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The New Team Micro Melee Topic - Page 17

Forum Index > BW General
Post a Reply
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ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
Last Edited: 2008-12-24 01:09:05
December 24 2008 01:07 GMT
#321
Actually, on second thought, DA's should be removed altogether imho. There are more skillful ways to dealing with, say, muta harass (ensnare + storm), and a hero shouldn't be a handicap against the other team (which it feels like when you are tier 1 and everytime you engage the other microer you get mael'd). Basically, a DA is a free ticket for more points, and I disagree with a hero being used for that (as in, a kerri needs a good storm placement to get your points, and when you use DTs you have to know where you can attack without being detected immediately, etc.. but with a DA, you are rendering the other person's bio units absolutely vulnerable for free points, they can't retreat, they can't fight back, anything). At least with stasis you're not giving the other team points.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 24 2008 03:55 GMT
#322
Merry Christmas everyone! Here's my Christmas gift to you.

http://www.freewebs.com/bill307/tmm/Team Micro Melee AG 1.22.scx

Changes from 1.21:
- DA hero reduced to 2 DAs with 150 mana each from 3 DAs with 250 mana each.
- Devourers reduced to 4 from 5.
- Kerrigan's attack upgrade increased from +5 to +10. With +20 (70 dmg), she can kill lurkers and goliaths in 2 hits instead of 3, armour-upgraded SCVs in 1 hit instead of 2, etc.
- Zeratul's attack upgrade increased from +10 to +15. With +30 (130 dmg), he can kill lurkers and goliaths in 1 hit instead of 2.
- Stukov's HP increased from 120 to 300.
- Stukov's attack upgrade increased to +6 from +2. With +12 (32 dmg), four Stukovs can 1-hit-kill mutalisks with up to +2 armour.
Deleted User 30223
Profile Blog Joined August 2007
3104 Posts
December 25 2008 04:57 GMT
#323
does anybody want to play right now?

i can't host. ;;
Durak
Profile Blog Joined January 2008
Canada3685 Posts
December 25 2008 05:02 GMT
#324
On December 25 2008 13:57 goldenkrnboi wrote:
does anybody want to play right now?

i can't host. ;;


I'll play in 10.
Deleted User 30223
Profile Blog Joined August 2007
3104 Posts
Last Edited: 2008-12-25 05:37:37
December 25 2008 05:03 GMT
#325
well shit. nevermind.

my cd-key just got disabled somehow. wtf.

unless you want to host on iccup. i'll see if that works.

edit: yup. iccup works. can't go on bnet thought. :[

edit2: um. what the fuck. i keep losing my connection on iccup. fuck it. i'm reinstalling.


reinstalling success. it works fine now.
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
December 26 2008 08:29 GMT
#326
anyone for tmm?
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-12-30 10:15:35
December 30 2008 10:11 GMT
#327
I've figured out why map makers (such as the guys who maintain DotA) tend to make new units overpowered: it's because that way everyone chooses them, and the map makers get to see how useful those units really are, and then adjust their balance to be appropriate in the next patch.

E.g. right now, I don't know whether Stukov is overpowered, underpowered, or just right, because almost no one chooses him as a bonus. Alternatively, I could intentionally make him overpowered (i.e. intentionally make the map less balanced), which would allow me to find out very quickly how useful he really is. I have to say, the latter route sounds much more appealing.


Actually, Stukov x4 with backup will beat ALL the tier 1 unit choices: the only large units -- the dragoons -- can be locked down, and everything else takes either 40 or 80 damage per volley from the 4 heroes.

Right now, I'm thinking of either raising his attack power by ~20-25%, and/or raising his armour from 1 to 2. Not to make him overpowered, but to make him hopefully-balanced.
patrick321
Profile Joined August 2004
United States185 Posts
December 30 2008 11:00 GMT
#328
I haven't been playing much recently but they probably weren't used a lot before because of the abundance of DA's. Four ghosts were basically free experience waiting to be maelstromed. Also, since nearly every small unit is biological the DA's were better support anyway.

And in case you forgot, hydras take 60 damage because they're medium sized.
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
January 02 2009 00:07 GMT
#329
Anyone for TMM? Go op tl-west gogogogogogo
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
January 03 2009 03:48 GMT
#330
On December 30 2008 20:00 patrick321 wrote:
I haven't been playing much recently but they probably weren't used a lot before because of the abundance of DA's. Four ghosts were basically free experience waiting to be maelstromed. Also, since nearly every small unit is biological the DA's were better support anyway.

And in case you forgot, hydras take 60 damage because they're medium sized.

Concussive deals 50% to medium and 25% to large.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
January 05 2009 02:26 GMT
#331
We are amassing TMMers.

op tl-west
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-01-05 06:32:36
January 05 2009 06:32 GMT
#332
Okay, I am really REALLY considering making the builder's points go to the microers, or giving them significantly more resources than they currently do. (Or make it a choice via a selector.)

I think that's the only way to make offensive builder strategies pay off.

(Also, note to self: fix the comsat bonus text that says you get 3 comsats when you actually get 2, now.)
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
January 05 2009 06:35 GMT
#333
Bill lets play where the hell are you =(
BlueLaguna on West, msg for game.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
January 09 2009 06:27 GMT
#334
I just finished TMM AG 2.0, where the builders get to decide whether to convert their points into resources (20 pts = 2 mins 1 gas now, whereas before it was 30 pts = 2 mins 1 gas) or give their points to the microers (distributed evenly).

I just need to check a couple of things tonight before I'll upload it here.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
January 09 2009 08:10 GMT
#335
Team Micro Melee AG 2.1

Builders can use the zealots to the left of the comsats to choose whether their points are split between the microers, or are converted into resources (20 pts = 2 mins 1 gas).

The new level-up points are at 10k, 25k, 80k, 160k, 280k, 400k, 500k, then every 100k.
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
January 11 2009 01:50 GMT
#336
We have 4 at the moment, anyone for tmm?!?!?! GOGOOGO
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
Last Edited: 2009-01-11 02:49:52
January 11 2009 02:46 GMT
#337
Bah.. back to the dreaded 1.16 :O
or .. not ;hr late :o
"come korea next time... FXO house... 10 korean, 10 korean"
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
March 08 2009 06:46 GMT
#338
HEY GUIZ LETS PLAY TMM? K op tl-west
Insane
Profile Blog Joined November 2003
United States4991 Posts
Last Edited: 2009-03-08 07:04:34
March 08 2009 06:53 GMT
#339
If you guys ever play TMM version NL msg me and I'll play. I don't like these AG versions though
I'll even trade off and play a game of your crappy TMM if you play a game of good TMM first :D
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
March 08 2009 09:13 GMT
#340
This is the version we're using btw:

http://www.freewebs.com/bill307/tmm/Team Micro Melee AG 2.2.scx

Feels like the builder has a lot more freedom, now.
Prev 1 15 16 17 18 19 20 Next All
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