Marine Arena
BEFORE YOU POST A COMMENT, PLEASE READ!
The only versions that I support, and that are regularly updated are: US Gateway version 1.0.0 (Published by Me and updated weekly) EU Gateway version (Published by MasterKiwa and updated every 1-2 weeks)
v0.9.9 is the old beta version and is no longer being updated.
The EU version has some minor differences since I've allowed Kiwa to edit and add to the map if he chooses to, but the core of the game between the versions is roughly the same.
Any other version not published by us, and on different gateways, is a stolen map, likely bugged, imbalanced, and completely unsupported by me. Anyone posting feedback on these versions are wasting their time since I dont care about the problems in those versions, talk to the guy who stole and edited my map without my permission.
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Marine Arena Official Thread - Starcraft 2 Map Development Forums:
Marine Arena Official Forums:
Complete Changelog
Marine Arena Fan-made Wiki:
Marine Arena (EUROPE) Official Thread - Starcraft 2 (EU) Map Development Forums:
Please use one of the above links or the comments section below to post comments, feedback, suggestions, and find information about Marine Arena!
Thanks, Crayon.934
Zerglings do good vs stalker. You're not calculating the balance properly. zerglings give 1 mineral per kill, and spawn every 1.5 seconds. They're the cheapest merc, where stalkers are pretty expensive.
Give the zerglings 2 upgrades to make them equilavant to the stalker's merc cost, and pit 10 zerglings against 1 regular stalker, then tell me if they're too under powered, because I'd bet they'd do pretty good.
The game is still Marine Arena, Marines still come out on top. The recent changes dont make any units over powered, it just changes their combat style to suit different counters. I'm osrry but the same strategies wont always follow over into the newest versions, you'll have to learn to adjust your strategies. The new merc upgrades only give their worth in cost for upgrades, with a few minor bonuses - but it also increases their bounty and repair cost, so they are not as overpowered as you might think.
I myself have had absolutely no problem with stalkers. Sure they might be killing lots of my marines, but the bounty hes getting from my marines, compared to the 10 (15 on lancer) bounty im getting from his stalkers is alot better. Also the fact that his marines are still spawning and arent being upgraded, there's a huge army of marines I get to melt away.
i have won 14 games in a row by one simple tactic.
I get mauraders, then stim then stalks. afther stalks i upgrade range and attack speed then upgrad attack and hp. my marines can kill saviors by the end of the game. and im usually 1000+ kills ahead.
basically what i was hearing from my partners (more then one person). they would buy roaches then it would get killed then cost 800. after that 850. by the 850
for stalks being OP, it depends on how they are used. most people dont know how to counter a stalker.
If Spectre is broken then try putting the abilities on the ghost proper. because it sucks when you get a spectre to snipe archons and you crash.
Here is my rant about your new versions.
You totally killed all the fun for me.
Stalkers are so overpowered. They have too many hitpoints.
well, I believe ALL the mercenaries are overpwered now.
Its MARINE arena, but now marines are useless after 2 minutes in the game. Even upgraded, they can't keep up with anythingo n the battlefield except other marines.
Zergling, even upgraded to crackling, are listed as Good vs Stalkers, guess what, they arent, they just suck.
The game doesn't have the "omg i'm going to die, YEA I defended myself now im going to rush my opponent" feeling anymore. Now its just Rock Paper Scissors. And if someone attack you while you are weak, then GG.
Stalkers were fun with blink when they werent tanks. You could at least use some SKILLS.
Thank you.
Phase 2 broke the spectre and I cant seem to get him fixed. He works if I morph him through an editor test, but in battle.net he crashes.
Im going to try an do a couple balances and do a few fixes before the beta ends, I want to try and get a gameplay video out too.
Also I'm not sure what you mean by roach warrens increasing in costs? They're set to be purcahsed at 650, and when one dies, their cost is halved. The way this is setup is once a roach warren dies, it disallows the current "Buy Roach Mercs" ability, and replaces it with "Rebuild Roach Mercs". I'm looking at the rebuild cost and it still says 325.
@scmapcritic
I dont think this is happening, I see the marauder splash damage is set to .5 'fraction', not bonus, so the splash damage should be half, not double.
for P1 and other players roach warrens are increasing in cost instead of being reduced. also anytime i have gotten the spectre its crashed the game once i select him
I believe that there is a bug with splash damage. It seems that units that do splash damage, or marauders at least, do their base damage + the splash damage to the target. In other words they do considerably more damage to the hit target.
It was very odd to me that my 8 armor Hunter Killer hero was losing nearly 10 HP when hit with a marauder projectile. Marauders are listed as 10 dmg, vs armored 20 dmg. They were unupgraded. This means they should hit the Hunter Killer with 8 armor for 2 damage per hit, but they were hitting for nearly 10 as described above.
Effectively this means that splash enabled units do a very large damage bonus to their target, whatever the splash % is.
I am unable to fully test this since I am not at a SC2 capable computer.
if you really want the center to matter. have a mineral award per 5 seconds that you hold the beacon. say 10 min per 5 or so.
or perhaps holding the beacon would give a 10-15% discount on upgrades for a set number of upgrades.
but make them both so that they have a cap, that way someone cant go easy mode the whole way. would make fighting in center early on very important.
sorry about punctuation, need sleep.
