Decided this would be a better place for this thread.
Hey guys, Since this map has come somewhat popular on battle.net I've come here to help get some feedback! basicly this little map was made by me and my friend and we had very minimal map making skills when we started months ago, thanks to the tutorials and help form this site the map has become a great success, I'd like to thank OneTwo personally for helping answer some questions I had!
so if you'd played the game i'd like it if you would post your thoughts on what you say, was it fun? was it hard? what do you think needs changes? what would you like yo see?
Well Ultimate Tank Defense has suffered a setback in the fact that it was deleted from B.net for not following some sort of ToS, I'm going to assume the word bas'ass' hurt someones feelings, anyway I cannot publish maps anymore becuase of this and the game is no longer on B.net but don't worry it should be back up with all the hurtful words removed for everyone to play again.
Working on a new hero, thw Hunter. would really like some feedback of what it is in its early stages! Please note that this is a defense game and i'm not the best at the data editor D: so don't expect a lot of fancy.
Hunter
Hunter is going to be a more interactive hero then the current heros. The Hunter will have 3 abilitys in addition to his upgrades, unlike the other heros the Hunter starts off with 1 ability, also unlike the hero the Hunters abilitys run off energy. The hunter is probally going to lean towards a boss killer rather then a wave killer.
Preview of abilitys:
Snipe:
1 Energy
no cooldown.
Quickly fires a shot at a target, dealing XX damage, deals double damage to heroic units. Damage will upgrade with damage upgrades.
Shredder Grenade:
3 Energy
3 second cooldown.
Requires Survival Tricks to use.
Tosses a grenade that deals 150 damage +50 damage to heroic units in a 2 radius. +25 damage per upgrade.
Smoke Bomb
5 Energy
9 second cooldown.
Requires Crippling Shot to use.
Tosses a smoke bomb at target location, the smoke bomb slows units in it by 60% and slows their attack speed by 80%. lasts 6 seconds.
The hunter will regen 1 energy every 3-4 seconds(not decided yet) with a max of 15 energy, may cause one of its upgardes to increase mana regen/max mana.
Upgrades:
Each hero has 2 unique upgrades. The hunters are..
Survival Tricks:
Increases the radius of Smoke Bomb by 1, the range of Snipe by 6, and the range of the Hunters attacks by 3.
Crippling Shot:
Causes the hunter's attacks to strike the targets weak points, slowing them by 20% and dealing 20 damage per second for 2.25 seconds. Stacks up to 3 times. (60% slow, 60 damage per second)
Nothing is final yet, any feedback on what you see would be appriciated.
i think the heroes really take away this from being a tank defense map. most of the time there wont even be a tank. im just waiting for someone to release a map like this with heroes only
also question: does the tank splash damage the HQ/cc?
I enjoyed this map more when it was tank centric, yeah.
But it definitely needs a rebalance of some concepts, I'm not sure what can be done offhand though.
One thing I recommend however, cut damage output so you can shrink the number of mobs, when everyone is lagging from 19231293192391391 mobs it makes the game less enjoyable.. :)
I like the map. Maybe a warp portal to the center points, that transport is annoying. ;)
I like Xackery's idea of the warp portal to the center points. Not only for convenience, but it's not uncommon for a new or obnoxious player to fly to the wrong island. However you'd definitely need a difficulty reduction in case a player leaves.
I want to defend the heroes concept though. Having one really buff unit that I can upgrade is what draws me to this map vs. other defense maps. However, I have to say that the hunter requires way too much micro. Having a lot of abilities is fun, but when you have to constantly micro your hero it takes away from your ability to build up units and buy base upgrades. Also, it might be a good idea to implement levels vs. buying upgrades to prevent heroes from being overpowered early on, so that people don't spend all their money on their heroes and neglect their other units.
This is my favorite custom map so far on battle.net. While it's more of a traditional map and doesn't really take advantage of the new map editor features, it's well made and extremely fun to play. Keep up the good work!
