[A] Star Battle - Page 11
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Azn_Christian
United States153 Posts
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Ryalnos
United States1946 Posts
It's interesting that the fighter strength now ramps up. You can't farm forever off the initial +4 short range weapon upgrades now, and storm even has problems taking them down later on. Still, just wrapped up a long game where I ended up at ~1k kills and they didn't feel all that weak. Imo it wouldn't hurt to buff them overall - if swarms of fighters were a serious risk to your health in lategame that could make for interesting dynamics. | ||
dukethegold
Canada5645 Posts
Not to mention that interceptor/wraith/muta also need a buff. | ||
Williowa
129 Posts
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Chicane
United States7875 Posts
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GGTeMpLaR
United States7226 Posts
one thing i hate though is the turn speed. previously, the carrier had a terrible turn speed that was very noticeable and rather than make it turn as easily as other ships, he gave all the other ships the terrible turn speed as well. I guess it's really a matter of personal preference, but I definitely preferred the easy-turning ships rather than the slow-turning ships | ||
SecondShadow
69 Posts
On December 06 2010 09:53 GGTeMpLaR wrote: this game is probably one of the best UMS maps on SC2 yet one thing i hate though is the turn speed. previously, the carrier had a terrible turn speed that was very noticeable and rather than make it turn as easily as other ships, he gave all the other ships the terrible turn speed as well. I guess it's really a matter of personal preference, but I definitely preferred the easy-turning ships rather than the slow-turning ships Try hitting stop to slow down a little, then turning. Kinda like brakes on a car, except in space.. Anyways i use a BC and i just go for straight laser upgrades, speed upgrades till 1.91 speed, and then range and armor ups. Its a lot easier to kill people who go for missile upgrades as long as you can close on them, since they have a min range :D | ||
Docnsane
United States1 Post
EDIT: Looks like it's up there now. In the browser it shows as v1.9, while in game its the correct 2.71. Man, those creeps get strong after a while. | ||
AHotDonut
45 Posts
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Sufficiency
Canada23833 Posts
On December 06 2010 09:56 SecondShadow wrote: Try hitting stop to slow down a little, then turning. Kinda like brakes on a car, except in space.. Anyways i use a BC and i just go for straight laser upgrades, speed upgrades till 1.91 speed, and then range and armor ups. Its a lot easier to kill people who go for missile upgrades as long as you can close on them, since they have a min range :D O SHIT I didn't know that! Thanks. | ||
koreasilver
9109 Posts
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Darhaja
United States108 Posts
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ledarsi
United States475 Posts
1) Make the map larger. Should be easy considering there is no terrain (a fact which I like). Add more warp prisms/science vessels, or alternatively have other strategic points on the map which players should defend/attack. At the moment it really makes no difference where the battle lines are, since there's nothing of interest on the map. Having a whole bunch of asteroids on which you build mining outposts would be one way to do this. You could even add a ship dimension of having troops on board, which are used to capture these outposts, and upgrading your troops will increase the speed at which they capture outposts, and make it take longer for the enemy to take them back. Being able to send a troop transport to try and board an enemy ship would also be pretty intense. While actually capturing the ship would be stupid, you could go mess with their systems, such as a successful boarding temporarily taking out the enemy engines, reactor, shields, ability systems, or whatever temporarily. 2) Add more "area control" to the gameplay. Incentivize controlling greater areas of the map (ie mining asteroids) and provide a means to do so, such as deployable turrets or patrolling units. Building bases which garrison fighters in them which leave whenever an attackable unit approaches would be good. These bases could even repair fighters that they garrison and be defended with deployable turrets. 3) I like the gameplay style of players not respawning, but it does make the game a race to kill someone first, after which the game is over. Some sort of respawn is necessary. I think the correct way to implement this is have very expensive space docks be constructed/captured at specific points on the map. A dock builds a capital ship very slowly. When a player dies they must wait for the space dock to finish building a ship before they can respawn. If multiple players die, the one who died first gets the next ship off the dock, and the one who died second has to wait for the ship after that. Although a side could build multiple docks. Also, if nobody dies, the available "lives" gradually build up. 4) Expand on the idea of the capital ship as a carrier. There is currently only one upgrade for interceptor/wraiths, although they're both acting as interceptors... This is a whole new dimension of play that is really quite an awesome idea. Have upgrades for interceptor/wraith damage, armor, speed, range, capacity, etc. Also, give these interceptors a different "bomber" attack that they use against capital ships which can be upgraded separately. And I think the ship actually named the "carrier" should have abilities that increase the effectiveness of its interceptors, and have its craft be its strongest arm for all purposes. 5) There are some movement exploits, such as instantly turning around by clicking directly behind you, and how clicking really really fast can increase your turning speed. Please fix this. | ||
hoper7
Poland6 Posts
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DrainX
Sweden3187 Posts
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stormtemplar
United States2140 Posts
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DiracMonopole
United States1555 Posts
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DrainX
Sweden3187 Posts
On December 06 2010 23:57 DiracMonopole wrote: I just did an interceptor carrier build, and holy crap, it is amazing. I did mostly interceptor upgrades, but then started getting reactor and spells (mostly feedback and recharge shield). But 15 interceptors means your interceptor upgrades are extremely efficient in terms of dps. Does it work if opponents have high close range upgrades and/or AoE spells? The dps has to be a lot better than other builds to be worth it since they get lots of minerals from fighting you if you lose interceptors. | ||
panzerbat
Sweden44 Posts
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annYeong(o11)
Canada784 Posts
On December 06 2010 21:00 hoper7 wrote: Hey guys, thought some of you might be interested in this little amateur video I made for the purpose of filling the movement strategy on star battle wiki. http://www.youtube.com/watch?v=eExaAOeIB7Q How'd you pull off the drift, I knew the others, but the rift illudes me. | ||
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