Life Ends: StarJeweled Mad Broken? - Page 5
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inimenesc
Estonia374 Posts
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AzarIntrets
109 Posts
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WindOw
Sweden407 Posts
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AzarIntrets
109 Posts
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YourMom
Romania565 Posts
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Chicane
United States7875 Posts
On February 08 2011 18:50 Quotidian wrote: the cost and speed with which it can be used is actually fine, because it becomes this weird tactical tic tac toe thing where you can't just get a super unit as soon as you have 500, you need 750 or more. So you have to counter their mindcontrol, and then maybe try and counter another counter.. eh, if you know what I mean. And at the same time you're trying to do the same to them. It's actually quite fun when both teams know how to use it. You have to scroll up and down the map quite a lot and keep an eye on things - I think it's great - it adds a whole new dimension to the game. The reason I think this truely is a bug though, is because it doesn't seem to use 250 energy, at least not all the time - you just need to have 250. I think this was supposed to be a feature in the map at some point, but for some reason it was removed, just not entirely. It's also a little buggy at times. I just hope the mapmaker embraces it and puts it in the game for real. Well I know what you are talking about but I disagree. Spending that much time to constantly watch your units takes away from getting more energy so you are better off getting tanks and banshees at the most. Also, if they mind control it and it takes you 2 seconds to notice and click on it especially if you have one already fighting and one that just spawned and you can't watch them both, then they already benefit because it took a noticeable amount of damage. If they mind controlled it between your cannons, then the cannons take damage as well as your collosi, even if you react within a second. If they mind controlled it by your units, well then it does a reasonable amount of damage to your own units (and likely took plenty of damage as well) and again... it is not worth if for you even if you get it back relatively quickly. Trust me, spamming tanks and stealing collosi is a huge advantage, because even if you are so fast that you can steal it back before it attacks once, then you aren't focusing on getting more jewels matched up. Also, if they have 500 or even 750 energy when you send one out because they are simply waiting to mind control, then you are boned and spent 750 energy on a collosi that is now killing your own units. Your plan just doesn't make logical sense. | ||
crpeh
Sweden15 Posts
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Deleted User 61629
1664 Posts
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DoomGuy
United Kingdom44 Posts
On February 09 2011 00:06 No_eL wrote: hahahahahaahah funny stuff! yeah ur right, something its broken... XD : P But yeah, that ability sounds OP as hell. I gotta agree with whoever said that it should cost 110% of the unit you're MCing. | ||
Koshi
Belgium38797 Posts
On February 09 2011 05:30 DoomGuy wrote: : P But yeah, that ability sounds OP as hell. I gotta agree with whoever said that it should cost 110% of the unit you're MCing. Shouldn't it be 150% of the unit you are stealing? Because not only the reinforcement flow is broken, you also get their unit. Because if you would have spawned a ultralisk, and they spawn a ultralisk then both ultralisk will die. But NOW you have a ultralisk and they haven't. Which is more than 110% better. EDIT: Actually it should just be 200%. Because simple math says, If you spawn 2 ultrlisk and they spawn 1 ultrlisk then you will have 1 ultralisk left and they 0. Same shit when you steal a unit, they spawn a ultralisk and then you steal it so you have 1 ultralisk and they have 0. (Ultras do splash but w/e, you get the point) And then I am not counting the reinforcement line being broken. | ||
MrBitter
United States2939 Posts
If you get 1000 energy, your mind control won't burn energy. After 4 units you can't cast until you make 1 match, though. Still, in essence, get to 1k, mind control 4 units, make 1 match, repeat. | ||
Chicane
United States7875 Posts
On February 09 2011 07:44 Koshi wrote: Shouldn't it be 150% of the unit you are stealing? Because not only the reinforcement flow is broken, you also get their unit. Because if you would have spawned a ultralisk, and they spawn a ultralisk then both ultralisk will die. But NOW you have a ultralisk and they haven't. Which is more than 110% better. EDIT: Actually it should just be 200%. Because simple math says, If you spawn 2 ultrlisk and they spawn 1 ultrlisk then you will have 1 ultralisk left and they 0. Same shit when you steal a unit, they spawn a ultralisk and then you steal it so you have 1 ultralisk and they have 0. (Ultras do splash but w/e, you get the point) And then I am not counting the reinforcement line being broken. Ya you're right.. I didn't think it through but my point got across. It should cost more than it is worth (when compared to simply spawning one) but if you time it well, the extra cost will make it worth it. | ||
Retgery
Canada1229 Posts
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Randomaccount#77123
United States5003 Posts
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mtomato
Finland3 Posts
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azn_dude1
162 Posts
On February 09 2011 11:05 mtomato wrote: Blizzard has replied: http://eu.battle.net/sc2/en/forum/topic/1622862974?page=4#74 Well that's good. People are still going to keep using it in games though. It's only fair when all 4 people know how to do it. Side note: I love how people in that thread are complaining about imbalance. I think StarJeweled is pretty balanced. Everything has its counter. | ||
ReketSomething
United States6012 Posts
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LetoAtreides82
United States1188 Posts
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jeebuzzx
Canada365 Posts
On February 10 2011 14:01 LetoAtreides82 wrote: This has been patched today, you can no longer mind control units. sweet time to play some starjeweled as it was intended | ||
Highways
Australia6098 Posts
On February 10 2011 14:01 LetoAtreides82 wrote: This has been patched today, you can no longer mind control units. Any balance changes? | ||
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