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[A] Star Battle - Page 13

Forum Index > SC2 Maps & Custom Games
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baconbits
Profile Joined April 2010
United States419 Posts
December 08 2010 00:46 GMT
#241
On December 08 2010 08:13 Mataza wrote:
Does this game have an own forum?
I mean the way it is Rockets pay never off, since you attack once every 4 seconds and unless you have leviathan lasers are just 1 range shorter.
Also lasers are a must for frenzy leviathan or siege destroyer, since the damage is dependent on laser ups too.

There is actually a lot of things a bit wrong to be competitive as a game. Destroyer 1000 points emergency shield with 3 minute cooldown which you cannot see is clearly the weakest ship in terms of selfhealing. And since you can´t teleport when you are in the red, the destroyer is the only one who will bleed to death.



uhm, the long range weapons you can upgrade range and for levi, also upgrade the number of projectiles... very powerful just requires more ups then going tentacles. But with 12+ range or so people cannot run from you.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
December 08 2010 02:19 GMT
#242
On December 08 2010 08:46 emc wrote:
I like this game, so awesome, it's simple dota but still extremely fun and the die and never come back is actually something I like, makes the games more intense.

Dunno if he'll read this but feedback is the best spell, combine that with high mana regen and storm and your enemy can't ever get energy. Even if they increase their mana regen, they can just feedback you even more! I don't agree with that spell in this game, doesn't seem fair.

QFT

Feedback breaks every other ships abilities because they become completely useless.
Getting reactor upgrades just hurts you even more because you go into battle, full energy, feedback, and you're down to almost no shields and you have no energy.

Next time I'm not even going to bother getting any abilities or reactor and just go with basic weapon/armour/shield ups because after playing against good feedback users there's no point at all in getting special abilities.
HOLY CHECK!
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
December 08 2010 03:00 GMT
#243
On December 08 2010 09:46 baconbits wrote:
Show nested quote +
On December 08 2010 08:13 Mataza wrote:
Does this game have an own forum?
I mean the way it is Rockets pay never off, since you attack once every 4 seconds and unless you have leviathan lasers are just 1 range shorter.
Also lasers are a must for frenzy leviathan or siege destroyer, since the damage is dependent on laser ups too.

There is actually a lot of things a bit wrong to be competitive as a game. Destroyer 1000 points emergency shield with 3 minute cooldown which you cannot see is clearly the weakest ship in terms of selfhealing. And since you can´t teleport when you are in the red, the destroyer is the only one who will bleed to death.



uhm, the long range weapons you can upgrade range and for levi, also upgrade the number of projectiles... very powerful just requires more ups then going tentacles. But with 12+ range or so people cannot run from you.


Yeah and range applies to laser too, so what´s the point of bringing up 12+ range?
And missiles may be very powerful. But then you´d have to admit that lasers are actually more powerful than that.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
December 08 2010 03:22 GMT
#244
Okay, lasers increase in a linear rate, while missiles increase in an exponential rate. Therefore in the early-mid game, laser upgrades will yield higher dps, but in the late game, missiles will have higher dps. Additionally, lasers will fire at anything while missiles will only fire at players and towers. That makes lasers next to useless when fighting near the enemy's base.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
December 08 2010 04:24 GMT
#245
Two straight days of this UMS and I still haven't gotten bored of it!
Cauterize the area
SecondShadow
Profile Joined November 2010
69 Posts
December 08 2010 04:35 GMT
#246
On December 08 2010 12:22 Chairman Ray wrote:
Okay, lasers increase in a linear rate, while missiles increase in an exponential rate. Therefore in the early-mid game, laser upgrades will yield higher dps, but in the late game, missiles will have higher dps. Additionally, lasers will fire at anything while missiles will only fire at players and towers. That makes lasers next to useless when fighting near the enemy's base.


Of course, get enough speed with your lazor specialty and you nullify rokkits :D
Ryalnos
Profile Joined July 2010
United States1946 Posts
Last Edited: 2010-12-08 04:48:37
December 08 2010 04:48 GMT
#247
On December 08 2010 13:35 SecondShadow wrote:
Show nested quote +
On December 08 2010 12:22 Chairman Ray wrote:
Okay, lasers increase in a linear rate, while missiles increase in an exponential rate. Therefore in the early-mid game, laser upgrades will yield higher dps, but in the late game, missiles will have higher dps. Additionally, lasers will fire at anything while missiles will only fire at players and towers. That makes lasers next to useless when fighting near the enemy's base.


Of course, get enough speed with your lazor specialty and you nullify rokkits :D


Massing armor upgrades is also far less useful against rockets than against lasers.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
December 08 2010 06:37 GMT
#248
I'm still a fan of missiles over lasers because their damage scales so much better (their damage upgrades give 2 more damage per buy than lasers, and you can increase the number of missiles/volley). Except the new patch requires you to constantly pump into lasers in order to keep farming creeps efficiently.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
andrewwiggin
Profile Joined September 2010
Australia435 Posts
December 08 2010 07:29 GMT
#249
Tried this game.