Some feedback on your tank defense game. First off, as far as balanced is concerned, it's fairly good. There are multiple ways to succeed, such as going an all hero upgrade or all tank/minion force, along with upgrading your citadel or choosing to get better firepower instead.. all in all good game. However, there are some serious performance issues with this map. The number of units on the screen alone cause a major slowdown, but the real kicker is the partical effects from all the units firing from within tanks, along with the tanks themselves and the heroes. My suggestion is twofold.. first remove animations from minions, (maybe give the tank a little marine shot animation so you know they're doing something?) slow down the rate of missile fire for tanks and have them do more damage and splash to compensate. This should solve a wackload of performance issues.
However.. there is also an issue with both the number of units attacking, and the animation for them. It's interesting to note that the slug level (which contains a great many units) has very ltittle slow down since they have minimal movement animation. Obviously it would be boring to make all the units slugs, but perhaps there could be a reduced number of units in favor of higher hp/armor.
Also.. it would be nice if you added in the tips section (or in the loading screen) whether or not multiple instances of the same troop grant increasingly higher bonuses to tanks. (They don't actually seem to, but I really can't tell). That's it for now. Keep up the good work ^^
Best thing this map could get is for grouped units with the same skill, such as force field, be able to cast 1 at a time like in a normal melee game. In this, if you have all them grouped together and cast an ability, every unit with it casts it. So right now you have to make a control group for each tank which is kind of gay.
I would be all for a teleport or your starter point being actually on YOUR OWN island, so everyone takes the proper island....IF
(GIGANTIC IF) the map was made symmetrical so that each hero has equal reach. There's a HORRIBLE symmetry problem with the map where the top and bottom islands have the easiest time reaching, and the side ones have a horrid time.
Also, the new hero building is so gigantic that it makes tanks have a hard time navigating the corner islands. The issue of positioning masses of tanks is painful enough, it shouldn't be made more so because of the addition of a MASSIVE building that blocks everything from moving around optimally.
Can I make a suggestion to make heroes abilitys to be more hotkey friendly? Like switching the infestor's i missile barrage ability to Q or E. something closer to the left side
-Players now have a 'beacon' that will teleport units to their center platform. This is 1 way travel so the tank transport still exists for now.
-The side platforms (Left and Right) have moved over slightly so top and bottom have less of an advantage.
-The pathing has been changed slightly so units don't wander so close to the top and bottom platforms.
-A new dialog button now appears for player 1 during the wait between waves, pressing this button sets the time until next wave to 5 seconds.
Waves:
-The difficulty of all waves has been increased by about 7%, bosses has been increased by about 20%
-Waves are now 1 of 4 armor types:
Armored
Light
Psionic
Heroic
Some waves are Mechanical for the use of EMP's.
Bounty of waves has been changed:
Waves 1-10 - 1 mineral, 10 for bosses.
Waves 11-20 2 minerals, 20 for bosses.
Waves 21-30 3 minerals, 30 for bosses.
Every 15 seconds the player with the least amount of kills will gain 5 minerals.
Units:
Zealot/Empowered Zealot:
Now grants +5/+8 damage to the tank, Empowered Zealot gives +2 damage to other units garrisoned inside the tank(And the tank itself, really making it +10 damage) This effect stacks 4 times.
Zergling/Enraged Zergling:
Now grants 7/10% attack speed for the tank, Enraged Zergling gives 4% attack speed to other units garrisoned inside the tank(And the tank itseld, really making it 14% attack speed) This effect stacks 4 times.
Marine/Mighty Marine:
Still gives +range to tank, now acts as a 'DPS' for the tanks. damage increased greatly.
Marauder/Mighty Marauder:
Slow duration increased from 3 to 9 seconds, the radius effect increased from 1 radius to 1.45.
Marauder deals bonus damage to Heroic.
Sentry/Empowered Sentry:
Unchanged, damage increased a bit.
Roach/Enraged Roach:
-armor debuff now lasts 25 seconds up from 6, the radius effect increased from 1 to 1.45.
