If you are using the whole effect on death idea all your summoned units could pretty much do all the hero effects on death/attack and give positive effects to the caster.
*was made to easy by the turrets, maybe give the turrets a cooldown or (a max distance)
The turrets do have a max distance, and again higher difficulties they'll be less effective. Mission one on normal is meant to be a basic tutorial.
- In Halo you could get the turrent use it as a wepon, decrease movement speed.
*Odin suit should be nerfed a bit aswell is a bit to strong to clear everything, at that map.
When you play on higher difficulties the Odin suit will be a lot weaker.
I meant the other map, on a platform where your object is to investigate. Dont know the excact name.
I call that mission two. Don't worry about the investigation, you will get markers on the map to show you where you need to go. IMO you're a little too highly railroaded for that mission.
The first boss of the second mission? That's against the Eagle isn't it? It's a four phase boss. Mission two shouldn't be that hard considering I managed to do it solo.
Eagle Phase: Put someone in the turret, shoot, watch where the fire is going to spread
Bot phase: circle around
Fire Phase: Circle around, go through fires if necessary don't get caught by flamethrower
Missile Phase: Circle around, watch for the red circles
I can give you other boss tips if you need them as well.
So, how would a "rush to probe -> mass scan -> blink pickups" strat work on the maps? Getting all the pickups at the cost of one player doing nothing seems a pretty good tradeoff?
I suspect this question has already been answered but I am not prepared to loose through those 13 pages to find it.
how do you give thanks and gain titles?
See this blank white crispness? It screams "I am modern, I am minimal" and in a modern, minimalist society, things like "titles", "ranks", "thanks", ect, come far behind things like "follows" which will now be emailed to you 16 times per day to make sure you are constantly re-visiting the site, but not enjoying your stay.
1. Hmmm.... I wonder if this "Charging Up" will be useful when there is a character specifically designed for dealing damage. Will it be useful if the "Charged Up Damage" deals more damage than the "Damage Dealing Unit?" But will this make the "Damage Dealing Unit" less useful...?
3. Hmmmmmm..... This one seems unique!:D However, there are many heroes in my game that decrease enemy stats such as movement speed. However there were no 'Stat-Decreasing' abilities that "Stacked" multiple times on a single unit especially with a counter.
Thank you for the wonderful ideas that you provided!:D
5. Again, W0W. I never thought about units.... 'Exploding' on deathXD I also like the fact that this unit fires "Constantly."
1. I was just thinking it would be a "super autoattack" which allows it to chase down enemies with less DPS loss than other units, or to do some decent DPS while being chased. I suppose it's up to you for how you want to balance it. If it's an easily missable projectile, you may want it to do more damage than the damage you've lost by not autoattacking.
3. I should clarify that it's the unit you control that is receiving debuffs. Meant to highlight the idea of switching, which is pretty unique. This unit is of course more effective longer if he's not taking any damage, as the stats will decrease slower. The idea is that the "enemy" doesn't know how to fight your unit at first, hence the surprise.
5. I just stole that from the co-op mutations :P
Also, the attack constantly unit thing is a different ability and of course has the downside of poor aim. It might need to be a toggle to be less annoying to players, with perhaps an energy cost.
The first mission is mostly a tutorial, so it is very easy even in the harder difficulties.
Yeah I'm just noting that I feel it's a shame it isn't buffed with more moves or something in higher difficulties as it's no longer needed to be a tutorial mission.
I'm curious, do the enemies health scale with more players?
Edit: also, is the boss of mission one buffed with more moves as the difficulty goes up? He's kind of a joke, and at higher difficulties you won't need a tutorial boss anymore.
and the map you get from pressing "m" seems to be useless right now.
Rating: Definitely worth checking out imo.
There's a lot of things that need clarifying. What do each of the difficulties mean? +??? to HP/damage/drops would be nice, how the stats translate to attack damage/crit chance/etc.
Someone needs to proofread the english version.
Edit 2: It is entirely possible to beat the first boss at hero level 10 at level 4. Circle around until queens are dead, use the gatling gun of the blizz commander to get free ammo.
Pretty fun, will be playing more of it, hopefully won't be alone for them.
Disagree that vanguards are too strong. They are easily tanked by a few full HP zealot and then your ranged units can get the kill, given their long attack delay. And they are a nice counter against the 150 shield immortals you can run (however, if protected, your immortals will turn the tide).
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Nope.
The turrets do have a max distance, and again higher difficulties they'll be less effective. Mission one on normal is meant to be a basic tutorial.
When you play on higher difficulties the Odin suit will be a lot weaker.
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The first boss? That's against the Eagle isn't it? It's a four phase boss. Mission two shouldn't be that hard considering I managed to do it solo.
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So, how would a "rush to probe -> mass scan -> blink pickups" strat work on the maps? Getting all the pickups at the cost of one player doing nothing seems a pretty good tradeoff?
prObeP
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Curious, what does Google+ have to offer the mapster community?
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And that's why I have a fun email account that I never check and a work email account. In fact I can't check it since my number keys are being odd.
And really, given that you can unsubscribe here: https://www.sc2mapster.com/account/subscriptions
it doesn't seem that bad.
Or turn off emails here:
https://www.sc2mapster.com/account/notifications
Just click the "receive all notifications as email"
But unseriously, if you can't handle the "my preferences" of a forum site, you may not be able to handle the editor. :P
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Chargeup: Gain attack damage while not attacking
Kill a friendly non-hero unit for mana or other stats
Surprise: Every time the unit does or takes n damage, its stats are reduced. The counter goes down every few seconds after you switch to another unit.
Gain attack range and maybe other things but reduce sight range. Non-heroic units no longer give you sight. Friends have to act as spotters for you.
A unit's only attack is an ability that fires a projectile. Projectile can do who knows what.
Causes friendly or maybe enemy units to explode on death/do other things
This unit constantly fires, but the barrel can only be turned forty-five degrees by use of an ability.
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I'm curious, do the enemies health scale with more players?
Edit: also, is the boss of mission one buffed with more moves as the difficulty goes up? He's kind of a joke, and at higher difficulties you won't need a tutorial boss anymore.
and the map you get from pressing "m" seems to be useless right now.
Rating: Definitely worth checking out imo.
There's a lot of things that need clarifying. What do each of the difficulties mean? +??? to HP/damage/drops would be nice, how the stats translate to attack damage/crit chance/etc.
Someone needs to proofread the english version.
Edit 2: It is entirely possible to beat the first boss at hero level 10 at level 4. Circle around until queens are dead, use the gatling gun of the blizz commander to get free ammo.
Pretty fun, will be playing more of it, hopefully won't be alone for them.
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Disagree that vanguards are too strong. They are easily tanked by a few full HP zealot and then your ranged units can get the kill, given their long attack delay. And they are a nice counter against the 150 shield immortals you can run (however, if protected, your immortals will turn the tide).
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No, the front page needs newer, more fresh map. The monthy testing thread shouldn't be the only way a map gets feedback from more than 1-2 people.