[quote who="miriyaka" reply="127" id="2878710"]This is side-stepping the main difference between the aura minions and the summoned minions: the aura minions are comparatively too powerful at all levels of the skill, made far worse by the lack of mana cost. Oak can begin harassing towers at Ward II. Yetis and Ball Lightning can't even beat Structure Defense I regen at level IV. You're also ignoring the ridiculous cost spreads at each level. I should not cost
LORD-ORION
Minion thoughts Ultimately my thought for Sedna and QoT is that any recast in the field is bad and should be avoided... they should have a way to avoid this if they are careful. (cast minions at base, and don't lose them) I already use a QoT hybrid build, and shamblers 1 is my 1st skill. Because they are ranged, you can keep them alive if you are careful. So on QoT, my opinion is not so much the mana cost, but rather the shambler minion buff skills. Ptarth and
[quote who="OMG_pacov" reply="123" id="2878117"] I'm not going to just compile it and push it out there myself, because I'm not really getting a strong feeling that anything is really being considered beyond 'add interrupt to everything'. Tough crowd. hehe... I still think its really just me that wants interrupts on all dgs. [/quote] At first I thought the same thing, and really really wanted an interrupt on QoT... but after trying to make QoT work with an interrupt a
I know I have brought this up before, But staff of the warmage is an enigma... As it is now, it is easily one of the worst favor items in the game But it has certain problems if you intend to mod it. 1) If you take it you are replacing a helm, so why take it when you have Plenor and Vlemish available. 2) If you allow it to be as good as a mid-game helm, the early game gets weird (and unfair) for certain DGs (LE, Sedna, QoT) So some questions which
** Start of Version 7 Discussion waypoint **
[quote who="Ptarth" reply="119" id="2877949"]I'm amused that LO is making changes that he argued me out of putting into the QOTLOP mod. Also, I'd suggest reviewing some of the previous QoT topics, a lot of this seems very familiar.[/quote] Heh, I think we've argued for everything possible on QoT, now its just a matter of mixing up permutations. [quote who="miriyaka" reply="118" id="2877919"]Hey dude don't replace whole files. You just broke half of the Uberfix r
OK, I am going to narrow my thoughts, and provide a mod for anyone who is interested as a demonstration to try. Download Mod Themes Reg: Interrupt and More Skill Utility QoT: More Skill Damage Output to make her more comparable to Occ DA: More Chase/Escape Utility Specific Changes Reg 1: Interrupt added to mark of the betrayer How it works:
You can evade tower damage.
Counter ninja strike! Reg Please compare MoTB to other ranged instant interrupts (pen and deep freeze). MoTB does not have too much functionality built into one skill, and it is a variation on a theme. Ultimately, if you want to make one really great improvement to Reg, it is interrupt on MOTB. It will allow Reg a chance to avoid damage, or block an escape / item. QoT 1) Wave If you put an interrupt on Spike Wave, you really haven't improved QoT at hi
Although I am on the side of, all DGs need an interrupt...Ultimately in retrospect, Occ was overpowered with blastoff interrupt, and QoT doesn't really have a viable skill to attach an interrupt to... so she should work more like Occ, viable without an interrupt. Most of this stuff has been beat to death in Crazy Town. Lots of changes in that mod, but it really was just an experiment to try some concepts out and see which of them should be made into real changes. So here are the be
[quote who="OMG_Jona" reply="690" id="2798920"]Who is lord_orin and why do I not have a vote in the panel since i Have played this game longer than anyone still here [/quote] I was in the focus group for SupCom (mainly active total Annihilation grognards who made mods, helped new people, and also wrote articles), and we all discussed demigod before it was even in development. There are several people here who were involved with demigod around 2004, and their influence is easily recogn
[quote who="OMG_pacov" reply="701" id="2799625"]teny time bump edit - guys - please take a look at the op again. Let me know if you think we are missing any important rules, etc. Tourney starts next Saturday. 1 week to finalize everything.[/quote] Looks complete to me. Clarification needed. Is a disqualification one loss out of the 3 games?