Roach deals bonus damage to Psionic.
Ghost/Mighty Ghost:
Ghost deals bonus damage to Light.
Stalker/Empowered Stalker:
Now deals 70/100 damage(x2) with a 4 second/3.7 second attack cooldown.
Stalker deals bonus damage to Armored.
Baneling/Enraged Baneling:
Attack range increased slightly, plan on re-doing baneling next version.
Tanks:
Sensor Tank removed.
Added 2 new tanks: Power and Speed Tank, these upgrades cost 75 minerals each.
Power Tank: Applys the +6 damage aura.
Speed Tank: Applys the 12% attack speed aura.
Missile Tank:
Costs 20 minerals to upgrade.
Attack speed changed from 0.8 to 1.1 seconds.
Can revert back to Siege tank for 20 minerals.
Heros:
All hero abilitys hotkeys are now Q, W and E.
NEW HERO: Brutalisk - The Brutalisk is a debuffer hero that helps your tanks and units take down enemys.
Hunter:
The Hunter now has a secondary resource: Focus.
The Hunter gains 1 Focus everytime he uses Snipe, max of 3 Focus. Focus increases the hunters damage by 5% per stack for 15 seconds.
Smoke Bomb now costs 3 Focus and 10 energy to use and is a base ability now.
Probally some other stuff I'm forgetting! ittle more work before i upload this version just letting everyone see the notes!
I like the fact you're nerfing the stacking effect of Zealots + Zerglings, I used to just spam nothing but Zealots and buy more and more slots for my tanks and thats all I'd buy and get 1st pretty much every game. Limiting the stacking to 4 is a great gameplay mechanic and will force me to make a more creative strategy.
If you're going to be nerfing things though, I'd think about nerfing the Destroyer (my personal favorite hero) and Banelings. There's a video on youtube now show casing a very cheesy strat of doing Destroyer + tanks as bunkers + spamming banelings and NOTHING ELSE. I've personally seen this strategy wreck in game, and I really doubt that you intended for banelings to be the only unit that people buy.
I'll have to check out the this video, if so I'll have to do some tweeks to Banelings, i could see why though their dot stacks unlimited so it has the potential to be the highest DPS in the game.
Hero Compound shrunk and moved a bit away so heros have room to spawn at all sides.
I did some really bad paint job on the outside platforms, the lil' circle teleports you to your platform.
Moved your tank transports too you inside platform.
Increased minerals gained at the end of a level
Player with least kills gets bonus minerals.
Starting minerals increased to 150.
Trading a Vespene for minerals now gives 30 minerals(up from 20)
HQ base armor reduced to 0, upgrade now gives 2/3/4 armor for a total of 9.
Waves:
The final wave works correctly now!
Giant Smasher's HP reduced a little.
Tanks:
Siege tanks now cost 40 minerals.
Siege tanks now grant garrisoned units +4 attack damage.
Power & Speed tanks cost 25 minerals to upgrade now.
Units:
ALL units attack range has been reduced by 4 or 5, units gain this range back when GARRISONED inside of a tank.
Empowered Zealot and Empowered Zergling's buff now only apply to their respective tank and stack properly.
Baneling's DoT stacks a max of 10 times now.
Heros:
Destroyer's Psi storm now only gets +7 damage per second instead of +10 per damage upgrade
Gaze of the Destroyer reduces damage delt by enemys by 7, down from 10.
Hunter:
Attack speed changed from 2.5 to 2.0
Shredder Grenade base damage increased by 40, now reduces armor of damaged targets by 4 for 5 seconds.
Brutalisk:
Bio-Statis now increases damage affected targets take by 25% for 4 seconds.
