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The New Team Micro Melee Topic - Page 15

Forum Index > BW General
Post a Reply
Prev 1 13 14 15 16 17 20 Next All
b3tty
Profile Blog Joined September 2008
Canada216 Posts
December 06 2008 13:13 GMT
#281
johnny/tears gg's tonight
more tomorrow? : )
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
December 07 2008 00:50 GMT
#282
GOGOGOGOGGGOGOGOGOGO TMM
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
December 07 2008 01:34 GMT
#283
ZGO
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Ace
Profile Blog Joined October 2002
United States16096 Posts
December 08 2008 11:57 GMT
#284
On December 06 2008 22:13 b3tty wrote:
johnny/tears gg's tonight
more tomorrow? : )



I totally forgot about this thread T_T

As for the new version, 500 mineral CCs hurts like hell. I know my execution of 2 fact was off the other day, but my microers had killed the Zerg macroer's main hatch and still I got outmacroed.

Sure I went mech, and we held them off for a LONG time but the speed at which zerg can pop hatches and the slowness of Terran expanding hurts. Losing any CC (especially the first one with an expo) is kinda like game over when the Zerg can just pop em up everywhere.
Math me up, scumboi. - Acrofales
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 08 2008 17:50 GMT
#285
Hmmm... you know what, maybe I'll do this instead:

Normal costs/times:
Hatchery: 300/120
Nexus and CC: 400/120

Current TMM costs/times:
Hatchery: 300/90 (1000 hp)
Nexus: 400/120
CC: 500/150

New TMM costs/times?
Hatchery: 300/120 (1000 hp)
Nexus: 400/150
CC: 400/150

One of the reasons why expanding is being nerfed is because it's harder to mount a sustained attack in TMM than in normal SC: once the attacking microers die or suicide, the opponent's microers usually respawn first and are able to eliminate most of the macroer's attacking units before their microers can reappear.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 08 2008 18:57 GMT
#286
Team Micro Melee v1.20

Changes from 1.17 to 1.20:
- 8 lings @ tier 1 instead of 7
- 5 firebats @ tier 1 instead of 4
- 6 vults @ tier 2 instead of 5
- 4 gols @ tier 2 instead of 5
- 6 scourge @ tier 2 instead of 8
- Hatcheries build in 120 instead of 90
- Nexuses build in 150 instead of 120
- CCs cost 400 instead of 500
- Yggdrasil has 1 armour and 600 hp instead of 2 armour and 1000 hp
- Increased Kerrigan's attack upgrade from +1 to +5
- Increased Zeratul's attack upgrade from +1 to +10
- Added 4 Alexi Stukovs as a bonus, with 120 hp, 2 armour, 20 (+2) attack, and worth 700 points each
(note that all hero ghosts have range 6 -- same as a ranged goon -- not 7 like a normal ghost)
- Removed Mass Attack and Mass Retreat bonuses
- Moved a few of the bonuses around
- Fixed the map name and description to update the version number
Durak
Profile Blog Joined January 2008
Canada3685 Posts
December 08 2008 21:32 GMT
#287
Removed mass attack and retreat eh? I think it's probably a good change but it was amusing.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 08 2008 22:55 GMT
#288
Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat.


(Aside on game design: a lead designer for the Mortal Kombat games once explained in an interview that he chose to make projectiles pass through each other -- rather than negate each other like in Street Fighter -- because it was more amusing. His mentality explains why his games are not suitable for deep competition and gameplay.

Besides, amusing things often arise out of the game regardless. Think about how many times something has happened in TMM that made us laugh. If they weren't mass attack or retreat, then they were definitely not planned by me: they just happened.)
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
December 08 2008 23:07 GMT
#289
Don't like the vult, gol, or scourge changes.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-12-08 23:32:34
December 08 2008 23:31 GMT
#290
5 gols was really strong, and after one game patrick remarked that he hadn't even noticed that gols had been nerfed, 'cause they were still good.

Yeah, maybe I should change it back to 5 vults. We'll see.

Scourge was nerfed because it was like an instant-kill for any of the flying heroes or for the macroer's own capital ships (as if wraiths and scouts weren't bad enough for them). Unless you have patrick scourge, rofl.

By the way, here's a game I played last night where I tried to be aggressive as T in TvP.
Bill307 (T), JohnnyChrist, IntoTheWow -vs- Monkeys_Rule (P), patrick321, FoieGras
CrownRoyal
Profile Blog Joined November 2005
Vatican City State1872 Posts
December 10 2008 01:54 GMT
#291
LETS PLAY?
You're pretty when I'm drunk.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
December 10 2008 02:04 GMT
#292
On December 09 2008 07:55 Bill307 wrote:
Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat.

