Remove the "1 entrance" area inside the fortress
#1
Posted 18 April 2012 - 05:15 PM
But seriously, the amount of faggotry of the players who use that base is phenomenal. This at least forces them to base outside the fortress and take a trek.
I've had multiple games where, even on mad/impossible difficulties, the guy refuses to share and gets owned for he doesnt have enough mills.
Seeing it's the most common place for it, i'd suggest just get rid of it. I think a few areas could use a little "livening up" Remove 90% of the places which have 4+ exits. No-one wants to deal with that.
So basically i'm suggesting to look at how the base is set up. In theory it would be great to be able to use ANYWHERE inside the fortress. I also suggest, ALL places inside the fortress should have a minimum of 2 exits. This stops faggotry of people refusing to share on "the best spots". If there's lots of 2 exit bases, people generally won't mind moving if the guy refuses to use share.
There SHOULD be about 4 or 5 place OUTSIDE the fortress (such as top right/left) with areas with only 1 exit.
#2
Posted 18 April 2012 - 09:11 PM
But seriously, the amount of faggotry of the players who use that base is phenomenal. This at least forces them to base outside the fortress and take a trek.
I've had multiple games where, even on mad/impossible difficulties, the guy refuses to share and gets owned for he doesnt have enough mills. Soloing in mad/impossible.. hah goodluck ^^ I know mad is do-able but a little bad luck can screw you over, that's playing dangerous
Seeing it's the most common place for it, i'd suggest just get rid of it. I think a few areas could use a little "livening up" Remove 90% of the places which have 4+ exits. No-one wants to deal with that.Indeed, I did try to do that from 4.90 to 5.00. As you may or may not have noticed, more rooms are 2 exits (with max you having to use 4-5 walls to block out exits) and more rooms have smaller entrances so that they are easier to base in. It may not have been enough of a change or noticeable because I did not want to brutally destroy the entire fortress for a total remake... yet!
So basically i'm suggesting to look at how the base is set up. In theory it would be great to be able to use ANYWHERE inside the fortress Now that would be wonderful, let me destroy the fortress and rebuild it and see what happens. I also suggest, ALL places inside the fortress should have a minimum of 2 exits...I'll have to talk Nevo into breaking his last 1 entrance room ^^. This stops faggotry of people refusing to share on "the best spots". If there's lots of 2 exit bases, people generally won't mind moving if the guy refuses to use share.
There SHOULD be about 4 or 5 place OUTSIDE the fortress (such as top right/left) with areas with only 1 exit. What do you mean? I see 2 in top left and potentially 1 in top right [upper portion of B-00 rarely gets attacked] and 1 in bottom right[and it's diagonal, how refreshing, yeah we'll need even better bases than that for 5.10]
#3
Posted 18 April 2012 - 09:40 PM
For it is actually ridiculous the amount of fighting for that one space inside the fortress. If there were ~3 similar ones (there's currently possibly "one" i would call similar, even then, not that similar.
#4
Posted 18 April 2012 - 10:09 PM
However, bottom right is quite powerful. A diagonal base could have more efficient repairs. The length of the entrance also extends long enough to create a good regen stall that could even fit a row of towers before main walls. I'd imagine it to be easier to survive in bottom right than W-65 in mad or impossible. You are also slightly less prone to massive waves invading your base since you are far from the center.
Top left is also interesting (of course less potent than W-65, but they are definitely not useless). You just have to know that ranged creeps like to abuse top left for their thin walls, so you could either have marines there (with a medic) or train a couple medics to spray your towers that are getting damaged.
Top right, B-00 with 2 entrances next to each other isn't bad either. It's not really "2" entrances, when you consider that most of the time, the monsters aim on the lower entrance.
Sorry, but we will not consider having a single entrance base with 3 spaces. It is too imba; we've already experimented these possibilities in the previous 4 years, and concluded that single entrance bases should have 4+ spaces.
#5
Posted 18 April 2012 - 10:52 PM
by 3 spaces, i meant 3 spaces a tower fits in. so 6. So a new base like W-65 (preferably 2-3) but NOT inside the fortress. I think it will be interesting to see how many people start using them.
Sorry it made sense in my head to say it as 3 spaces.
i.e make top left a tiny bit tighter.
Also, one of the big things about it, is that it has space on both side after the squeeze point, so you can get a decent amount of repairers in. Personally i'm quite keen on diagnols now and use them in several bases, the only problem with that is they require more walls than normal, unless the exits are close together, still you'll usually use at least 1 more wall.
#6 Zer0o
Posted 19 April 2012 - 07:31 AM
I agree with you, that base is pretty good defendable if you know how to place the walls and towers. I like that base even better than W-65 because you only need 3 walls, not 4.
Same opinion... I think that those bases are too small for mad or impossible, because the player can only build a low amount of towers and mills.
Same as above. It's a nice challange to survive in of these bases on mad or impossible though.
#7
Posted 24 April 2012 - 10:43 PM
#8
Posted 24 April 2012 - 11:00 PM
How would you know huh?!? Yeah that's right. You don't! It's not like you're the one who designed them so don't start talking like you know everything there is to them, you silly, silly...! (Not implying I designed them because I didn't, someone else did... but I bet you're not this "someone else"!)
#9
Posted 24 April 2012 - 11:02 PM
lol....
thats why i have a custom...
Edit: thats why i only talked about those. some cooler changed were made to the twins so thats less me but bottum right and top right was fun to help make
Edit2: tho i have to admit i SUCK at walling and lose 50% of time in those bases solo. income. i love. walls. i die.
Edited by Revol, 24 April 2012 - 11:09 PM.
#10
Posted 25 April 2012 - 12:25 AM
#11
Posted 23 May 2013 - 09:32 PM
+1 to Nevo
#12
Posted 24 May 2013 - 06:03 AM
+2 to Nevo.
#13
Posted 24 May 2013 - 06:18 AM
Nevo is a great developer . But often busy
#14
Posted 24 May 2013 - 07:54 AM
its not easy to be a developer
#15
Posted 24 May 2013 - 08:57 AM
I agree. Its hard to popularize a game . And input large number of codes, balancing things,etc. Thats a work of a dev
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