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    posted a message on Ultimate Tank Defense

    Version 1.2(Uploaded later today)

    Note: I forgot to write some crap down so theres probally more than what I post here. Edit: I fixed something important but I can't remeber for the life of me, I'll post it when I do D:

    Waves:

    25-30 have had their HP reduced by about 250 each, a few waves have had their movement speed reduced slightly as well.

    Units:

    Marine - Damage increased from 18 to 20.

    Heros:

    Brutalisk: Now does 20% splash damage in a 2 radius. Acidic decay now applys in an AOE at target location of 0.7 radius.

    Hunter: Energy Regen increased to 5/sec up from 4.32 a second. Smoke Bomb only needs 2 Focus to use.

    Burner: Base damage increased by 8, no longer deals bonus damage to biological but slightly more to light now. Infernal Conbustion Chamber no longer gives bonus to Biological but a better bonus to Light.

    Infestor: Bonus damage to Light and Heroic increased, no longer deals bonus damage to Psionic. Missile Barrage damage increased by 2.5 damage per missile.

    New hero: The Hybrid

    The Hybrid is a heavy splash hero which can buff itself and do heavy AOE damage, The Hybrid does reduced damage to Air and Heroic levels but is very good vs. normal levels.

    (I'll make those 2 guys invulnerable next version, too late to change or brash will blow a gasket!)

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    Viking speed was a mistake on my half, i must have hit 3 instead of 2, I reduced the brutalisks radius/size thing a ton(it was like 2.9.. made it 0.75) I'll be doing some balance tweeks as well, should have a version out today(hopefully) I'm going to add Hover to all air waves and make missile tank deal bonus damage to hover, this was the intended AA unit.

    Posted in: Project Workplace
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    posted a message on Need help with lobby stuff!

    Brashnard did some weird stuff a long time ago too the lobby, the last patch kinda messed some stuff up which causes the problems, I just deleted it and made it again and fixed it.

    Posted in: Miscellaneous Development
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    posted a message on Ultimate Tank Defense

    HQ has always been attackable, I'll try and change it. I think(Think being the main word) that I fixed the lobby.. Trying to get it uploaded so I can test with actual people and not computers

    Posted in: Project Workplace
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    posted a message on Need help with lobby stuff!

    I need my map to auto be on Defense mode, it's loading up with Custom and.. that's causing a whole crapshoot of problems.. No idea what too do.

    Posted in: Miscellaneous Development
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    posted a message on StarCraft II - Account Action Notification

    Atleast they gave you some reasons why, lucky.

    Posted in: General Chat
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    posted a message on Ultimate Tank Defense

    There was a mess up with the garrisoned buff, i fixed it.. working on the lobby

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense
    Quote from Sgat8516: Go

    Cyrileo, somethings gone completely wonkers with your map >.<

    Ever since 1.0, its been allowing 5 players to join the map, with the 5th player having direct control over the attacking spawns (IE they order them to move to HQ and attack directly, instead of pathing)

    The HQ has become directly attackable by tanks (Griefing by sore players Inc)

    The 5 players are broken into 2 teams, of which the person in the team with the 5th player, isn't able to directly attack the incoming adds (forcing the Attack command works, but is annoying)

    As of 1.0, random players werent getting any starter resources... or getting a reduced amount for some reason (perhaps going to the 5th player? idk).

    1.1 issues.. The unit range nerf was pretty bad.. Units can't even attack from within missle tanks or siege tanks on the left/right platform (Stalkers/marines/zerglings/zealots), but can from north/south ones, and just barely.

    The patch must have done something with the lobby, I never really did this stuff it was Brash, the lobby was always messed up.. The unit nerf aint really a nerf, if their inside a tank theey get their range back.. If anyone knows how to work this lobby menu-thing of a pain in the ass i'd love you forever

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    Version 1.1(Will be uploaded later today)

    General:

    Hero Compound shrunk and moved a bit away so heros have room to spawn at all sides. I did some really bad paint job on the outside platforms, the lil' circle teleports you to your platform. Moved your tank transports too you inside platform. Increased minerals gained at the end of a level Player with least kills gets bonus minerals. Starting minerals increased to 150. Trading a Vespene for minerals now gives 30 minerals(up from 20) HQ base armor reduced to 0, upgrade now gives 2/3/4 armor for a total of 9.

    Waves: The final wave works correctly now! Giant Smasher's HP reduced a little.

    Tanks:

    Siege tanks now cost 40 minerals. Siege tanks now grant garrisoned units +4 attack damage. Power & Speed tanks cost 25 minerals to upgrade now.

    Units:

    ALL units attack range has been reduced by 4 or 5, units gain this range back when GARRISONED inside of a tank. Empowered Zealot and Empowered Zergling's buff now only apply to their respective tank and stack properly. Baneling's DoT stacks a max of 10 times now.

