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    posted a message on Desert Tankbattle open BETA

    @Trieva: Go

    I disagree with your logic there. How would having hostile turrets favour the fast tanks? In fact, NOT having the hostile turrets would favour the fast tanks as they can run straight to the capture points at lightning speed without fear of being attacked, and once the outpost is captured, they will have the little turrets that spawn which will help protect them against the other team. Outpost capturing at the start is like gaining a lot of free turrets as well as the extra units. Currently this can be done with little to no risk as players just need to be the first to reach an outpost. No need to worry about taking damage as the outpost is undefended.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    Those flamer guys are not really tanky, in the sense that they have only a +0.5 difference in armor compared with the tankbuster. They need more armor or more health to be tanky enough.

    However my biggest issue with the game right now isn't about any bugs or balance issues, it is the fact that I cannot select my attack targets (I have no control over what to attack). This is a big inconvenience as the damage is being dealt ineffectively, and I had taken more damage than I should have because of several enemy units surviving on low health who continues to attack me, whereas if I was able to select the attack targets and focus fire, then the enemy units would be killed one by one, which steadily reduces the number of units attacking me so I take less damage in total. This could be the difference between dying or surviving a battle.

    If you have the time, please take a look at Fleet Assault. It has customizable spaceships. You can equip several different weapons in your inventory. And you can select your attack targets by right clicking on an enemy unit. Your game would be a lot more enjoyable (or less frustrating) if you can do this too.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    Hi Freddy. I played your map and it is awesome. :) Would love to play more in the future.

    However I do note that whichever team that rushes for the outposts at the start gains a significant advantage over the other team, and with the extra troops and income it becomes a lot harder for the other team to recapture an outpost and not lose it to a counterattack a few seconds later.

    Quote from Freddy2287: Go

    So suggestions for dealing with this? I often felt capturing outposts is too easy but as you say it also can be very difficult to recapture several outposts.

    How about having some hostile turrets guard the outposts? (those little perimeter defense turrets or maybe even the vulcan turrets) This would make outposts a little harder to capture at the start and would discourage rushing straight for the outposts without proper equipment.

    Or you could make outposts uncapturable for the first 5 minutes of the game. This gives newbies time to become familiar with the game and also encourages players to go out and fight instead of sitting around and missing out on the minerals gained from killing units.

    Edit: Bug Report - the Repair Kit IV disappears from the inventory a few seconds after one use. This shouldn't happen

    Posted in: Map Feedback
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    posted a message on Blizzcon 2013 Information Thread

    When arcade becomes free, can people with sc2 starter edition play arcade maps with HOTS dependencies?

    Posted in: General Chat
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    posted a message on Starmon - A pokemon style map
    Quote from TheAlmaity: Go

    The main story quest won't be "beat the arena". The player might want to become the best, but it won't be the focus of the story. Shit's gonna go down and the player's gonna get dragged into it. The player can pursue his goal of advancing in the arena while plans are being made and prepared, while he isn't needed by his allies. Then, after the main story ends, the player will have a good chunk of the arena left to go.

    I'm liking what I'm seeing :)

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map
    Quote from TheAlmaity: Go

    Copying Stuff / Barcraft situation: Copyright laws just gotta ruin everything, don't they? This is really getting absurd... But anyway, I guess we're going to rename some stuff.

    Moves = Attacks Abilities = Passives Nature = Personality "(Poke)Balls" are already called called Capture Cores.

    Things we need ideas for: Evolutions TMs Can't think of more atm, will edit/post again if I do.

    I guess we can also rename Poison and Steel types to Toxic and Metal.

    synonyms for evolution: transformation, natural progression

    Personally I don't think Pokemon would have copyrighted 'evolution'. It is a commonly used concept outside of pokemon games.

    TMs: hmmm... how about Skill Data? or Technique Data? or the Book of Starmon Arts :P

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    @TheAlmaity: Go

    The main motivation behind the promotion idea: With any large organization, there will be at least some talented grunts among their ranks, right? The promotion idea is to show that Cipher is a competent and resourceful organization that have talented members who can get the job done (unlike team rocket - despite their large membership base and plentiful amount of resources and equipment available, is utterly incapable of taking on a single unsupported individual).

