more tomorrow? : )
The New Team Micro Melee Topic - Page 15
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b3tty
Canada216 Posts
more tomorrow? : ) | ||
ColdLava
Canada1673 Posts
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Pokebunny
United States10654 Posts
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Ace
United States16096 Posts
On December 06 2008 22:13 b3tty wrote: johnny/tears gg's tonight more tomorrow? : ) I totally forgot about this thread T_T As for the new version, 500 mineral CCs hurts like hell. I know my execution of 2 fact was off the other day, but my microers had killed the Zerg macroer's main hatch and still I got outmacroed. Sure I went mech, and we held them off for a LONG time but the speed at which zerg can pop hatches and the slowness of Terran expanding hurts. Losing any CC (especially the first one with an expo) is kinda like game over when the Zerg can just pop em up everywhere. | ||
Bill307
Canada9103 Posts
Normal costs/times: Hatchery: 300/120 Nexus and CC: 400/120 Current TMM costs/times: Hatchery: 300/90 (1000 hp) Nexus: 400/120 CC: 500/150 New TMM costs/times? Hatchery: 300/120 (1000 hp) Nexus: 400/150 CC: 400/150 One of the reasons why expanding is being nerfed is because it's harder to mount a sustained attack in TMM than in normal SC: once the attacking microers die or suicide, the opponent's microers usually respawn first and are able to eliminate most of the macroer's attacking units before their microers can reappear. | ||
Bill307
Canada9103 Posts
Changes from 1.17 to 1.20: - 8 lings @ tier 1 instead of 7 - 5 firebats @ tier 1 instead of 4 - 6 vults @ tier 2 instead of 5 - 4 gols @ tier 2 instead of 5 - 6 scourge @ tier 2 instead of 8 - Hatcheries build in 120 instead of 90 - Nexuses build in 150 instead of 120 - CCs cost 400 instead of 500 - Yggdrasil has 1 armour and 600 hp instead of 2 armour and 1000 hp - Increased Kerrigan's attack upgrade from +1 to +5 - Increased Zeratul's attack upgrade from +1 to +10 - Added 4 Alexi Stukovs as a bonus, with 120 hp, 2 armour, 20 (+2) attack, and worth 700 points each (note that all hero ghosts have range 6 -- same as a ranged goon -- not 7 like a normal ghost) - Removed Mass Attack and Mass Retreat bonuses - Moved a few of the bonuses around - Fixed the map name and description to update the version number | ||
Durak
Canada3684 Posts
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Bill307
Canada9103 Posts
(Aside on game design: a lead designer for the Mortal Kombat games once explained in an interview that he chose to make projectiles pass through each other -- rather than negate each other like in Street Fighter -- because it was more amusing. His mentality explains why his games are not suitable for deep competition and gameplay. Besides, amusing things often arise out of the game regardless. Think about how many times something has happened in TMM that made us laugh. If they weren't mass attack or retreat, then they were definitely not planned by me: they just happened.) | ||
Pokebunny
United States10654 Posts
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Bill307
Canada9103 Posts
Yeah, maybe I should change it back to 5 vults. We'll see. Scourge was nerfed because it was like an instant-kill for any of the flying heroes or for the macroer's own capital ships (as if wraiths and scouts weren't bad enough for them). Unless you have patrick scourge, rofl. By the way, here's a game I played last night where I tried to be aggressive as T in TvP. Bill307 (T), JohnnyChrist, IntoTheWow -vs- Monkeys_Rule (P), patrick321, FoieGras | ||
CrownRoyal
Vatican City State1872 Posts
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GrandInquisitor
New York City13113 Posts
On December 09 2008 07:55 Bill307 wrote: Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat. Didn't I tell you this like, almost exactly two years ago? | ||
Caller
Poland8075 Posts
TMM1#LL//1 | ||
Bill307
Canada9103 Posts
On December 10 2008 11:04 GrandInquisitor wrote: Didn't I tell you this like, almost exactly two years ago? Link or it didn't happen. | ||
gEzUS
Canada371 Posts
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Bill307
Canada9103 Posts
TMM AG 1.19: patrick321 (P) + FoieGras + gezus[clean] -vs- AlphaMale5000 (P) + panikAttack + JohnnyChrist (bw 1.16.0) Although the skill level isn't the best, and one player didn't know how to suicide in this newer version of the map, this game had a very close ending. I hear b3tty has a rep to show me, as well? (Jimmy says he can't find it.) | ||
GrandInquisitor
New York City13113 Posts
The series of posts starting at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=39286¤tpage=42#828 I had literally just finished the game and was pretty rageful =) Fighting pathfinding normally is frustrating enough, but when they continue to move in the direction that you don't want them to it's unbelievable. | ||
ColdLava
Canada1673 Posts
On December 11 2008 02:40 GrandInquisitor wrote: The series of posts starting at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=39286¤tpage=42#828 I had literally just finished the game and was pretty rageful =) Fighting pathfinding normally is frustrating enough, but when they continue to move in the direction that you don't want them to it's unbelievable. Oh shi.. | ||
Bill307
Canada9103 Posts
On December 11 2008 02:40 GrandInquisitor wrote: The series of posts starting at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=39286¤tpage=42#828 I had literally just finished the game and was pretty rageful =) Fighting pathfinding normally is frustrating enough, but when they continue to move in the direction that you don't want them to it's unbelievable. lol. Wow, I had completely forgotten about that. Well, invincibility is still in, unfortunately. But I honestly feel like I might take it out, too. Following some complains from patrick, etc., I realized that every strategy in TMM should have a counter, however one that did not was picking 1000 hp, 2 armour Yggdrasil with 8 infesteds, because it was ludicruously hard to stop him from annihilating your stuff with infesteds. Hence I nerfed Yggdrasil pretty hard in 1.20. However, invincibility is another bonus that suffers from this "uncounterable" problem. The more I think about it, the more I feel like removing it in 1.21. So does this mean you'll be joining us for TMM now? Speaking of 1.21, I've decided to reduce lings back down to 7 from 8. I know it's annoying to have just 2 lings that don't fit in a group of 12, but whatever: get used to it. The reasoning is: 16 lings are about equally as powerful as 6 zealots. E.g. both can destroy 3/4 cannons. However, zerglings: - are faster - can burrow - can surround units better - have no shields (so they always take 50% from explosive attacks) - can be consumed - are worth only 2/3 as many points (16 lings = 800 pts; 6 zealots = 1200 pts) Therefore, I feel that 8 lings is slightly overpowered, and that it should be kept at 7. In this way, zealots are the superior pick for strength and damage, however zerglings have their own advantages and I believe there are a number of situations where they can be more useful than zealots. Not to mention the fact that losing all your lings feeds them only about half as many points compared to losing all your zealots (700 rather than 1200). | ||
Cloud
Sexico5880 Posts
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