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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.
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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.
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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.
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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.
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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 feedbackOn 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.
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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.
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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!
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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.
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I played it and it was huge fun. The explosions and lasers also make the game look and feel epic.
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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?
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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.)
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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.
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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
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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.
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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.
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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.
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i'm having huge difficulties vs feedback, anyone else just getting mauled by feedback?
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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.
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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.
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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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