It was so tragically BORING.

I don't understand, why do the ships move so slowly? It doesn't make it any more fun... and it could probably be that much more fun if ship speed was increased from snail speed to turtle speed at LEAST!

I don't recommend it to anyone unless you're over the age of 85 or like playing lawn bowls.

Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
December 08 2010 07:33 GMT
#250
On December 08 2010 16:29 andrewwiggin wrote:
Tried this game.

It was so tragically BORING.

I don't understand, why do the ships move so slowly? It doesn't make it any more fun... and it could probably be that much more fun if ship speed was increased from snail speed to turtle speed at LEAST!

I don't recommend it to anyone unless you're over the age of 85 or like playing lawn bowls.



Have you controlled a hydralisk before?
Arccotangent
Profile Joined October 2010
519 Posts
December 08 2010 07:34 GMT
#251
On December 08 2010 16:29 andrewwiggin wrote:
Tried this game.

It was so tragically BORING.

I don't understand, why do the ships move so slowly? It doesn't make it any more fun... and it could probably be that much more fun if ship speed was increased from snail speed to turtle speed at LEAST!

I don't recommend it to anyone unless you're over the age of 85 or like playing lawn bowls.


There are movement upgrades that you can buy, and an ability that allows you to teleport. But, in the early game, the ships do move somewhat slowly.
"Taste the zombie's drug, now you want more."
Aeo
Profile Joined August 2010
United States113 Posts
December 08 2010 08:15 GMT
#252
On December 08 2010 16:29 andrewwiggin wrote:
Tried this game.

It was so tragically BORING.

I don't understand, why do the ships move so slowly? It doesn't make it any more fun... and it could probably be that much more fun if ship speed was increased from snail speed to turtle speed at LEAST!

I don't recommend it to anyone unless you're over the age of 85 or like playing lawn bowls.


Of course it'd be too boring to Ender.

Get back in the Battle Room, Andrew Wiggin!

Petra Arkanian, Phoenix Army, 0400
"We gotta go to the crappy town where I'm the hero!"
DarthXX
Profile Joined September 2010
Australia998 Posts
December 08 2010 11:07 GMT
#253
So the thing is, later on missiles > lasers because of armour upgrades, you get people with like 15+ plating which is around 40 armour, and ur lasers do almost nothing, missiles on the other hand (assuming uve been upgrading them) only have their damage cut in half, still a lot but better than almost 100%

Just tried an interceptor build, worked pretty well, once those things get upgraded they dont die easy! I think mine were level 20ish, this also lets you sink all of your other cash straight into armour plating instead of spreading it around other upgrades. 15 interceptors vs 1 ship at that level is almost guaranteed death since they have so much armour and HP lasers take a year and a half to kill them, they also keep attack ur target even if you warp away which is very nice. I scored a few kill on ships I forgot I was even attacking, interceptors finished them off literally 2-3 minutes later, was epic.

Good idea with this build (or any relaly now that I thin kabout it? is to get feedback to stop them storimg or missile barraging ur interceptors, other than that it looks really solid, allows for much more concentrated expenditure of resources.

If only there was an easier way to launch interceptors so that they could farm that little ships better, but at least they attack capital ships and buildings on command so its not too bad.
annYeong(o11)
Profile Blog Joined November 2009
Canada784 Posts
December 08 2010 11:52 GMT
#254
teamwork in this game is completely imbalanced. yesterday i got a few friends together, and then we just started adding people who were good form the games we just played, eventually it got up to 5 people in a party. Holy Check did we rape. we went 13-1 with the one loss because 2 of us dropped out and some guy surprised us with 20/20 mutas.

Get a party together. Pubstomp. By the end we were just shit talking most of the game, telling the other team the order we'd kill them in, ect.

Also, I think Feedback just needs to have a longer cooldown, with a higher mana cost, it just seems that one carrier can feedback 3 people in a fight with cheap energy upgrades, and half a team without energy is rape.
Founder of the KiWiKaKi Fanclub: teamliquid.net/forum/viewmessage.php?topic_id=188537 my keyboard is like half broken. like terran. please ignore typos, thanks
baconbits
Profile Joined April 2010
United States419 Posts
December 08 2010 14:09 GMT
#255
On December 08 2010 12:00 Mataza wrote:
Show nested quote +
On December 08 2010 09:46 baconbits wrote:
On December 08 2010 08:13 Mataza wrote:
Does this game have an own forum?
I mean the way it is Rockets pay never off, since you attack once every 4 seconds and unless you have leviathan lasers are just 1 range shorter.
Also lasers are a must for frenzy leviathan or siege destroyer, since the damage is dependent on laser ups too.

There is actually a lot of things a bit wrong to be competitive as a game. Destroyer 1000 points emergency shield with 3 minute cooldown which you cannot see is clearly the weakest ship in terms of selfhealing. And since you can´t teleport when you are in the red, the destroyer is the only one who will bleed to death.



uhm, the long range weapons you can upgrade range and for levi, also upgrade the number of projectiles... very powerful just requires more ups then going tentacles. But with 12+ range or so people cannot run from you.


