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[A] Star Battle - Page 8

Forum Index > SC2 Maps & Custom Games
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Almania
Profile Joined September 2010
145 Posts
Last Edited: 2010-12-03 08:08:09
December 03 2010 07:53 GMT
#141
What balance changes were there?

Never mind: noticed patch notes, all maneuverability is now the same and menu autoclose.

Really disappointed that brawler leviathian is now unworkable. There should be some variation in maneuverability.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
December 03 2010 08:53 GMT
#142
This is a REALLY fun UMS.

My biggest criticism is that the different ships all feel pretty much the same. They all have very similar abilities, with few outliers. I would like to see more ships and see them deviate from the standard group.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
k0jir0
Profile Joined December 2010
Canada2 Posts
December 03 2010 09:02 GMT
#143
I'm surprised no one has commented on how powerful corruption is for the Leviathan.. my friend specs speed/warp/kamehameha carrier with and I spec speed/corruption/mana/bioblast leviathan and we typically get 5 and 1 or 4 and 2 kills every game and generally ace any team we come across with proper micro and strategy.. the combination of kamehameha and corruption is enough to tip the balance in our favor in most counters

also, vortex is amazing
feedback is a little unbalanced

this game is a great example of game design and intelligent implementation of mechanics, if you read this entire thread you'll notice that each person learns through experimentation and discovery with combinations of different elements of the game engine, team strategy, builds and tactics.. feels much more like a customizable strategical sandbox than being overtly given clear and distinct directives, builds and gimmick abilities(SoTis, loose example)

I can see great things coming from this game for the first time in sc2 ums, can't wait for a ridiculous amount of different ships and builds to experiment with!
"I'm not nearly as invincible as I feel, right?"
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
Last Edited: 2010-12-03 13:09:37
December 03 2010 13:09 GMT
#144
Right now, I think that a team of cannon-toting ships supporting a ship with a good farming ability is the best way for a team to approach this game and end up with one ship that has massive upgrades to missiles and range. The biggest key is pushing to the enemy towers where their fighter waves clump up easily and letting the farming ship storm/missile barrage them all for a few waves.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 03 2010 13:20 GMT
#145
gah played 36 games of this today T_T
What is this game, so addicting. It's like battleships/dota all over again ~_~

Definitely recommended, but beware the suction effect!
nalgene
Profile Joined October 2010
Canada2153 Posts
December 03 2010 13:25 GMT
#146
Do you guys talk to the maker or something? Possibly add in a way to check what upgrades are possible ingame without having to be next to the main base? Like a sidebar thing or help menu? and without having to alt-tab to check...?
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
Mandius
Profile Joined December 2010
Canada3 Posts
December 03 2010 14:20 GMT
#147
I agree that the brawler levi is almost impossible to make anymore with the turning change. Now I'm not saying change it back but would it be possible to get a small turning increase to go along with our speed boosts not a huge amount just enough to make it viable again.
baconbits
Profile Joined April 2010
United States419 Posts
December 03 2010 15:20 GMT
#148
brawler levi still works but you have to be MUCH more careful when chasing, and usually I try to get speed up to 1.91 or 2.01. also don't forget you can do the carrier's little quickturn thing by clicking behind you. but yeah it feels like I am driving an 18 wheelere instead of a pickup
panzerbat
Profile Joined April 2010
Sweden44 Posts
December 03 2010 16:36 GMT
#149
This game stole aproximately 20 hours of my life already, and I dont want em back!
I do want some new, cool ships though, and some prety hard changes to the existing ones, because right now its basicly the same ship with diferent desighn anda few diferent skills.
Wow... The decleration of Independace Day...
elkram
Profile Blog Joined October 2010
United States221 Posts
December 03 2010 16:39 GMT
#150
I think right now (3rd post in thread, but it is such an awesome UMS) a cool idea would be similar to that of Ketara's suggestion: adding uniqueness to each ship. Now I know that is a tough undertaking (blizz has shown time and again that making races unique but equal is a tad bit of a challenge), but you already have some uniqueness with the Leviathan.

