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[A] Star Battle - Page 10

Forum Index > SC2 Maps & Custom Games
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Prev 1 8 9 10 11 12 29 Next All
doomdg
Profile Joined May 2010
Singapore4 Posts
December 04 2010 16:30 GMT
#181
Carrier Harass-Farm strat.

In a 6 player game get 4 levels of farming, 2 levels of speed, and wait until you have 50 minerals to get warp jump. Now jump to the front and you'll be able to farm massive amounts of money by skirting along the main confrontation zone. 4 Levels of farming lets you 1-shot creeps and by the first return you should have 500+ minerals.

With those you get 4 levels of reactor, feedback, and as much speed as possible. Return to the battlefield and feedback the shit out of enemy ships, all the while still farming.

Keep your distance and keep the feedback loop on opponents to make sure you can't really get ganked.

By the second shopping trip I usually get 8-10 levels of missiles, 4-5 levels of shields, shield regeneration and as many more reactor upgrades as possible.

By now you can start initiating team fights, constantly feedback and recharge your shields while providing cover for your teammates to cast spells.
Vandal_heart
Profile Joined November 2010
United Kingdom88 Posts
December 04 2010 17:08 GMT
#182
On December 04 2010 16:42 Chairman Ray wrote:
One note regarding the leviathan, I think they tried to make him the tank class, but it achieved the opposite effect. Armor and hp upgrades from the leviathan scale far slower than attack upgrades do, so as the game goes on, the leviathan will just be dying quicker and quicker. I think a +2 armor instead of +1 would be a decent change. The leviathan will still be dying quicker as the game goes on, but since he can live a bit longer than his teammates, it might be viable to take one for the team rather than ditch defenses and pump offense instead.


Shield armour is base 2, 3 for carrier iirc. Thats why the lev has 1 instead of 3 per upgrade, because it starts off with nearly double the health of anything else and gets more, as well as being able to heal itself. 16k health with 20 armour is pretty impressive, with 60 armour would make anything but pure ability builds useless. The main problem with the lev tanking I would say is that it has nothing to use against feedback. I'm really hoping that the bottom 2 abilities of the tab, the passive abilities for every other ship, are some sort of percentage of feedback immunity/reflection.
Ag_Ben
Profile Joined June 2010
United States8 Posts
December 04 2010 18:00 GMT
#183
On December 05 2010 02:08 Vandal_heart wrote:
Show nested quote +
On December 04 2010 16:42 Chairman Ray wrote:
One note regarding the leviathan, I think they tried to make him the tank class, but it achieved the opposite effect. Armor and hp upgrades from the leviathan scale far slower than attack upgrades do, so as the game goes on, the leviathan will just be dying quicker and quicker. I think a +2 armor instead of +1 would be a decent change. The leviathan will still be dying quicker as the game goes on, but since he can live a bit longer than his teammates, it might be viable to take one for the team rather than ditch defenses and pump offense instead.


Shield armour is base 2, 3 for carrier iirc. Thats why the lev has 1 instead of 3 per upgrade, because it starts off with nearly double the health of anything else and gets more, as well as being able to heal itself. 16k health with 20 armour is pretty impressive, with 60 armour would make anything but pure ability builds useless. The main problem with the lev tanking I would say is that it has nothing to use against feedback. I'm really hoping that the bottom 2 abilities of the tab, the passive abilities for every other ship, are some sort of percentage of feedback immunity/reflection.


If the Leviathan tank has more energy upgrades than the feedbacking Carrier, it will regenerate to 100 for the healing spell faster than the Carrier can use energy.

