[UMS] Bunker Wars: Choices
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Vanished131
France311 Posts
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Vanished131
France311 Posts
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Vanished131
France311 Posts
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Vanished131
France311 Posts
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Felix_mk
85 Posts
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Vanished131
France311 Posts
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Vanished131
France311 Posts
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Vanished131
France311 Posts
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awu25
United States2003 Posts
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Vanished131
France311 Posts
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Vanished131
France311 Posts
I just want to thank anyone who enjoys this game, and please would you post your suggestions or bug reports. | ||
Beneather
Canada451 Posts
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Vanished131
France311 Posts
On November 24 2010 21:04 Beneather wrote: I'll give it a look with my friends sounds interesting and I have noticed that SC2 is not really a mass type game since it has lag if major armies attack. ![]() I usually don't have any issues. The game takes care of that... if you know what I mean. ![]() | ||
Vanished131
France311 Posts
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Vanished131
France311 Posts
On November 02 2010 08:33 Felix_mk wrote: any chance to get this on europe? I will get you guys a version very soon. | ||
Qw4z1
Sweden55 Posts
On November 02 2010 08:33 Felix_mk wrote: any chance to get this on europe? It should be published on EU now. Gogogo!!! | ||
Vanished131
France311 Posts
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Serejai
6007 Posts
I guess he's not willing to commit to improving his map or something. Not sure why a map creator would lash out at people trying to help them, but clearly he's not looking for feedback unless it's positive. Was rather shocked to learn it was a TLer that made this map considering how BM the creator was in-game ![]() | ||
Vanished131
France311 Posts
I've been in the process of adding support for 14 players and improving issues players have mentioned in game, such as immortals being quite powerful in numbers. | ||
stanik
Canada213 Posts
I do not see an advantage to having a cap on the people who can upgrade at a time, maybe if there was a time limit it would make sense. But in a 14 player game, if you aren't the first to get +2 minerals you stand zero chance of being able to upgrade through out the game. | ||
Vanished131
France311 Posts
On December 11 2010 08:01 stanik wrote: I do not understand the reasoning for having a limit of 4 people being able to upgrade at a time. I was marine and had a hydra spawn beside me. He upgraded to 5 armor and rendered me useless. I do not see an advantage to having a cap on the people who can upgrade at a time, maybe if there was a time limit it would make sense. But in a 14 player game, if you aren't the first to get +2 minerals you stand zero chance of being able to upgrade through out the game. Agreed. I am raising the cap immediately for you. | ||
Dagger8805
United States24 Posts
My first opinion would be to remove the choice of immortals altogether, because theyre passive make them so much greater than so many other units, but on the other hand if it werent for immortals siege tanks would ruin that game. I found siege tanks to be very very hard to defend against early game. It seems they may not always win the game thanks to the large numbers later, but early game its almost a given that one, if not both of their neighbors will be knocked out. I also do not agree with the 4 people having upgrades at a time. I dont really see a reason to limit this at all, other than just perhaps adding a research time, or cooldown timer as suggested. My last concern would be the alliance menu. I just dont get alliances in this mode, it just seems to make the game even harder on solo'd players as opposed to teammates. I would love to see nothing less than it to be removed/disabled entirely. Now with my 3 (maybe even 4) concerns out of the way, let me finish off by saying it is a very very enjoyable game, with alot of potential, and really makes me think back to the wc3 bunker wars. Its a new game, and it can be expected to still have some balancing/fine tuning to be done, and if TC is willing to listen to community suggestions, this will be a very popular, fun game. | ||
Vanished131
France311 Posts
I'll let immortals sit for a little while longer, they've already gone through some changes--whether or not you've noticed. | ||
Dagger8805
United States24 Posts
On December 11 2010 12:31 Vanished131 wrote: I disagree with everything you said but the third and fifth paragraph. I'll let immortals sit for a little while longer, they've already gone through some changes--whether or not you've noticed. I wouldnt expect you to make changes based on my post alone anyway, just wait and see what trended responses/feedback you get. GL with it. | ||
Vanished131
France311 Posts
On December 11 2010 12:36 Dagger8805 wrote: I wouldnt expect you to make changes based on my post alone anyway, just wait and see what trended responses/feedback you get. GL with it. I found some people were abusing the spawn rate addition. It now only boosts by 25% and can only be purchased 4 times. This should help. (All because of you). | ||
Dagger8805
United States24 Posts