Basically the main differences between several units is:

Leviathan: Able to up Attack/Armor real easy (no shields simplifies decision); fantastic as Tanks or Dmg

Battlecruiser (tiny one; i call the big one the destroyer, but i'm sure that's not right) & Carrier: Probably the most similar except for animation and Nuke Ability, but I don't think being 99% similar qualifies as unique

The Destroyer: Siege Mode is ridonculous and if you aren't doing that with this ship, then what is wrong with you?

Basically, it is really the Battlecruiser and Carrier that need more uniqueness. I feel just out of tradition of races that Carrier should be Spellcaster (i.e. relatively cheap and multitudes of spells, would have to weaken overall DMG from spells b/c that would make carrier OP otherwise), and Battlecruiser should be sort of the same.

Basically if you change the Carrier to be more unique, then you get a uniqueness of all 4 ships, and voila, you get different strats for each ship, instead of a one-size-fits-all strat,
Tiger Tiger. burning bright, In the forests of the night; What immortal hand or eye. Could frame thy fearful symmetry?
Impervious
Profile Blog Joined March 2009
Canada4218 Posts
December 03 2010 16:58 GMT
#151
Personally, I'd prefer it if there was one that was more maneuverable, but weaker, than the others. The BC fit this role, and was really fun to use pre-patch. Now I can't help but use the carrier, because it's just so versatile, and no ships have the maneuverability advantage anymore.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
December 03 2010 17:11 GMT
#152
On December 04 2010 01:39 elkram wrote:
I think right now (3rd post in thread, but it is such an awesome UMS) a cool idea would be similar to that of Ketara's suggestion: adding uniqueness to each ship. Now I know that is a tough undertaking (blizz has shown time and again that making races unique but equal is a tad bit of a challenge), but you already have some uniqueness with the Leviathan.

Basically the main differences between several units is:

Leviathan: Able to up Attack/Armor real easy (no shields simplifies decision); fantastic as Tanks or Dmg

Battlecruiser (tiny one; i call the big one the destroyer, but i'm sure that's not right) & Carrier: Probably the most similar except for animation and Nuke Ability, but I don't think being 99% similar qualifies as unique

The Destroyer: Siege Mode is ridonculous and if you aren't doing that with this ship, then what is wrong with you?

Basically, it is really the Battlecruiser and Carrier that need more uniqueness. I feel just out of tradition of races that Carrier should be Spellcaster (i.e. relatively cheap and multitudes of spells, would have to weaken overall DMG from spells b/c that would make carrier OP otherwise), and Battlecruiser should be sort of the same.

Basically if you change the Carrier to be more unique, then you get a uniqueness of all 4 ships, and voila, you get different strats for each ship, instead of a one-size-fits-all strat,


I think it'd be awesome if the Carrier didn't have a missile attack, but started with 15 Interceptors and launched them without doing attack move.

In fact, I just dislike having to attack move to launch fighters in general. It is hard to make it work sometimes.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Prophecy3
Profile Joined March 2010
Canada223 Posts
December 03 2010 17:22 GMT
#153
This map is Sweet, who didn't watch Star Wars as a kid and say "what newbs, i'd show those losers how to fight.. Capital ship style" Well now you can! Grab a couple friends and start blasting the space lanes!
Ignorance is Bliss? Indifferance is Atrocity.
koreasilver
Profile Blog Joined June 2008
9109 Posts
December 03 2010 17:36 GMT
#154
Has anyone worked up a feasible build that uses the fighter ships? I've always been curious about them but I never tried it out because I'm so skeptical about it.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
December 03 2010 18:04 GMT
#155
On December 04 2010 02:36 koreasilver wrote:
Has anyone worked up a feasible build that uses the fighter ships? I've always been curious about them but I never tried it out because I'm so skeptical about it.