Also did a few today where I focused on marine tech. so far best thats worked for me was marauders. give them the stim tech and c-nades and you are taking down a lot of stuff.
Well I can see what you mean about the center being discouraging at the moment, but this map is still in the beta, and I dont have access to the full editor to add in all the item shops.
The marine shop and beacon are buggy because they're done with triggers, I'm going to change this when I have the full editor and can give them an ownership change behavior/ability - the one that will be used on the true item shops.
My plan is to have a center beacon which has a few defensive abilities, and 4 shops (the blimps originally represented where I was going to place the shops on the first MA). 2 of the shops will be item shops, 2 will be ability/upgrade shops. Also there will be true heroes, I could add in heroes now, but I dont want to add in those buggy scratch built heroes and have to delete them on launch.
The mercs having high damage to a point where you cant tech your armor above them is what I wanted. They need to be tougher than normal units, since they spawn less frequently, and have much higher bountys. I already have them scaled very close to be in balance with most other units. Sure stalkers might slaughter marines, but marines are 1/5th the bounty and they spawn 5x faster. If 5 marines with upgrades equal to the stalker's compound cost can beat 1 stalker, or do some serious damage - thats pretty even.
Some people think mercs are overpowered, but trust me, teched marines always comes out on top if the player managed them well. A massive swarm of cheap, good damage, good health, high range, and super fast attack speed marines that are reproduced in only a few minutes will beat pretty much any merc - the only problem is getting them there is tough because the marines are very weak early game.
The original MA was base stats, this was just games where it was marines -> hellion, every game. Base stats might work if the spawning and bounty's were adjusted, but I'm not going to do this. However, this gives me an idea for a game mode, I might add a mode that scales everything to base stats, but this probably wont come till after launch, and classic marine arena will stay roughly how it is now.
It's fine to HAVE the sides, I don't want them removed, I just want the center to be less discouraging. Right now you get a buggy shop, tons of choke-points, and a vision disadvantage. Also, the healing pad in the middle is worthless currently.
You have a lot of work left on balancing mercenaries. Making them their base units would help, since marines are the base unit and all the base units are relatively balanced already for standard melee.
The biggest issue is the large base damage on mercs. Stalkers do 20+ with hardly any upgrades, which is far above the achievable armor value of any unit type for a long time. They dominate heroes, buildings, other mercs, and marines. They fire quickly, regen shields when not in combat, etc. Other mercs have similar issues.
Hardened shields is still broken, whether you choose to admit it or not. The zealots spawn quickly, have cleave, and with 125 shields (last version I played) they will absorb 12 hits at 10 damage. Make it so their shields regen in combat or something, but not the hardened shields.
Don't get me wrong, you've done a great job on the map and I've enjoyed it since the start, as well as your Special Forces 2 map, which is better than the other one out there. The balance HAS gotten better over time, especially with regards to the heroes. I am just putting in my opinion because I've played it many times and look forward to more games. I post as Eol on the battle.net boards, you have read some of my suggestions in your thread there.
@scmapcritic
Yeah like eliarkmm said, the sides enable more strategic playing. The player with the most upgrades will always dominate, this was the problem with the earliest versions of marine arena. I made the sides larger so people could use the terrain to their advantage, it forces people to micro and manages their units well.
It might cost you some money to switch mercs to counter another persons, but if you think about it, having their counter will pay itself off in your kills.
@scmapcritic The major problem with fighting in the center is that that one "leader" can still dominate. If that team has more upgrades then you are at the same issue. I for one like the ability to get someone right after hes left his base. It forces those who sit and wait to pay attention to 3 areas not just the front.
Solved the problem, blizzards last update threw some games out of sync during load up. Setting it to "wait for key" sovles the problem, since everyone will be synced when the game starts.
I will be trying it again today. from what i heard the pirated ones arent laggy. perhaps have the pirate put yours up also and see if it still has a problem with a different name.
I dont know how to fix this, there must be a problem with the new client update because I've only changed the one trigger, and the debugger shows no problems with the triggers causing lag.
The current Version is .998525 right? the one that shows your name and most current number is laggy.
@eliarkmm
Yeah I found the bug for this, and I think I've got it fixed now, just had the wrong variable number for the spawning.
@NotDeadYet3
You can set bounty's for enemy kills in the data editor for the units, look for "Kill Resource"
To get it to spawn units, make a trigger where an action happens, then a condition that needs to apply to continue the trigger, then an event which "create units at point facing angle" and make it create a marine in region (or point) x.
Played Yesterday and found a couple of bugs. DT will still cleave kill itself and other friendlies. player 1 when he goes stalkers they either dont spawn or they spawn at another players area making them easy money. also lower right corner left side in one game stalkers continued to spawn after building and player death, counting as money kills.
I have played your map, and let me tell you, I LOVE IT! But i'm a doodler, and now i wanna try. Any way you guys could make a tutorial? I don't need all the cool jazz, but if you could show me how to spawn a marine a second and get $1 for every kill i would love you forever!
Hi,
I was just playing the latest version of Marine Arena. I upgraded my ghost to spectre, after it completed, I selected the spectre. My game stopped responding. My teammate then selected the spectre as well, and his game stopped responding too.