    Regarding the promotion: the grunt would be promoted by means of their role in achieving team Cipher's objective despite losing the battle against the player. It could be something like:

    A few ideas:

    As a grunt:

    • Objective: to steal a high value item.
    • Role: to prevent interference from outsiders while a Cipher captain breaks into the facility.
    • Event: Player goes in, you first see that Cipher grunt defeating 2 local guards, some dialogue, fight, after fight -> Objective achieved, Cipher captain orders an evacuation, grunt gets recognized for outstanding performance.

    As a squad leader:

    • Objective: to capture a legendary (or something equally dangerous).
    • Role: Active role in the capture operation (preferably with them fancy gadgets and machinery and vehicles and starmon).
    • Event: player tries to interfere with the operation (may be together in a group with other trainers), battles with the squad leader and his squad of grunts, the legendary goes beserk from the effects of the gadgetry used on it, the squad leader moves away and lures the player into the path of the beserk legendary, player fight with legendary, squad leader uses some fancy modified-ultra-ball-equivalent to capture the weakened legendary (doesn't work against full strength legendary), throws a smoke grenade or a flashbang or uses tear gas or something against the player to successfully escape -> promotion to captain

    Yeah, a grunt would get less important roles than a squad leader.

    Edit: of course, you can also have the recurring incompetent grunt character that appears alongside the talented grunt who gets promoted (eg, they are member of the same squad. Or when talented grunt gets promoted, he becomes the leader of the squad the incompetent grunt is in). Something along those lines

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    Will the Elite 4 be active in the story occasionally? Eg, one of them could show up to investigate a starmon that had been terrorizing travelers, one of them could help with protecting the civilians when a dragon starmon or when an angry starmon horde attacks a town, during one of the times when the player is battling that evil organization early in the story (taking on the uber powered evil boss character while the player handles the Team Cipher grunts, who knows, perhaps the number 5 trainer could be the evil boss character), etc.

    It would build up their character(s) and may help illustrate why these people are elite and why everyone aspires to be one of the elites, etc. Basically, it would provide more juicy story content :P

    Btw do Cipher members have ranks? Is there a promotion system? Something like: grunt -> squad leader -> captain -> boss.

    It would be interesting for a Cipher grunt that the player had fought before to be encountered later on and battle the player as a squad leader and later on as captain (with "gym leader" starmon - starmon that is superior and higher leveled than the grunt starmons).

    Posted in: Project Workplace
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    posted a message on Starmon - A pokemon style map

    Will you guys be using custom soundtracks?

    If so, I think this one would be suitable for a trainer battle: http://www.newgrounds.com/audio/listen/368469

    And this one for a wild pokemon battle: http://www.newgrounds.com/audio/listen/322088

    What do you think?

    Copyright isn't an issue as long as you acknowledge the individual authors

    Posted in: Project Workplace
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    posted a message on [Request] Aliens with guns

    Hey everyone.

    I'm in need of a model of a non-terran unit with a gun.

    Preferrably a zealot with a gun.

    Or a hydra with the marine gun model.

    It's for a map where human soldiers and alien elite troops are fighting, a bit like XCOM.

    Posted in: Requests
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    posted a message on Vote! which battle

    The D-Day invasion in World War 2

    Posted in: Map Feedback
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    posted a message on Zerg Rush

    loving the search results =)

    Posted in: Off-Topic
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    posted a message on asdfasdf

    1 banshee counters the uberlisk.

    But theres no counter to an army of kerrigans :P

    Posted in: General Chat
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    posted a message on Is anyone else bored of competitive melee?

    Yeah. constant melee games are tiring. That's when I would go and play some custom games :)

    Posted in: General Chat
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    posted a message on How can to make a boss fight.

    There are a few tutorials in the forums that will help a lot.

    Posted in: Triggers
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