[quote who="OMG_pacov" reply="672" id="2798443"] Stick to the actual options we have - which is taking money from the pot. SD has easily been more generous than anyone else at this point with regards to sponsorship. I'm not going back to them and asking for more money, or credits, or whatever. [/quote] You keep misconstruing what I say, ;) I am saying take money out of the pot, use it to buy impulse games X,Y,Z. (heh, and find something on sale, so
[quote who="OMG_pacov" reply="662" id="2798382"]heh... we are going to have so many rules... I like that we have a bright enough group to think through all of the angles, but jeeze So, the rule will be that oak's spirits may not be used to attack the citadel period. The exception of course would be a few straggler spirits might hit it in combat - the only thing that would get your dq'd would be spamming the cit. I think this is a bit silly, personally,
[quote who="OMG_pacov" reply="662" id="2798382"]heh... we are going to have so many rules... I get the feeling we're going to have to review some silly arse games as a result of this rule. [/quote] That is kind of silly. Do we need to ban dropping wards near the cit? A swarm of spirits might "accidentally" attack the cit on their own when the creeps get novaed, and lag might "accidentally" prevent a command to the spirits to disengage immediately.
[quote who="OMG_pacov" reply="655" id="2798263"] I agree, easy enough to say "we just played, ________ was a jackass, please review the replay." We need an official rule written up that allows for this. It needs to be clear in the rules that citadel stomping with minion oak is not acceptable. I don't personally have a problem with an oak using spirits to take out towers, but do with the pounding on the citadel side of things. And it is pretty obvious if that's what
[quote quoting="post"] What's the best resource for finding out how to play..... Just bought the game because of the smokin sale price and I could not make heads or tails fo the mess of graphics. Couldn't even figure out which unit(s) were mine. Any manual or forum post available online that can explain the basics? [/quote] You are in the right place, so are already a step ahead of people who bought the game and didnt come to the forums. C
I vote for split 1
You should do replays when something interesting happens. eg: Normal Commentary -> Something technical and important/interesting happens -> Replay in slow mo, and explain what is happening and what people were thinking in greater detail. (might even ask the players what they were thinking). This way you can point go back and change the camera angle after the play has been made and show it in more detail. Kinda like real sports. (showing the whole field of play, and then zoning i
[quote quoting="post"] When i first bought this game ~ a year ago, I was very impressed with the concepts and the fast paced, fun gameplay. However it seemed that a relitively low number of people were playing, and I was constantly frustrated with multiplayer issues and difficulty establishing games. Now that I've decided to try it again, there are considerably fewer people playing. Did something happen to cause this game to 'go down the tubes'? It really looked
We could give out a small "participation" prize for non-top4 teams that complete all their games? I wonder if Frogboy might be able to help us out here? With maybe some impulse credit $$$ or free CDkey for stardock games rather then just a hard cash donation for this part of the sponsorship. eg: All non top 4 teams who play all their games are entered into a random draw for "participating" in the tourney, and are awarded a small token for getting stomped by the tier 1 & 2
[quote who="awuffleablehedgie" reply="492" id="2792451"]Notice we're at 10 teams, and there are several good old-time players running around looking for teams. I'd anticipate at least 12 teams for the tourney. 25% of the teams making money isn't bad, and as Jon said, I'd bet 5:1 that the winner of the RR component will be 1st or 2nd in the tourney part.[/quote] How much will you bet? Are you willing to add it to the pool? :)
My next vote 3) End the tourney PERIOD once the last game is played. In the event of a tie we have a playoff based on tourney rules. There is no need to allow the team with the most wins at the end of the round robin to come in 4th place. Also, this should not be a "majority rules" vote. eg: Are 6 people voting against option 1 as of now? eg: If the winning option is eliminated as a choice, what would you vote for? eeg: If Option 1 wins, what would the split opti
OK, next question... since the DG selection can lead to some pretty obvious hard counters, are there going to be any rules for deciding DG selection so we don't play "change your DG 50 times" in the lobby of each game before we get started?
[quote who="4Nana" reply="359" id="2789374"]I would wager a lot of money you will not just see oak / beast / reg in every high lvl match. Also, if you play 3 games no matter what, what if someone goes 3-0 then? [/quote] 1) Please tell me what combo will win 2/3 games besides the 3 I mentioned? 2) 3 points to winner, 0 points to loser