People seem to play the brutalisk as a dishelper not a helper, every game i play now with 5 people they just send the units straight to the command center so they dont follow the path
I think they should not be able to control the units at all just have cool abilities or something
Cyrileo, somethings gone completely wonkers with your map >.<
Ever since 1.0, its been allowing 5 players to join the map, with the 5th player having direct control over the attacking spawns (IE they order them to move to
HQ and attack directly, instead of pathing)
The HQ has become directly attackable by tanks (Griefing by sore players Inc)
The 5 players are broken into 2 teams, of which the person in the team with the 5th player, isn't able to directly attack the incoming adds (forcing the Attack command works, but is annoying)
As of 1.0, random players werent getting any starter resources... or getting a reduced amount for some reason (perhaps going to the 5th player? idk).
1.1 issues..
The unit range nerf was pretty bad.. Units can't even attack from within missle tanks or siege tanks on the left/right platform (Stalkers/marines/zerglings/zealots), but can from north/south ones, and just barely.
Cyrileo, somethings gone completely wonkers with your map >.<
Ever since 1.0, its been allowing 5 players to join the map, with the
5th player having direct control over the attacking spawns (IE they
order them to move to HQ and attack directly, instead of pathing)
The HQ has become directly attackable by tanks (Griefing by sore players
Inc)
The 5 players are broken into 2 teams, of which the person in the team
with the 5th player, isn't able to directly attack the incoming adds
(forcing the Attack command works, but is annoying)
As of 1.0, random players werent getting any starter resources... or
getting a reduced amount for some reason (perhaps going to the 5th
player? idk).
1.1 issues.. The unit range nerf was pretty bad.. Units can't even
attack from within missle tanks or siege tanks on the left/right
platform (Stalkers/marines/zerglings/zealots), but can from north/south
ones, and just barely.
The patch must have done something with the lobby, I never really did this stuff it was Brash, the lobby was always messed up.. The unit nerf aint really a nerf, if their inside a tank theey get their range back.. If anyone knows how to work this lobby menu-thing of a pain in the ass i'd love you forever
The patch must have done something with the lobby, I never really did this stuff it was Brash, the lobby was always messed up.. The unit nerf aint really a nerf, if their inside a tank theey get their range back.. If anyone knows how to work this lobby menu-thing of a pain in the ass i'd love you forever
Well, if you set the game's settings to Defense, and not the default Custom, its switches back to 4players, and works properly.
Problem with that is, have to create a new game, then wait 10min for people to join.... but it does work fine then...
But..
The unit range this is a nerf..
And I take that back about north/south platforms getting range...
Only the North platform, with Zealots along the very edge (closest to spawn), can hit incoming enemies while garrisoned.... I can take a SS if you like.. Its bad..
Decided this would be a better place for this thread.
Hey guys, Since this map has come somewhat popular on battle.net I've come here to help get some feedback! basicly this little map was made by me and my friend and we had very minimal map making skills when we started months ago, thanks to the tutorials and help form this site the map has become a great success, I'd like to thank OneTwo personally for helping answer some questions I had!
so if you'd played the game i'd like it if you would post your thoughts on what you say, was it fun? was it hard? what do you think needs changes? what would you like yo see?
Thanks!
Well Ultimate Tank Defense has suffered a setback in the fact that it was deleted from B.net for not following some sort of ToS, I'm going to assume the word bas'ass' hurt someones feelings, anyway I cannot publish maps anymore becuase of this and the game is no longer on B.net but don't worry it should be back up with all the hurtful words removed for everyone to play again.
Working on a new hero, thw Hunter. would really like some feedback of what it is in its early stages! Please note that this is a defense game and i'm not the best at the data editor D: so don't expect a lot of fancy.
Hunter Hunter is going to be a more interactive hero then the current heros. The Hunter will have 3 abilitys in addition to his upgrades, unlike the other heros the Hunter starts off with 1 ability, also unlike the hero the Hunters abilitys run off energy. The hunter is probally going to lean towards a boss killer rather then a wave killer.
Preview of abilitys:
Snipe: 1 Energy no cooldown.
Quickly fires a shot at a target, dealing XX damage, deals double damage to heroic units. Damage will upgrade with damage upgrades.
Shredder Grenade: 3 Energy 3 second cooldown. Requires Survival Tricks to use.