On December 11 2010 12:47 Vanished131 wrote: I found some people were abusing the spawn rate addition. It now only boosts by 25% and can only be purchased 4 times. This should help. (All because of you). That sounds like a very welcome change. I havent played any custom games today but i cant see that really hurting anything, only helping. Good idea! | ||
Marmit424
United States2 Posts
So I'm totally loving your game. The risk factor in the gambling is so addicting. There is this one gamble that I've obtained twice, and yet have not been able to answer. I know that a meme is something which imitates something else. I do not know what the meme of the material world is if it is also me... I love riddles but this one is killing me! I cannot find an answer!!!! Hahaha. Anyways, I added you. I'd love to play a few games with you! Thanks for the swasome game ![]() Character Name: Ender Character Code : 374 | ||
Disda
14 Posts
I played several days ago and everyone in my game started gambling like mad whenever they were losing. This would cause several people to immediately be killed, but one of them would win a million minerals and we would have an army of Archons with +30 Attack +30 shields that would just wipe everyone. Also, does controlling the center crater give any benefit? | ||
Vanished131
France311 Posts
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BlackMesa
Kenya338 Posts
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Vanished131
France311 Posts
On December 18 2010 07:24 BlackMesa wrote: The center crater spawn should be based on unit worth not just number, because lings in the early game take the center and while everyone sits passively, the lings mass up to a billion. And I think the spawn bonus from the middle should be capped, because theres always one guy with thors who sits in the middle and eventually has like a 20 spawn and non stop spawns thors which is pretty much gg. This is what 90% of the messages I get on battle.net are like. They posit suggestions for things that are already implemented or are retarded. At least your message isn't retarded. I'm in the process of changing the way the spawn bonus works in the middle. | ||
BuuGhost
Netherlands340 Posts
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Vanished131
France311 Posts
On December 18 2010 07:59 BuuGhost wrote: Needs a tutorial and the loading screen was highly offensive in my opinion, (it said something like Suggestions, Comments? Well Screw you). So i don't really think voicing my opinion is necessary. Mission Accomplished. I do, however, like to hear suggestions. | ||
Disda
14 Posts
If you're assuming 10+ players each game, and everyone gambles twice - even a fairly low chance of a million dollars can cause a significant percentage of games to be won based on luck instead of skill. I would try to find a way to double check the ratio of wins due to a lottery hit is where you want it to be. Also, it seems some units are slightly over-powered and others way underpowered. For instances reapers... they blow - they're just terrible... There's no way I could keep up with the dps from the other players. So when my group chose to randomly assign units - and I got the reaper... I killed 2 immortals, lost all my units and just started gambling like crazy. Wasn't fun for me. The only solace I had was the guy across the map was assigned firebats with roaches and marauders as neighbors... I wasn't as screwed as he was. Lurkers seemed to be the opposite being slightly over-powered... I complained about people assigning random units and 3 or 4 told me they did it so people couldn't abuse the lurker. So next game possible I picked them and got steam rolled by a colossi player - so the lurker is wayyyy overpowered against say... zealots or bio(popular picks) - but they suck hard versus things like colossi (so this may be working as intended) Also - the only other feedback I can give is that it's really difficult to find out what all the options do. I can buy Plutonium... but I have no clue what to do with it - same with the Bank, there's nothing for me to try and define a strategy around. I won 50 gas in a gamble - and for the rest of the game I was sitting there trying to figure out what CAN I do with this. I lost half my army while trying to decipher all the descriptions. **The Tutorial you just put in may help with this** it's a good game - and I enjoy the opportunity to work on my micro. ** Edited out center crater question** | ||
BuuGhost
Netherlands340 Posts
On December 18 2010 08:01 Vanished131 wrote: Mission Accomplished. I do, however, like to hear suggestions. You won't get it from me as long as that text remains in there. You just called me a sucker. | ||
Vanished131
France311 Posts
I'll just not comment on your suggestions about balancing, because I don't feel like dealing with a page full of tears from my supposed "bad attitude." Controlling the center does make you spawn faster, yes. | ||
Marmit424
United States2 Posts
And will you please add me :D | ||
Vanished131
France311 Posts
People always begin their message with, "Vanished." "Vanished!" "VANISHED!!!" | ||
Disda
14 Posts
On December 18 2010 08:05 Vanished131 wrote: There is no million mineral gamble. I'll just not comment on your suggestions about balancing, because I don't feel like dealing with a page full of tears from my supposed "bad attitude." Controlling the center does make you spawn faster, yes. I didn't make suggestions for you to comment on, I merely listed some of the reasons people didn't enjoy your game. Ignore them, Fix them, write them in your diary - I'm fine with whatever. As for there not being a million mineral gamble, no probably not - but If you listed the rewards out, I would be able to tell you which one I was talking about. Since I asked that exact same question, and you ignored me - I figured you would be bright enough to guess which one I was talking about. | ||
