Add a lock immunity to prevent repeated locks on the same flag? Give the teams 15 seconds to fight over it or something.
woppin
[quote] 99% of the time? Even if both sides are on par with eachother or, better yet, clearly to the advantage of your side? Now what's your reasoning for that? [/quote] Playing with randoms is awful, once you play in a premade you never want to go back, having people do stupid shit, take stupid builds, and generally screw you over through incompetence isn't even remotely fun. That your opponents are terrible as well doesn't make the game more fun for you,
[quote] Way Frogballs speaks It might break the bank to make a TB Auto Attack animation while moving... [/quote] I don't think it needs an explicit animation, just translation forward while playing the stationary fire attack one. I tried to hack it in quickly without success by copying most of the stuff from the ice rangedattackmove state. I might try again tomorrow. There's magic numbers in there that I think are the times it actually takes to attack, but I'm not sure
[quote] let me just say I'm glad we can actually have a real discussion here. [/quote] I think the giant walls of text scared everyone else away from the thread. Nice work :)
[quote] This is the first game I have seen where this concept of playing with friends is such a big deal. Never heard a peep in SupCom, RA3, or DoW, or even WiC. [/quote] You, sir, have excellent taste in games.
[quote] I think thats why all the 'game breaking' items have such insanely high costs and a special shop, right? [/quote] So...put flag locks at the artifact shop under consumables?
:D No worries, I'd forgotten pounce was a stun. I wonder if stun immunity would disallow the interrupt? EDIT: unlikely... Affects = { Interrupt = {Add = 0}, }, as opposed to boulder roll/charm Affects = { Stun = {Add = 0}, }
[quote] I'm nitpicking because you said you wanted it to do somthing that it already does. The skill is amazing. Sorry if you got offended, it's not MY fault this game describes "stun" as anything that interrupts. [/quote] My turn; Silence isn't a stun but it's an interrupt.
[quote] Pounce is infact.. a stun.. do you want.. a longer stun? [/quote] A stun that I can use as a stun and not as an interrupt? You're nitpicking for no reason.
[quote] If one team gets run off the field at the end of the game, what's the problem with a chance that the game might end? Isn't that exactly what's supposed to happen? Seems to me that everything is working just fine. [/quote] I think the complaint is that it's a near certainty that the game will end, rather than just being a swing in momentum like the outcome of other engagements. I don't have a huge beef with the current system, though I'm not aga
[quote] Most games are decided well before rank 10. [/quote] Unfortunately most games are a one way steamrolling. The few games I've played premade vs premade it has gone significantly further (generally 30 min ish), so I disagree that things are decided by level 10 in the games where it actually matters. These games did end up as a scramble to try to lock each others flags, but an organised team can react and counter a locking attempt or a locked flag in numerous ways
Sedna-Pounce, Beast-Grasp. Take it. If Sedna had a stun I'd be so happy. Then again a Spit/Pounce beast might cause me some issues.
[quote] The only context that's relevant is the damage scaling of other abilities. It isn't provided, but it doesn't need to be unless you are arguing that other abilities are not in fact mostly linear. Is there any reason for mines to be so relatively weak at rank 1 and rank 2, yet so strong at rank 3? This aspect of mines has never made sense. And this argument is dismissed as 'scrub talk'? No. You guys arn't even trying. [/quote] Reg is a strong mid
#ANIM_START_MOVING = { Duration = 0.2,TargetState = 'AttackRangedMoving', CopyClocks = true, }, The equivalent entry for the frost build doesn't have the final line hashed out (hash isnt comment iirc in lua...it's probably just denoting it's not implemented). The attackrangedmoving anim state isn't defined either, though you could add it quite easily. Ice build has an "AttackRangedMove" anim state. Speed buffs are useful for more than just chas
1. Now there are two strategies available, you can buy them early, or you can save up and get everything in one swoop. You can continue to play the game exactly the same as you were before if you like, but now you have another option, how is that a bad thing? 2. When you buy reinforcements you are not expressing superiority, you are adding support firepower and possibly healing in order to help you fight. If you are losing badly enough that your opponent has enough for priests/angles
If people do this to you just write their name down and don't play with them again, same deal as leavers of any other type.
[quote] 7. Should the results of 1v1 duels reflect our understanding of the game's balance? Not quite sure what you're asking here... but I feel that all Demigods should be capable of fighting 1v1 [/quote] The question is whether for example Sedna wiping the floor with just about everyone in 1v1 duels is a balance issue. Should all characters be close to equal in strength against each other in 1v1? My opinion is no, the gam
Don't take away the 3 minute rule, it's useful if someone is lagging the game up. I don't think it's worth losing the ability to leave a crap game just because people can't use all random responsibly.
[quote] I have. I still don't see it. Yes you're communicating constantly in both games but I don't believe it's as important to do so in the fps as opposed to during the battle in a strategy game. [/quote] Left 4 Dead is a prime example of why this is wrong imo.
[quote] One isn't limited to the center of Cataract for a mine trap (although that is a great place for one): think about placing one where you can stand and capture the gold mine flag without getting hit by towers, or elsewhere in those side lanes, behind the first tower where someone might try and chase. Anywhere that someone could be kited to is a potential location for a mine trap. So you're alone and trying to capture the gold mine on your opponen
Half the people don't even read the location, I said that more as a joke than anything else... No really guys, Australia is not in Europe. [quote] You realize you can see what classes your oponents are picking before the match starts right? [/quote] Right, so we'll sit there cycling through combinations, never pressing the ready button shall we?
TRIPLE POST SMITE!
Queen works well with ranged attack DGs like Reg and TB, Sedna works much better with Beast and Oak. If you're a good Sedna player it's probably because you've developed the awareness to know when you can join your melee allies in the think of things, QoT needs to be played with a different tactical nous because her damage doesnt come from melee AA or pounce, it comes from ranged skills/AA. Your team can effectively use harassment in order to wear your opponents down if you have a QoT, wherea
[quote] Someone explain to me why doubles are a problem in 2v2. [/quote] Because it becomes the rock paper scissors of 1v1, which is less interesting than a mixed game. Sitting in the lobby cycling through DG choices isn't cool. My main issue is with double Beast, you can chain foul grasp, and spit has a huge damage that stacks. The synergy between two beasts is ridiculous and can only be countered by the generals (healing minions, shield, mist, heal, bra
[quote] If you can't buy Totem of Revelation - the most underused item I know of - and place it at key positions on the map [/quote] I buy one of these at the start of every game and keep it for the duration, the extra vision radius will stop you from getting ganked. (it has a +5 passive if you didn't realise)