True, did not think of that, tho i think 3-4 seconds to place banelings should be enough for a skilled hybrid, even more considering you got even more time to get the units after the first batch of units. But still, making everyone wait 10 seconds per wave or require everyone hit ESC after every wave just to make 1 skill of 1 class (dont know all of the new abilities yet, so there may be others) more useful seems unbalanced.
IMHO the wait time is currently one of the most annoying aspects of the game.
The ESC option is for sure a good step but needs (if it remains) also to be improved. Currently you dont even get a feedback if you chose to cancel the wait time, but it is also very important to know who else chose or not chose to cancel.
- summoned units mostly die (because of the time) and you can summon fresh ones at the beginning of the new wave
so there is the problem that if i skip wating time and do life/energy to 100% and finish cooldowns, you still have the summoned units, but no cooldown on the ability, so you can spawn more...
What if player wants his summon to expire right in the middle of combat? I would usually summon ultralisk in the middle of break so that I can refresh summon right when it takes too much damage.
On a side note, this game continues to amuse me. Today I played game when rounds started before i confirmed my character, as a result i was able to play with all characters(also could switch items on them in-game).
About wait problem, maybe you could add a graphical indicator of how many players have voted to skip? it would probably make things even more apperent and also remind sleeping players to press esc (I personally loved vote indicator in early versions of Catch'n'Run map, maybe you could copy it?).
@PsychoMC: Go
Is it possible to create an aura that
1. Greatly increases hp and mana regeneration
2. Decreases the cd of skills (Or just refresh the current cooldown for all skills by x seconds)
3. Drains the time left in summoned units?
If it is, then after every round, initiate the aura to simulate a 'fast-forward' kind of effect. This then allows you to make a very short time gap between rounds and solves the problems stated before.
@DuckyTheDuck: Go
thx... another thing... all hp is halfed in my map now, could be because of the patch or the lobby change with the patch :(
Eh... Right.
If you don't kill the infestation pits spawning units at wave 9, you get an endless stream of units. With the right heroes, you can just camp right outside the spawning points and get kills. I'm doing it right now and I could go AFK or heck, probably even leave it on overnight.
I suggest you'd fix it =P
@Mozared: Go
hehe, i did. But i didn´t wrote it on the loading screen for surprise :) after 5 minutes there will spawn much more than infested marines...
Hi, still a big fan of the map.
2 things that come to mind:
1. Killing infested marines at wave 9 should not grant you any points at all, points should be only awarded for killing the pits. That would remove the incentive to not kill the pits for farming completely.
2. Why not get rid of the waiting time between waves completely (maybe 3-4 sec) and instead heal and recharge energy to 100% between waves? That would speed up the map considerably whilst not changing the balance (with current wait time its possible to fully recover as team anyway)
Just a tiny remark to that; that does remove preparation time completely. There are some tactics that rely on this preparation time that get broken. For example, summoning 3 Banelings and placing them all on a seperate spawning point is one of the stronger uses of the Tyrant. I'm not saying he'd suddenly suck if this strategy was broken, but it's not as simple as you're making it out to be - I guess the choice is up to Psycho.
True, did not think of that, tho i think 3-4 seconds to place banelings should be enough for a skilled hybrid, even more considering you got even more time to get the units after the first batch of units. But still, making everyone wait 10 seconds per wave or require everyone hit ESC after every wave just to make 1 skill of 1 class (dont know all of the new abilities yet, so there may be others) more useful seems unbalanced.
IMHO the wait time is currently one of the most annoying aspects of the game. The ESC option is for sure a good step but needs (if it remains) also to be improved. Currently you dont even get a feedback if you chose to cancel the wait time, but it is also very important to know who else chose or not chose to cancel.
@Mozared: Go
well i thought about that too.
what do you do at the waiting time: - you heal
- you regenerate mana
- you attack the item to increase the item factor
- your abilities finish their cooldowns
- summoned units mostly die (because of the time) and you can summon fresh ones at the beginning of the new wave
so there is the problem that if i skip wating time and do life/energy to 100% and finish cooldowns, you still have the summoned units, but no cooldown on the ability, so you can spawn more...
remove all summoned units while reseting cd/hp/mana ;)
@b0ne123: Go
What if player wants his summon to expire right in the middle of combat? I would usually summon ultralisk in the middle of break so that I can refresh summon right when it takes too much damage.
On a side note, this game continues to amuse me. Today I played game when rounds started before i confirmed my character, as a result i was able to play with all characters(also could switch items on them in-game).
About wait problem, maybe you could add a graphical indicator of how many players have voted to skip? it would probably make things even more apperent and also remind sleeping players to press esc (I personally loved vote indicator in early versions of Catch'n'Run map, maybe you could copy it?).
@PsychoMC: Go Is it possible to create an aura that
1. Greatly increases hp and mana regeneration
2. Decreases the cd of skills (Or just refresh the current cooldown for all skills by x seconds)
3. Drains the time left in summoned units?
If it is, then after every round, initiate the aura to simulate a 'fast-forward' kind of effect. This then allows you to make a very short time gap between rounds and solves the problems stated before.
@Shad0wsEdge: Go
this is a really good question ...
hm... a indicator trigger would be useful., the question is where do i put it. maybe i can do:
Press ESC to skip waiting time (0) Press ESC to skip waiting time (1) ...
create a dialog with 3 images? better buttons switching from red to green if click/esc
@b0ne123: Go
the question is, where . there is the leadboard with points, the leaderboards with kills...
a really tiny dialog with 3 buttons, at the top where usually the boss bar appears