Vanished131
France311 Posts
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Monxy
Poland46 Posts
I've never done this before so I'm pretty sure I'd fail at something. | ||
Vanished131
France311 Posts
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EnderA
United States8 Posts
1) Victory Conditions. Multiple times I've killed off all the enemy players, but the game just sits there, and I don't get a victory. This would be fine if it wasn't for sudden death, because then suddenly my base explodes from burning itself down and I get 75% of my bank erased and ends the game in defeat for me and victory for pretty much everyone else. So yay, I win, but because I win, I lose. 2) Balance. Obviously, this is a very difficult game to fully balance. In my opinion, the strongest unit is definitely the Zealot. The +60% health is a good balancer for melee, but then zealots get rush as an ability, partly negating their drawback. On top of their already substantial hp, this means they can't be trivially massacred or kited like most melee, can easily surround enemies, while they have a relatively frequent spawn rate. Plus, relative to other melee units, they have excellent DPS for their size, meaning more DPS throughout the battle-lines. If it wasn't for Zealots, Immortals would likely rock the house, but it's hard to say. 3) The Bank. I don't think it's a good idea. No matter the implementation it will either be useless or just make winners win more. You could instead just implement rankings/various stats, which would add lasting glory for victory, while maintaining a fair game. 4) Upgrades. Particularly, the shield upgrade costing 14 minerals versus attack costing 7. Even Archons don't want it at that cost. I'd also recommend adding an HP upgrade, particularly so that Zerglings and Marines can up their HP out of slaughter range. Of course, it could give differing amounts of HP to different units, so that it's balanced. Also, the ability upgrade is available regardless of whether the unit has an upgrade, which generally implies that they actually have one. I'd suggest disabling it if the player's spawn doesn't have one. (Or adding an ability for each unit.) 5) Terrain. I don't like the fact that the upper/right half the map has impeding terrain and lower/left half the map doesn't. It's tactically inconsistent. The terrain doesn't have to be literally symmetric, but being somewhat tactically symmetric would be nice. | ||
Monxy
Poland46 Posts
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Vanished131
France311 Posts
Victory conditions will be adjusted. The bank is always subject to change. I see no abuse with it. I've slain a player who got the 1,000 mineral gamble and had 100 weapon upgrades. Don't play archons if you can't handle it. Go play sims if you can't handle it. Blizzard says that plasma sheld upgrades should be expensive. I agree. Get armor instead for your zealots. The map is a circle. Bunkers are randomly placed. I will change the terrain up sometime. | ||
EnderA
United States8 Posts
On December 19 2010 02:55 Vanished131 wrote: Has anyone ever played bunker wars infinity in Broodwar? Here's what happens when a retard balances units based on several games. Ghosts destroy everything despite having less than half the health of every other unit. Victory conditions will be adjusted. The bank is always subject to change. I see no abuse with it. I've slain a player who got the 1,000 mineral gamble and had 100 weapon upgrades. Don't play archons if you can't handle it. Go play sims if you can't handle it. Blizzard says that plasma sheld upgrades should be expensive. I agree. Get armor instead for your zealots. The map is a circle. Bunkers are randomly placed. I will change the terrain up sometime. Just giving you my input. I would like to enjoy playing this map more. | ||
Necro)Phagist(
Canada6644 Posts
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EnderA
United States8 Posts
On December 19 2010 04:25 Necro)Phagist( wrote: Love this game, though one small suggestion, could you add an extra observer for each player or maybe increase the speed of the one observer? Personally I have been killed many a time simple be because more then one opponent has cloaked or burrowed units attacking on different fronts and with a slow obvs its really hard basically impossible to fend that off... All in all though considering how long you've had to balance it, this game is amazing, great job :D That's intentional. | ||
Vanished131
France311 Posts
Try building a turret, those help--and are cheap. | ||
log1k
Cameroon4 Posts
1. Lurkers are either extremely overpowered or weak. Colossus with the range upgrade are flawless against them. However, against any bio unit the lurkers are way over powered. The spawn time on them is too fast also. 2. The new map terrain I just played 5 seconds ago is garbage. If you spawn up top, bottom/botom left, you're trapped and can't move without getting annihilated by the bunkers, let alone 2 armys on both sides of you. Any long range unit can sit up there on the ledge and destroy melee units. I honestly wouldn't mind having no terrain, and just a big flat map with the crater in the middle. 3. The idea about having 6 people able to upgrade is retarded. 4. Also, if someone could point me to a FAQ about what possible outcomes gambling can give you that would be great. When I see things like "you lean slightly to the right" I have no idea what that's doing. | ||
Vanished131
France311 Posts