The game is very balanced around spell casting (except for Corrupters - see my 1.5 hour game earlier in the thread where I get over 2700 creep kills with them and my balance suggestion post for them), feedback is in that category.
TwoThirtyTwo
Profile Joined August 2010
United States2 Posts
December 04 2010 22:09 GMT
#184
This map is broken in the sense that either team could go all cannon and simply destroy the other team 1 by 1. I've seen it a few times already where one team isn't random and just cannons to get wins. Just a waste of time when this happens.
MythicalMage
Profile Joined May 2010
1360 Posts
Last Edited: 2010-12-04 22:35:58
December 04 2010 22:30 GMT
#185
My issue with Feedback is that it hurts everyone tremendously. You can't really play as a siege destroyer because you're an instant target for feedback
On December 05 2010 03:00 bennmann wrote:
Show nested quote +
On December 05 2010 02:08 Vandal_heart wrote:
On December 04 2010 16:42 Chairman Ray wrote:
One note regarding the leviathan, I think they tried to make him the tank class, but it achieved the opposite effect. Armor and hp upgrades from the leviathan scale far slower than attack upgrades do, so as the game goes on, the leviathan will just be dying quicker and quicker. I think a +2 armor instead of +1 would be a decent change. The leviathan will still be dying quicker as the game goes on, but since he can live a bit longer than his teammates, it might be viable to take one for the team rather than ditch defenses and pump offense instead.


Shield armour is base 2, 3 for carrier iirc. Thats why the lev has 1 instead of 3 per upgrade, because it starts off with nearly double the health of anything else and gets more, as well as being able to heal itself. 16k health with 20 armour is pretty impressive, with 60 armour would make anything but pure ability builds useless. The main problem with the lev tanking I would say is that it has nothing to use against feedback. I'm really hoping that the bottom 2 abilities of the tab, the passive abilities for every other ship, are some sort of percentage of feedback immunity/reflection.


If the Leviathan tank has more energy upgrades than the feedbacking Carrier, it will regenerate to 100 for the healing spell faster than the Carrier can use energy.

The game is very balanced around spell casting (except for Corrupters - see my 1.5 hour game earlier in the thread where I get over 2700 creep kills with them and my balance suggestion post for them), feedback is in that category.
Because you totally want to wait for your energy to regen. . .If that was intentional, balance wise, then they should have base regen be much faster, gameplay wise.
Vandal_heart
Profile Joined November 2010
United Kingdom88 Posts
December 05 2010 01:32 GMT
#186
On December 05 2010 07:30 MythicalMage wrote:
My issue with Feedback is that it hurts everyone tremendously. You can't really play as a siege destroyer because you're an instant target for feedback
Show nested quote +
On December 05 2010 03:00 bennmann wrote:
On December 05 2010 02:08 Vandal_heart wrote:
On December 04 2010 16:42 Chairman Ray wrote:
One note regarding the leviathan, I think they tried to make him the tank class, but it achieved the opposite effect. Armor and hp upgrades from the leviathan scale far slower than attack upgrades do, so as the game goes on, the leviathan will just be dying quicker and quicker. I think a +2 armor instead of +1 would be a decent change. The leviathan will still be dying quicker as the game goes on, but since he can live a bit longer than his teammates, it might be viable to take one for the team rather than ditch defenses and pump offense instead.


Shield armour is base 2, 3 for carrier iirc. Thats why the lev has 1 instead of 3 per upgrade, because it starts off with nearly double the health of anything else and gets more, as well as being able to heal itself. 16k health with 20 armour is pretty impressive, with 60 armour would make anything but pure ability builds useless. The main problem with the lev tanking I would say is that it has nothing to use against feedback. I'm really hoping that the bottom 2 abilities of the tab, the passive abilities for every other ship, are some sort of percentage of feedback immunity/reflection.


If the Leviathan tank has more energy upgrades than the feedbacking Carrier, it will regenerate to 100 for the healing spell faster than the Carrier can use energy.

The game is very balanced around spell casting (except for Corrupters - see my 1.5 hour game earlier in the thread where I get over 2700 creep kills with them and my balance suggestion post for them), feedback is in that category.
Because you totally want to wait for your energy to regen. . .If that was intentional, balance wise, then they should have base regen be much faster, gameplay wise.


You can use abilities while sieged, so if you're quick enough you can keep using lockdown on any carriers which come close to you.