Tosses a grenade that deals 150 damage +50 damage to heroic units in a 2 radius. +25 damage per upgrade.
Smoke Bomb 5 Energy 9 second cooldown. Requires Crippling Shot to use.
Tosses a smoke bomb at target location, the smoke bomb slows units in it by 60% and slows their attack speed by 80%. lasts 6 seconds.
The hunter will regen 1 energy every 3-4 seconds(not decided yet) with a max of 15 energy, may cause one of its upgardes to increase mana regen/max mana.
Upgrades: Each hero has 2 unique upgrades. The hunters are..
Survival Tricks: Increases the radius of Smoke Bomb by 1, the range of Snipe by 6, and the range of the Hunters attacks by 3.
Crippling Shot: Causes the hunter's attacks to strike the targets weak points, slowing them by 20% and dealing 20 damage per second for 2.25 seconds. Stacks up to 3 times. (60% slow, 60 damage per second)
Nothing is final yet, any feedback on what you see would be appriciated.
i think the heroes really take away this from being a tank defense map. most of the time there wont even be a tank. im just waiting for someone to release a map like this with heroes only
also question: does the tank splash damage the HQ/cc?
I enjoyed this map more when it was tank centric, yeah.
But it definitely needs a rebalance of some concepts, I'm not sure what can be done offhand though.
One thing I recommend however, cut damage output so you can shrink the number of mobs, when everyone is lagging from 19231293192391391 mobs it makes the game less enjoyable.. :)
I like the map. Maybe a warp portal to the center points, that transport is annoying. ;)
I like Xackery's idea of the warp portal to the center points. Not only for convenience, but it's not uncommon for a new or obnoxious player to fly to the wrong island. However you'd definitely need a difficulty reduction in case a player leaves.
I want to defend the heroes concept though. Having one really buff unit that I can upgrade is what draws me to this map vs. other defense maps. However, I have to say that the hunter requires way too much micro. Having a lot of abilities is fun, but when you have to constantly micro your hero it takes away from your ability to build up units and buy base upgrades. Also, it might be a good idea to implement levels vs. buying upgrades to prevent heroes from being overpowered early on, so that people don't spend all their money on their heroes and neglect their other units.
This is my favorite custom map so far on battle.net. While it's more of a traditional map and doesn't really take advantage of the new map editor features, it's well made and extremely fun to play. Keep up the good work!
Some feedback on your tank defense game. First off, as far as balanced is concerned, it's fairly good. There are multiple ways to succeed, such as going an all hero upgrade or all tank/minion force, along with upgrading your citadel or choosing to get better firepower instead.. all in all good game. However, there are some serious performance issues with this map. The number of units on the screen alone cause a major slowdown, but the real kicker is the partical effects from all the units firing from within tanks, along with the tanks themselves and the heroes. My suggestion is twofold.. first remove animations from minions, (maybe give the tank a little marine shot animation so you know they're doing something?) slow down the rate of missile fire for tanks and have them do more damage and splash to compensate. This should solve a wackload of performance issues.
However.. there is also an issue with both the number of units attacking, and the animation for them. It's interesting to note that the slug level (which contains a great many units) has very ltittle slow down since they have minimal movement animation. Obviously it would be boring to make all the units slugs, but perhaps there could be a reduced number of units in favor of higher hp/armor.
Also.. it would be nice if you added in the tips section (or in the loading screen) whether or not multiple instances of the same troop grant increasingly higher bonuses to tanks. (They don't actually seem to, but I really can't tell). That's it for now. Keep up the good work ^^
How the hell many rounds are there? Doesn't say and I'm on 21 now.
Best thing this map could get is for grouped units with the same skill, such as force field, be able to cast 1 at a time like in a normal melee game. In this, if you have all them grouped together and cast an ability, every unit with it casts it. So right now you have to make a control group for each tank which is kind of gay.
I would be all for a teleport or your starter point being actually on YOUR OWN island, so everyone takes the proper island....IF (GIGANTIC IF) the map was made symmetrical so that each hero has equal reach. There's a HORRIBLE symmetry problem with the map where the top and bottom islands have the easiest time reaching, and the side ones have a horrid time.