Didn't I tell you this like, almost exactly two years ago?
What fun is it being cool if you can’t wear a sombrero?
Caller
Profile Blog Joined September 2007
Poland8075 Posts
December 10 2008 02:13 GMT
#293
TMMTMMMTMMMTMM

TMM1#LL//1
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 10 2008 04:03 GMT
#294
On December 10 2008 11:04 GrandInquisitor wrote:
Show nested quote +
On December 09 2008 07:55 Bill307 wrote:
Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat.

Didn't I tell you this like, almost exactly two years ago?

Link or it didn't happen.
gEzUS
Profile Blog Joined May 2007
Canada371 Posts
December 10 2008 04:22 GMT
#295
gogogo op tl-west GOGOGOGO
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 10 2008 07:20 GMT
#296
At Jimmy's suggestion, I've added a new replay to the recommended ones in the 1st post:

TMM AG 1.19: patrick321 (P) + FoieGras + gezus[clean] -vs- AlphaMale5000 (P) + panikAttack + JohnnyChrist (bw 1.16.0)
Although the skill level isn't the best, and one player didn't know how to suicide in this newer version of the map, this game had a very close ending.

I hear b3tty has a rep to show me, as well? (Jimmy says he can't find it.)
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
December 10 2008 17:40 GMT
#297
On December 10 2008 13:03 Bill307 wrote:
Show nested quote +
On December 10 2008 11:04 GrandInquisitor wrote:
On December 09 2008 07:55 Bill307 wrote:
Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat.

Didn't I tell you this like, almost exactly two years ago?

Link or it didn't happen.

The series of posts starting at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=39286&currentpage=42#828

I had literally just finished the game and was pretty rageful =) Fighting pathfinding normally is frustrating enough, but when they continue to move in the direction that you don't want them to it's unbelievable.
What fun is it being cool if you can’t wear a sombrero?
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
December 10 2008 20:53 GMT
#298
On December 11 2008 02:40 GrandInquisitor wrote:
Show nested quote +
On December 10 2008 13:03 Bill307 wrote:
On December 10 2008 11:04 GrandInquisitor wrote:
On December 09 2008 07:55 Bill307 wrote:
Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat.

Didn't I tell you this like, almost exactly two years ago?

Link or it didn't happen.

The series of posts starting at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=39286&currentpage=42#828

I had literally just finished the game and was pretty rageful =) Fighting pathfinding normally is frustrating enough, but when they continue to move in the direction that you don't want them to it's unbelievable.


Oh shi..
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-12-11 00:56:11
December 11 2008 00:52 GMT
#299
On December 11 2008 02:40 GrandInquisitor wrote:
Show nested quote +
On December 10 2008 13:03 Bill307 wrote:
On December 10 2008 11:04 GrandInquisitor wrote:
On December 09 2008 07:55 Bill307 wrote:
Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat.

Didn't I tell you this like, almost exactly two years ago?

Link or it didn't happen.

The series of posts starting at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=39286&currentpage=42#828

I had literally just finished the game and was pretty rageful =) Fighting pathfinding normally is frustrating enough, but when they continue to move in the direction that you don't want them to it's unbelievable.

lol. Wow, I had completely forgotten about that.

Well, invincibility is still in, unfortunately. But I honestly feel like I might take it out, too. Following some complains from patrick, etc., I realized that every strategy in TMM should have a counter, however one that did not was picking 1000 hp, 2 armour Yggdrasil with 8 infesteds, because it was ludicruously hard to stop him from annihilating your stuff with infesteds. Hence I nerfed Yggdrasil pretty hard in 1.20. However, invincibility is another bonus that suffers from this "uncounterable" problem. The more I think about it, the more I feel like removing it in 1.21.

So does this mean you'll be joining us for TMM now?


Speaking of 1.21, I've decided to reduce lings back down to 7 from 8. I know it's annoying to have just 2 lings that don't fit in a group of 12, but whatever: get used to it.

The reasoning is: 16 lings are about equally as powerful as 6 zealots. E.g. both can destroy 3/4 cannons. However, zerglings:
- are faster
- can burrow
- can surround units better
- have no shields (so they always take 50% from explosive attacks)
- can be consumed
- are worth only 2/3 as many points (16 lings = 800 pts; 6 zealots = 1200 pts)

Therefore, I feel that 8 lings is slightly overpowered, and that it should be kept at 7. In this way, zealots are the superior pick for strength and damage, however zerglings have their own advantages and I believe there are a number of situations where they can be more useful than zealots. Not to mention the fact that losing all your lings feeds them only about half as many points compared to losing all your zealots (700 rather than 1200).
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
December 11 2008 00:58 GMT
#300
So where do you people play? tl-west?
BlueLaguna on West, msg for game.
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