    Heros: Destroyer's Psi storm now only gets +7 damage per second instead of +10 per damage upgrade Gaze of the Destroyer reduces damage delt by enemys by 7, down from 10.

    Hunter: Attack speed changed from 2.5 to 2.0 Shredder Grenade base damage increased by 40, now reduces armor of damaged targets by 4 for 5 seconds.

    Brutalisk: Bio-Statis now increases damage affected targets take by 25% for 4 seconds.

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    I'll have to check out the this video, if so I'll have to do some tweeks to Banelings, i could see why though their dot stacks unlimited so it has the potential to be the highest DPS in the game.

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    also question: does the tank splash damage the HQ/cc?

    Nope only deals damage to enemy units.

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    Version 1.0 notes

    General:

    -Players now have a 'beacon' that will teleport units to their center platform. This is 1 way travel so the tank transport still exists for now.

    -The side platforms (Left and Right) have moved over slightly so top and bottom have less of an advantage.

    -The pathing has been changed slightly so units don't wander so close to the top and bottom platforms.

    -A new dialog button now appears for player 1 during the wait between waves, pressing this button sets the time until next wave to 5 seconds.

    Waves:

    -The difficulty of all waves has been increased by about 7%, bosses has been increased by about 20%

    -Waves are now 1 of 4 armor types: Armored Light Psionic Heroic

    Some waves are Mechanical for the use of EMP's.

    Bounty of waves has been changed:

    Waves 1-10 - 1 mineral, 10 for bosses. Waves 11-20 2 minerals, 20 for bosses. Waves 21-30 3 minerals, 30 for bosses.

    Every 15 seconds the player with the least amount of kills will gain 5 minerals.

    Units:

    Zealot/Empowered Zealot: Now grants +5/+8 damage to the tank, Empowered Zealot gives +2 damage to other units garrisoned inside the tank(And the tank itself, really making it +10 damage) This effect stacks 4 times.

    Zergling/Enraged Zergling: Now grants 7/10% attack speed for the tank, Enraged Zergling gives 4% attack speed to other units garrisoned inside the tank(And the tank itseld, really making it 14% attack speed) This effect stacks 4 times.

    Marine/Mighty Marine: Still gives +range to tank, now acts as a 'DPS' for the tanks. damage increased greatly.

    Marauder/Mighty Marauder: Slow duration increased from 3 to 9 seconds, the radius effect increased from 1 radius to 1.45. Marauder deals bonus damage to Heroic.

    Sentry/Empowered Sentry: Unchanged, damage increased a bit.

    Roach/Enraged Roach: -armor debuff now lasts 25 seconds up from 6, the radius effect increased from 1 to 1.45. Roach deals bonus damage to Psionic.

    Ghost/Mighty Ghost: Ghost deals bonus damage to Light.

    Stalker/Empowered Stalker: Now deals 70/100 damage(x2) with a 4 second/3.7 second attack cooldown. Stalker deals bonus damage to Armored.

    Baneling/Enraged Baneling: Attack range increased slightly, plan on re-doing baneling next version.

    Tanks:

    Sensor Tank removed. Added 2 new tanks: Power and Speed Tank, these upgrades cost 75 minerals each.

    Power Tank: Applys the +6 damage aura. Speed Tank: Applys the 12% attack speed aura.

    Missile Tank: Costs 20 minerals to upgrade. Attack speed changed from 0.8 to 1.1 seconds. Can revert back to Siege tank for 20 minerals.

    Heros:

    All hero abilitys hotkeys are now Q, W and E. NEW HERO: Brutalisk - The Brutalisk is a debuffer hero that helps your tanks and units take down enemys.

    Hunter: The Hunter now has a secondary resource: Focus. The Hunter gains 1 Focus everytime he uses Snipe, max of 3 Focus. Focus increases the hunters damage by 5% per stack for 15 seconds. Smoke Bomb now costs 3 Focus and 10 energy to use and is a base ability now.

    Probally some other stuff I'm forgetting! ittle more work before i upload this version just letting everyone see the notes!

    Posted in: Project Workplace
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    posted a message on Custom Map Strategies and Commentaries

    This is pretty cool, look forward to Ultimate Tank D :P Should be easier to beat now with the last version.

    Posted in: General Chat
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    posted a message on Possible to make a unit take % more damage from only 1 effect?

    Hm, that might work. Im not very good with validators though :( Theres like 500 different types, lol. I think I'll just do some math and give the unit + damage for a few seconds after it uses the ability.

    Posted in: Miscellaneous Development
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    posted a message on Possible to make a unit take % more damage from only 1 effect?

    Trying to make an ability that makes a unit take 20% more damage from 1 unit only, i know how to make the target take XX% more damage from all sources, wondering if its possible to do it this way. Thanks.

    Posted in: Miscellaneous Development
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