Also, the new hero building is so gigantic that it makes tanks have a hard time navigating the corner islands. The issue of positioning masses of tanks is painful enough, it shouldn't be made more so because of the addition of a MASSIVE building that blocks everything from moving around optimally.
Can I make a suggestion to make heroes abilitys to be more hotkey friendly? Like switching the infestor's i missile barrage ability to Q or E. something closer to the left side
Version 1.0 notes
General:
-Players now have a 'beacon' that will teleport units to their center platform. This is 1 way travel so the tank transport still exists for now.
-The side platforms (Left and Right) have moved over slightly so top and bottom have less of an advantage.
-The pathing has been changed slightly so units don't wander so close to the top and bottom platforms.
-A new dialog button now appears for player 1 during the wait between waves, pressing this button sets the time until next wave to 5 seconds.
Waves:
-The difficulty of all waves has been increased by about 7%, bosses has been increased by about 20%
-Waves are now 1 of 4 armor types: Armored Light Psionic Heroic
Some waves are Mechanical for the use of EMP's.
Bounty of waves has been changed:
Waves 1-10 - 1 mineral, 10 for bosses. Waves 11-20 2 minerals, 20 for bosses. Waves 21-30 3 minerals, 30 for bosses.
Every 15 seconds the player with the least amount of kills will gain 5 minerals.
Units:
Zealot/Empowered Zealot: Now grants +5/+8 damage to the tank, Empowered Zealot gives +2 damage to other units garrisoned inside the tank(And the tank itself, really making it +10 damage) This effect stacks 4 times.
Zergling/Enraged Zergling: Now grants 7/10% attack speed for the tank, Enraged Zergling gives 4% attack speed to other units garrisoned inside the tank(And the tank itseld, really making it 14% attack speed) This effect stacks 4 times.
Marine/Mighty Marine: Still gives +range to tank, now acts as a 'DPS' for the tanks. damage increased greatly.
Marauder/Mighty Marauder: Slow duration increased from 3 to 9 seconds, the radius effect increased from 1 radius to 1.45. Marauder deals bonus damage to Heroic.
Sentry/Empowered Sentry: Unchanged, damage increased a bit.
Roach/Enraged Roach: -armor debuff now lasts 25 seconds up from 6, the radius effect increased from 1 to 1.45. Roach deals bonus damage to Psionic.
Ghost/Mighty Ghost: Ghost deals bonus damage to Light.
Stalker/Empowered Stalker: Now deals 70/100 damage(x2) with a 4 second/3.7 second attack cooldown. Stalker deals bonus damage to Armored.
Baneling/Enraged Baneling: Attack range increased slightly, plan on re-doing baneling next version.
Tanks:
Sensor Tank removed. Added 2 new tanks: Power and Speed Tank, these upgrades cost 75 minerals each.
Power Tank: Applys the +6 damage aura. Speed Tank: Applys the 12% attack speed aura.
Missile Tank: Costs 20 minerals to upgrade. Attack speed changed from 0.8 to 1.1 seconds. Can revert back to Siege tank for 20 minerals.
Heros:
All hero abilitys hotkeys are now Q, W and E. NEW HERO: Brutalisk - The Brutalisk is a debuffer hero that helps your tanks and units take down enemys.
Hunter: The Hunter now has a secondary resource: Focus. The Hunter gains 1 Focus everytime he uses Snipe, max of 3 Focus. Focus increases the hunters damage by 5% per stack for 15 seconds. Smoke Bomb now costs 3 Focus and 10 energy to use and is a base ability now.
Probally some other stuff I'm forgetting! ittle more work before i upload this version just letting everyone see the notes!
Nope only deals damage to enemy units.
Great changes Cyrileo! Keep up the great work.