Yeah and range applies to laser too, so what´s the point of bringing up 12+ range?
And missiles may be very powerful. But then you´d have to admit that lasers are actually more powerful than that.


Interesting.. usually play levi and the range upgrade effects bile swarm ("rockets") and specials, and tentacles range is static.

and the thing about rockets is you upgrade number of projectiles as well as damage per projectile. So while tentacles starts out doing a lot more damage, bile swarm does huge chunks of damage (doing 110/swarm times 8 swarms at 13 range, people cannot run out of the range unless they run once they see you at the edge of their screen). tentacles is great but easy to run away from and unless you get 20+ in tentacle damage and frenzy or corruption, its tough to take out people who aren't stupid enough to stop and try to launch interceptors while you melee them down.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2010-12-08 15:35:16
December 08 2010 15:33 GMT
#256
i've been trying out this carrier build that i really like; it goes
4 lasers 2 speed + warp
warp to farthest out dude
at 500 min get feedback and equal energy + armor upgrades (+1speed if they have good snipers)
if opponents have feedback, continue getting those upgrades indefinitely until your side clearly wins feedback war
if they don't, then get +5 interceptor capacity upgrade and start upging interceptors (also slowly get more energy, armor, warp technology, and the healing spell)
use interceptors to farm outside of opponent's towers, they get insanely powerful once you get enough ups for them
win

note: u cant really gank with this build its based upon just farming way faster than most other builds (its kind of on par with a tankspeed leviathan)
posting on liquid sites in current year
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 08 2010 15:38 GMT
#257
I tried this twice, didnt like it, but its one of the best ums out there right now.
d.arkive
Profile Blog Joined January 2007
United States843 Posts
December 08 2010 16:41 GMT
#258
I've been trying out a tank-farm Leviathan in games with Tuna.
4 tentacle 2 speed + warp
warp out
farm until you can go back and buy mutation and rapid regeneration at once.
get up to around 55 min in energy upgrades and work tentacle up to 46 (if there are multiple carriers get more energy upgrades)
get speed to level 200
get armor to match small ship damage
up range until your capital ship attack can outrange the towers and slowly farm around them while killing the tower.
up capital ship attack and armor until end of game.
Never go back to base and never fall below green hp.

"Refrigerator. Refrigerator, damn you. Refrigerator."~Spiritofthetuna, speaking in Haiku after losing
flyinfart
Profile Blog Joined February 2009
United States95 Posts
Last Edited: 2010-12-08 16:58:28
December 08 2010 16:51 GMT
#259
AnnYeong, its so much fun though :D I'm just waiting for the tournament and hoping that I'll be able to round up a 6man team.

Missiles:Normal Attack
You start out with 5 missiles, 4 second (in-game) cooldown, 50 damage and 7 range.
Lasers/tentacles- .24 second cooldown, 10 damage and 6 range.

Now, the range upgrades affect both equally, so we're going to ignore them for the sake of this post.

not upgraded-
1 volley of missiles=[5*50(5 missiles, each dealing 50 damage)]/4=62.5dps

lasers= .24 seconds=10 damage -> multiply both sides by 10^2 which gives 24 seconds = 1000 damage -> divide both sides by 24 getting dps, giving us 1000/24 = 41+2/3dps

right from the start, we can see that the missiles actually deal more damage than the lasers. The difference is that missiles can't be used to farm. You'll also notice that all of the ships bar the leviathan gain armor in increments of 3, directly neutralizing laser upgrades if taken in response to people spamming laser upgrades.
The useful thing about lasers is the fact that they hit fast, and they don't glitch out when you don't move like missiles sometimes do. They are also good for farming, which is fairly helpful since you start out with them anyways.

A build I've been using and seeing used against me more often is storm/other farming ability, 2 speed upgrades and 1 energy upgrade. From there you upgrade energy to accommodate the storms you'll be throwing down, and then just focus on the missiles. When building missiles, take into account the cost per extra missile and the cost to upgrade your missiles. For maximum cost to damage efficiency, follow this build:
+1 missile
+4dmg
+1 missile
+6dmg
+1missile
+9dmg
+1missile

Of coarse get range, movement speed, health/shields/armor and whatever else you want to incorporate into your ship.
baconbits
Profile Joined April 2010
United States419 Posts
Last Edited: 2010-12-08 17:04:35
December 08 2010 17:03 GMT
#260
On December 09 2010 01:51 flyinfart wrote:
Missiles:Normal Attack
You start out with 5 missiles, 4 second (in-game) cooldown, 50 damage and 7 range.
Lasers/tentacles- .24 second cooldown, 10 damage and 6 range.

Now, the range upgrades affect both equally, so we're going to ignore them for the sake of this post.



range upgrade doesn't effect the tentacles for leviathan. It effects bile swarm and special ability range (instead of tentacles) so you cannot ignore the range in regards to levi. Carrier--- yeah doesn't matter for carrier.
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