And yeah, feedback kind of ruins synergy with abilities, you can either have decent stats, or enough energy to cast after youve been feedbacked.
Sekhmet
Profile Blog Joined October 2010
United States81 Posts
December 05 2010 04:22 GMT
#187
Whenever I make this map it fills in seconds =D
It's surprisingly fun for something that seems so simple

But I want more ships!
www.aimeeseaver.blogspot.com
Zooper31
Profile Joined May 2009
United States5713 Posts
Last Edited: 2010-12-05 05:49:40
December 05 2010 05:48 GMT
#188
Just solo'd a 1v5 by camping my mothership while they seiged and fed me. Got +17 armor upgrade (55armor reduc) which made it impossible to kill me while being healed by base. Couldn't kill me with spells because feedback is OP with +8 reactor spamming it on any ship that got near.
Asato ma sad gamaya, tamaso ma jyotir gamaya, mrtyor mamrtam gamaya
yoplate
Profile Joined August 2010
United States332 Posts
December 05 2010 06:09 GMT
#189
I played it and it was huge fun. The explosions and lasers also make the game look and feel epic.
Pandamonki
Profile Joined November 2010
Australia1 Post
December 05 2010 10:26 GMT
#190
me and a friend wana play, it looks awsum, but we cant find it any were in sc2, is it because we are on aus?
MythicalMage
Profile Joined May 2010
1360 Posts
December 05 2010 11:29 GMT
#191
On December 05 2010 10:32 Vandal_heart wrote:
Show nested quote +
On December 05 2010 07:30 MythicalMage wrote:
My issue with Feedback is that it hurts everyone tremendously. You can't really play as a siege destroyer because you're an instant target for feedback
On December 05 2010 03:00 bennmann wrote:
On December 05 2010 02:08 Vandal_heart wrote:
On December 04 2010 16:42 Chairman Ray wrote:
One note regarding the leviathan, I think they tried to make him the tank class, but it achieved the opposite effect. Armor and hp upgrades from the leviathan scale far slower than attack upgrades do, so as the game goes on, the leviathan will just be dying quicker and quicker. I think a +2 armor instead of +1 would be a decent change. The leviathan will still be dying quicker as the game goes on, but since he can live a bit longer than his teammates, it might be viable to take one for the team rather than ditch defenses and pump offense instead.


Shield armour is base 2, 3 for carrier iirc. Thats why the lev has 1 instead of 3 per upgrade, because it starts off with nearly double the health of anything else and gets more, as well as being able to heal itself. 16k health with 20 armour is pretty impressive, with 60 armour would make anything but pure ability builds useless. The main problem with the lev tanking I would say is that it has nothing to use against feedback. I'm really hoping that the bottom 2 abilities of the tab, the passive abilities for every other ship, are some sort of percentage of feedback immunity/reflection.


If the Leviathan tank has more energy upgrades than the feedbacking Carrier, it will regenerate to 100 for the healing spell faster than the Carrier can use energy.

The game is very balanced around spell casting (except for Corrupters - see my 1.5 hour game earlier in the thread where I get over 2700 creep kills with them and my balance suggestion post for them), feedback is in that category.
Because you totally want to wait for your energy to regen. . .If that was intentional, balance wise, then they should have base regen be much faster, gameplay wise.


You can use abilities while sieged, so if you're quick enough you can keep using lockdown on any carriers which come close to you.

And yeah, feedback kind of ruins synergy with abilities, you can either have decent stats, or enough energy to cast after youve been feedbacked.

My complaint was more that Siege mode itself costs 200 energy so unless you go for max core upgrades(or whatever they're called) it's hard to get the opportunity to siege in the first place. If siege wasn't ALWAYS priority one, then lockdown would make more sense. That severely limits the playstyle of anyone going for that strategy. (Which is most of what you can do as the destroyer.)
Aeo
Profile Joined August 2010
United States113 Posts
December 05 2010 16:23 GMT
#192
On December 05 2010 14:48 Zooper31 wrote:
Just solo'd a 1v5 by camping my mothership while they seiged and fed me. Got +17 armor upgrade (55armor reduc) which made it impossible to kill me while being healed by base. Couldn't kill me with spells because feedback is OP with +8 reactor spamming it on any ship that got near.

I really don't understand why teams stubbornly attack the massively-upgraded solo player when that happens. The objective is to destroy the mothership, anyway, and it's clearly much easier to kill than a carrier with +17 armor, who's being healed constantly.