I like the fact you're nerfing the stacking effect of Zealots + Zerglings, I used to just spam nothing but Zealots and buy more and more slots for my tanks and thats all I'd buy and get 1st pretty much every game. Limiting the stacking to 4 is a great gameplay mechanic and will force me to make a more creative strategy.
If you're going to be nerfing things though, I'd think about nerfing the Destroyer (my personal favorite hero) and Banelings. There's a video on youtube now show casing a very cheesy strat of doing Destroyer + tanks as bunkers + spamming banelings and NOTHING ELSE. I've personally seen this strategy wreck in game, and I really doubt that you intended for banelings to be the only unit that people buy.
I'll have to check out the this video, if so I'll have to do some tweeks to Banelings, i could see why though their dot stacks unlimited so it has the potential to be the highest DPS in the game.
Version 1.1(Will be uploaded later today)
General:
Hero Compound shrunk and moved a bit away so heros have room to spawn at all sides. I did some really bad paint job on the outside platforms, the lil' circle teleports you to your platform. Moved your tank transports too you inside platform. Increased minerals gained at the end of a level Player with least kills gets bonus minerals. Starting minerals increased to 150. Trading a Vespene for minerals now gives 30 minerals(up from 20) HQ base armor reduced to 0, upgrade now gives 2/3/4 armor for a total of 9.
Waves: The final wave works correctly now! Giant Smasher's HP reduced a little.
Tanks:
Siege tanks now cost 40 minerals. Siege tanks now grant garrisoned units +4 attack damage. Power & Speed tanks cost 25 minerals to upgrade now.
Units:
ALL units attack range has been reduced by 4 or 5, units gain this range back when GARRISONED inside of a tank. Empowered Zealot and Empowered Zergling's buff now only apply to their respective tank and stack properly. Baneling's DoT stacks a max of 10 times now.
Heros: Destroyer's Psi storm now only gets +7 damage per second instead of +10 per damage upgrade Gaze of the Destroyer reduces damage delt by enemys by 7, down from 10.
Hunter: Attack speed changed from 2.5 to 2.0 Shredder Grenade base damage increased by 40, now reduces armor of damaged targets by 4 for 5 seconds.
Brutalisk: Bio-Statis now increases damage affected targets take by 25% for 4 seconds.
People seem to play the brutalisk as a dishelper not a helper, every game i play now with 5 people they just send the units straight to the command center so they dont follow the path
I think they should not be able to control the units at all just have cool abilities or something
Cyrileo, somethings gone completely wonkers with your map >.<
Ever since 1.0, its been allowing 5 players to join the map, with the 5th player having direct control over the attacking spawns (IE they order them to move to HQ and attack directly, instead of pathing)
The HQ has become directly attackable by tanks (Griefing by sore players Inc)
The 5 players are broken into 2 teams, of which the person in the team with the 5th player, isn't able to directly attack the incoming adds (forcing the Attack command works, but is annoying)
As of 1.0, random players werent getting any starter resources... or getting a reduced amount for some reason (perhaps going to the 5th player? idk).
1.1 issues.. The unit range nerf was pretty bad.. Units can't even attack from within missle tanks or siege tanks on the left/right platform (Stalkers/marines/zerglings/zealots), but can from north/south ones, and just barely.
The patch must have done something with the lobby, I never really did this stuff it was Brash, the lobby was always messed up.. The unit nerf aint really a nerf, if their inside a tank theey get their range back.. If anyone knows how to work this lobby menu-thing of a pain in the ass i'd love you forever
Well, if you set the game's settings to Defense, and not the default Custom, its switches back to 4players, and works properly. Problem with that is, have to create a new game, then wait 10min for people to join.... but it does work fine then...
But.. The unit range this is a nerf.. And I take that back about north/south platforms getting range...
Only the North platform, with Zealots along the very edge (closest to spawn), can hit incoming enemies while garrisoned.... I can take a SS if you like.. Its bad..
http://img72.imageshack.us/i/screenshot2010081717303.jpg/
SS of several tanks, all stacked with Zealots (about half Empowered), and not a single one firing from point blank range...