It's not viable atm simply because enemies gain money from destroying your ships, which means that getting the +5 ships may be more harm than good. If you didnt get money from destroying ships, then it would be viable since the ship upgrade is pretty good.
koreasilver
Profile Blog Joined June 2008
9109 Posts
December 03 2010 18:13 GMT
#156
Hmm, that should get fixed. It would really open up a whole new way of playing and it could be really interesting.
Vandal_heart
Profile Joined November 2010
United Kingdom88 Posts
December 03 2010 18:31 GMT
#157
On December 04 2010 02:36 koreasilver wrote:
Has anyone worked up a feasible build that uses the fighter ships? I've always been curious about them but I never tried it out because I'm so skeptical about it.


Fighters can shred anyone who cant kill them fast enough. Once had a friend ask me to come and storm his massive tail of fighters because he couldnt kill them and they were following him all the way home doing crazy damage. Of course, fighters are countered by your short range weapons or moderate armour.

To everyone talking about the lack of differences between ships, you need to look a little harder and try to shape your builds around each ships characteristics.

Leviathan;
-Awesome tank, the recharge shields ability on carriers might scale with each shield upgrade purchased, you recharge 40 more with each upgrade, but the heal on leviathan scales with health too, you just have to take armour into account. This is why the armour upgrade on the leviathan gives you 1 armour instead of 3, or else you'd be unstoppable.
-The range upgrade on the leviathan boosts ability distance instead of tentacle distance. This means the leviathan can be an awesome sniper. Using the bio-discharge every 6 seconds from a ridiculous distance makes you a speedy seiged destroyer. That can heal. And use corruption.

Battlecruiser;
-Nuke is crazy. The ultimate punishment for not paying attention, 6k damage. Even when it doesnt hit, it can force the enemy away from a wounded team mate, or stop them from retreating to their base. Also, seeing people flee from the nearest BC when the alert pops up is win.
-Great passive healing with the 2 abilities at the bottom of the tab, while this may not seem much to get excited about, it really does make a difference, dying to being heavily damage sucks, with the bc that damage starts healing extremely fast when youve been out of combat 10 seconds.
-PDD's mean that any clash can be made distinctly one sided.

Destroyer
-Spamming range and laser upgrades scales seige mode too. Change from a close range scrapper to a sniper in seconds. This means the only real drawback to a heavy laser build, someone quite unsportingly getting armour upgrades, can be wrecked from afar. And now that you can use abilities while in seige mode you can spend your down time laying a field of spider mines between you and your adversary, to punish people trying to get in your minimum fire range.
-...Radar's pretty useful to the team I suppose, I only ever do the above when I play destroyer.

Carrier
-As people have noted, goddamn feedback. While I love feedback and use it as much as anyone, I wouldnt be particularly unhappy to see its energy drain halved so that abilities had a chance to be used more. In the mean time, spam it indiscriminitely, double points if you make yamato cancel.
-You can get 5 extra fighters with the carrier, should you want to try a fighter build.
-Vortex is awesome. Use it to gank, use it to take out someone following you home, use it to piss off your friends ("HEY JAMIE, GUESS WHAT...?"). For extra fun while farming, should someone come out from their mothership to ruin your fun, vortex them and then storm as vortex finishes, killing all the fighters that had gone blithely in instantly.

These are just a few things you could use as the base of a build, and really, the differences in the ships are what you make of them. If anyone has any other builds that make use of a ships unique attributes, please do share them.

Final thoughts, hats off to Zedu for keeping the game relatively balanced. I'm hoping at some point he adds the complete patch notes to the help menu, its nice to realise the UMS is under constant revision.
AeTheReal
Profile Joined June 2009
United States108 Posts
December 03 2010 19:00 GMT
#158
A Leviathan spawning lots of corruptors might be viable since corruptors are pretty beefy (500 HP) and do considerable damage (25, 100 vs massive). They're a bit slow though so you can't really chase with them.

Other than that I would use the Carrier for fighters. Feedback can help prevent your fighters from being hit by aoe spells.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
December 03 2010 19:32 GMT
#159
I want to try a Leviathan build where you spam speed and energy and only attack with a fleet of like 15 Corruptors.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Almania
Profile Joined September 2010
145 Posts
December 03 2010 19:59 GMT
#160
Corruptor leviathan builds work -very- well. Especially as a lot of people currently aren't aware of just how deadly corruptor's, they'll run into a group of 20 of them and die in seconds.
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