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Ghost-z
United States1291 Posts
I haven't played this yet but I will tonight when I get off work but is there an option to switch units mid-game? Seems to me like having this feature would help balance and force people to counter you. Just imply some mineral cost to switching units. Like 25 minerals for a random new unit to spawn instead of the one you started with. Of course if you upgraded firebats and then got switched to roaches your upgrades wouldnt carry over but I think thats fair. My evil mind also suggests that you could spend 100 minerals to randomize everyones spawn units again. I could be talking with my ass here cuz like I said I haven't played any games yet ![]() | ||
log1k
Cameroon4 Posts
There is an option to switch units, but it's ridiculously expensive. I haven't seen one person do it yet because they either don't live long enough or they lucked out with correct unit to counter the enemies around him. I think it's like 50 minerals to choose a specific unit, which takes forever if you're not getting bombarded with attacks at your bunker. | ||
Vanished131
France311 Posts
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log1k
Cameroon4 Posts
By the time I've actually accumulated 18 minerals I'll be way behind in upgrades (If I was even one of the lucky few to get them) | ||
Vanished131
France311 Posts
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Dont Panic
United States194 Posts
On December 19 2010 14:49 Vanished131 wrote: You're right. I should make unit changes free. That way your initial choice isn't strategic at all. You just pick zerglings, and then if someone happened to pick hellions, you can quickly change to marauders. Except when they change their unit to zerglings, then you are forced to change your unit to hellions. That isn't strategic at all thats just rock paper scissors without an ending. Real strategy is when you try to make your more inferior unit work. Trying to come up with a creative response like getting a few high templar with your siege tanks can make them viable versus immortals by storming their shields away. Thats the fun of the game, atleast for me. | ||
Vanished131
France311 Posts
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Disda
14 Posts
On December 19 2010 02:55 Vanished131 wrote: The bank is always subject to change. I see no abuse with it. I've slain a player who got the 1,000 mineral gamble and had 100 weapon upgrades. Funny that you don't think it's a balance issue when you can just slay the player who does it. This happens every time someone wins that reward - like I said early - the game is over as soon as it happens. Well unless you can just slay the guy. You should either remove it for being imbalanced or live with it yourself when it happens. | ||
xciLe
Norway213 Posts
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log1k
Cameroon4 Posts
Sorry if I came off a little rude before. I posted after rage quitting. I do enjoy the game very much, I just find that every time I play there are some balance issues (But nothing that can't be fixed). I love the new terrain. It allows for each player to get the center of the map for that spawn bonus without hassle. As well, each player can maneuver more freely to flank other players. If I spawn as zerglings, I don't necessarily want to be stuck taking on helions and firebats on both sides of me. So I think this was a good choice ![]() * I'm not sure if this was fixed yet or if I mentioned it? The ghost EMP blast doesn't take out protoss shields? I find against the bigger toss units, It's hard to do a decent amount of damage. Even the zealots with the buffed HP, can be a pain in the ass. * One thing I've noticed a lot the other day was my bunker kept getting sniped by one of the cloaked hero units. It's normally fine unless I have my observer on the other side of the map with me. In which case I can't make it back in time to successfully defend it. The sniper out ranges the bunker too. Possibly nerf that hero? | ||
merach
United States182 Posts
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Vanished131
France311 Posts
EMP was taking out the majority of the colossi shields that I shot. | ||
darkrage14
Canada173 Posts
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Vanished131
France311 Posts
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Kreamer
United States21 Posts
Love the game a lot. Hopefully itll be around for a while. Most of it is good but just a couple things that bug me a little. Maybe I am extremely unlucky but I get killed by gambles about 9 out of 10 times. But as the message says that I agreed to I cant complain so guess I have no one to blame but myself there. And also I feel its a bit unclear how to get minerals. Obviously it is through killing but what determines the number of minerals per kill? And some units abilities seem unclear as well. Maybe under the abilities button have a description specific to each unit of what the ability does? or a list in the help/tip menu for both of those? 