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    posted a message on Ultimate Tank Defense

    Small bug: If you find the "secret" with your Hero in your Tank Transport, you lose your hero.

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    Liking the new changes so far. Although it seems pointless to upgrade the CC:

    1.) Your killing capacity is SIGNIFICANTLY reduced unless you sell your gas.

    2.) Even with a fully upgraded CC, it still dies within 15 seconds on the last waves (ignoring shield, since the cooldown is ridiculously long).

    3.) No one else helps you upgrade the CC, and if all 4 players spend their gas upgrading it, you lose because no one is able to kill the mobs.

    Can you please buff the CC, or lower mob damage based on difficulty?

    Lastly, do you think you could make it so you can sell heroes back to where you purchase them from? I accidentally clicked on Infester when choosing my hero, and ended up leaving the game immediately after (felt kind of bad, but I really don't like Infester).

    Thanks Cyrileo and Brashnard, keep up the good work on the best Custom Map on SC2!

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    I like the fact you're adding new heroes. I haven't tried them out yet, but they definitely look cool.

    Map definitely feels like it's increased in difficulty. Even on easy it's more difficult to kill mobs now. I'm still updating my strategy so I don't have any comments yet regarding imbalances.

    I'm glad you fixed it so if the map is put on custom there's only 4 players, but I'd like if you could find a fix to make it always go into the defense mode. In custom players can choose any team color they want, and it's kinda annoying.

    P.S. Love the new last wave! Having the bosses come out the one side basically guaranteed you wouldn't get to hit any of them, and they actually live longer than 15 seconds!

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    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.

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    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!

    Posted in: Project Workplace
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