I even suggested it in one such game against one such Destroyer with Brobdingnagian upgrades, and my teammates continued to wail away at the opponent's ship, sometimes barely managing to bring it down to yellow health before being forced to back off and let it heal completely.
"We gotta go to the crappy town where I'm the hero!"
kef
Profile Joined September 2010
283 Posts
December 05 2010 17:02 GMT
#193
I played a couple of times where the game ended up with us like 3v1 on a guy who had huge armor ups and we couldn't take him down because he was camping at his mothership... then we discovered that all you have to do is up your range to like 10 or 11 (i can't remember the exact number) so that you outrange their mothership/CC, and then upgrade your laser. By the time the opponent has 17+ armor ups if you've been upgrading range/laser damage you can take the mothership down like it's made of wet cardboard. I also always get the BC and upgrade reactor (to ~400 energy) so whenever he starts coming out I'd toss out a nuke and he'd have to run or get ganked
There are two kinds of people in this world: people who say there are two kinds of people in the world and people who know the first group of people are full of shit.
dukethegold
Profile Blog Joined August 2009
Canada5645 Posts
December 05 2010 17:08 GMT
#194
On December 05 2010 14:48 Zooper31 wrote:
Just solo'd a 1v5 by camping my mothership while they seiged and fed me. Got +17 armor upgrade (55armor reduc) which made it impossible to kill me while being healed by base. Couldn't kill me with spells because feedback is OP with +8 reactor spamming it on any ship that got near.


Meh, I killed tons of campers. The key is just getting the range upgrade so I can blast you outside of the mothership range (which is reduced to 7 after both prisms are destroyed). The Siegers can easily outfarm the besieged and crank up the upgrades. It doesn't matter what the camper's armor is. I outrange them, continue to feedback, keep upgrading to the point where I can spam bio-barrage non-stop.
Lexpar
Profile Blog Joined March 2009
1813 Posts
December 05 2010 20:55 GMT
#195
Incredible looking map! Probably the single most cinematic SC2 mod so far. Game play felt a little slow to me, but I was just kinda staring at the screen slack-jawed for the most part. So awesome.
JodoYodo
Profile Blog Joined May 2009
Canada1772 Posts
December 05 2010 21:47 GMT
#196
Along with being patient and upgrading range as suggested above, you can deal with holdouts by everyone having nuke abilities and energy upgrades. As soon as they wander out slightly they'll get hit by 12000 damage of spammable nukes, so you can just keep them bottled up. Getting greedy is the easiest way to lose in Xv1 situations.
Dance dance dance 'till we run this town!
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
December 05 2010 22:21 GMT
#197
i'm having huge difficulties vs feedback, anyone else just getting mauled by feedback?
Live Fast Die Young :D
JodoYodo
Profile Blog Joined May 2009
Canada1772 Posts
December 05 2010 22:37 GMT
#198
On December 06 2010 07:21 TibblesEvilCat wrote:
i'm having huge difficulties vs feedback, anyone else just getting mauled by feedback?

Yeah it's pretty annoying when they have lots of feedback. When they go for the feedback route I switch my upgrade path so I focus on range and weapons instead.
Dance dance dance 'till we run this town!
dukethegold
Profile Blog Joined August 2009
Canada5645 Posts
Last Edited: 2010-12-05 22:48:24
December 05 2010 22:47 GMT
#199
On December 06 2010 07:21 TibblesEvilCat wrote:
i'm having huge difficulties vs feedback, anyone else just getting mauled by feedback?


The key is feed them back before they can feedback you. Go heavy on range upgrade and always feed back carrier first, retreat and wait for cooldown and then feedback another carrier.

The same can apply for EMP I guess. I haven't used the cruiser enough though.
Fission
Profile Blog Joined August 2010
Canada1184 Posts
December 05 2010 22:58 GMT
#200
On December 05 2010 01:22 Aeo wrote:
I keep getting flashbacks to that episode of Haruhi Susumiya, with the space-battle computer game. And EV Nova.

And, when my team extracts a dying teammate successfully, the scene from Star Trek: First Contact where the Enterprise comes out of warp between the borg cube and the Defiant.

Good lord, I'm a nerd...


I totally thought of EV Nova too! Man I loved that game...
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