1 big update I think the game needs is for Odins nuke to not damage bunkers... People get lucky a lot and get 2 or 3 Odins and 2 nukes just about kills a bunker. I feel if nukes didnt hurt bunker or maybe did reduced damage it might be a little less annoying. I know you just said Nova has already been nerfed but there are definitely a few people who still exploit their incredible strength.. I looked in mid map for 1 second to check my units then before i got an alert saying I was under attack I was dead from Nova sniping my base. Seemed like a bit of a cheap move when my observer was needed to look for lurkers. Maybe cut down on Nova's strength or possibly under tactical units you could add the ability for more observers. With everyone having the ability to buy a unit relatively cheap that can cloak and kill your base in seconds itd be nice to be able to invest in some detection. Banelings can be fun to use sometimes but the weapons upgrade doesnt work on them. Anyone who gets even a little armor renders the banelings useless. I believe something is also not working properly with the teams. Whenever given the option i always pick a team that would make the teams as fair as possible but everytime I am always put solo against 1 big team. Not sure if that is a recurring problem or not. Maybe if people choose teams then the teams can be auto selected to ensure even teams. Maybe add another round of voting for team size? if max player limit is reduced to 12 you could vote for teams of 2, 3, 4, or 6 and always ensure even teams. Lastly I believe that 14 players might be a little much for one game. The circle seems a bit crowded especially when you have colossi and siege tanks on either side of you that can both hit you from the location that they spawn. Maybe adjust the range of tanks and colossi so that they arent instantly in range of their neighbors or something. They hit you from impossible range and are guarded at close range by bunkers. Impossible to counter if your right next to them really. | ||
Kreamer
United States21 Posts
And as for a response to some people asking about the immortals being a problem, I feel that could be an easy fix with decreasing the power of their hardened shields. Like cant you make it so instead of blocking all but 10 damage it only blocks all but 15 or so? Idk just thinking out loud. :D | ||
Vanished131
France311 Posts
Please render all other comments to the email in the loading screen. This thread may be closed. | ||
Zooper31
United States5710 Posts
edit: I agree with others in saying that maybe control what units spawn next to each other. It's awesome being zerglings with colosi and helions spawning directly on each side. While the unit you counter is on the other side of the map. Not saying make it so units you counter are next to you just make it somewhat even. | ||
Pepe The ProbeZzzap!
Australia6 Posts
I really like the game and play daily ![]() | ||
QuackWare
18 Posts
Thats usually followed by a "wtf u suck" moment, and it is all worth it. | ||
shifty
United States280 Posts
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LeSioN
United States325 Posts
On January 05 2011 09:50 shifty wrote: Dimondbacks are the most op unit right at the moment, because it counters so many things. ^^true that. but then people complained about seige tanks and thors and lurkers. so now people just instantly smash those people first. maybe a slightly higher spawn time. because once they get in big numbers no melee unit can touch them and they are superior to most other ranged units because of the phoenix-like ability to move and shoot at the same time. is it just me or has the game become unbearably laggy i used to play this constantly and since the most recent update i get 1 fps for most of the game(graphics set all to low). i play every single other map and game on high with no problems. this is something to look into because i cant play anymore and i miss it ![]() | ||
Joroth
United States318 Posts
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zakmaa
Canada525 Posts
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Joroth
United States318 Posts
Because of the mobility early game you get to pick on lower units like marines/zealots/vulutres/other hellions. it's not even a contest just feed for you. Their timer needs to be adjusted to increase by atleast 1-2 seconds. other thoughts the lurker is strong but the 12 second timer stops it from ever really being good. Because of the 6 range and the fact they have to be so spread out while burrowed stops them from getting that "critical mass dmg" so I feel they should be 10 sec. ona final note I think that unit abilitys should vary in cost like say I'm assuming lurker ability is +1 range? that's a big price to pay for one range opposed to a hellions blue flame or marine stim. Idk if you can alter this but if you can it would seem like a obvious change. | ||
Dark.Carnival
United States5095 Posts
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sob3k
United States7572 Posts
Way too many people. 1. I don't want to wait for 30min for a lobby to fill 2. So many players that the game is a crapshoot FFA | ||
Vanished131
France311 Posts
Please refer to www.BunkerWars.net for suggestions and bug reports! Thank you. | ||
Vanished131
France311 Posts
On December 11 2010 08:01 stanik wrote: I do not understand the reasoning for having a limit of 4 people being able to upgrade at a time. I was marine and had a hydra spawn beside me. He upgraded to 5 armor and rendered me useless. I do not see an advantage to having a cap on the people who can upgrade at a time, maybe if there was a time limit it would make sense. But in a 14 player game, if you aren't the first to get +2 minerals you stand zero chance of being able to upgrade through out the game. I've never played a game where all the players spent their first 2 minerals on upgrade access. It's part of the game and has been for years. | ||
elijahluican
4 Posts
there is hardly any info what different colors of gasses do. how to mke more minerals etc. | ||
Randomaccount#77123
United States5003 Posts
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elijahluican
4 Posts
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Randomaccount#77123
United States5003 Posts
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