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StarCraft 2: Alternative Spielmodi, Kräftemessen / Desert Strike 1338
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Taz
Geschrieben am: 06.09.2011 19:28:34


Wicked Sick


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Hallo Leute,

die SC2 Session am Wochenende hat bei mir mal wieder die Lust auf SC2 geweckt. Habe die zwei freien Tage daher auch mit viel SC2 verbracht und mal geschaut, was man noch so spielen kann. Bin da auf einen interessanten Spielmodus gestoßen, der echt Spaß macht und kein Micro-Management erfordert. Daher denke ich, das könnte auch was für Euch sein.

Der Spielmodus nennt sich: Kräftemessen
Die Map nennt sich: Desert Strike 1338

Hinkommen tut man so: Mehrspieler -> Eigene Spiele / Spiel Beitreten -> Kategorie: Kräftemessen -> Beliebte Maps wählen -> Desert Strike wählen.

Da muss man nur mit einer Drone / Sonde / WBF Gebäude bauen, der Rest macht der Computer.

Um Ressourcen Income zu steigern, kann man auf den Vespin Geysiren Raffinierien bauen. Bei der 2. oder 3. Raffinieren ist dann nach dem Bau erst mal eine Weile der Income geblockt. Also weise wählen, zu welchem Zeitpunkt man das baut.

Man kann Ressourcen aufwenden, um Einheiten upzugraden (entweder Standard Upgrades wie Waffen oder Rüstungen) oder Spezial Upgrade pro Einheit (Die nutzt der Computer dann nach eigenen Ermessen).

Man spielt 3v3. Bei den 3 Spielern spawnen immer abwechselnd nach einer bestimmten zeit die Units, zu denen man vorher die jeweiligen Gebäude gebaut hat. Zur gleichen zeit spawnen auch beim Gegner Einheiten des entsprechenden Gegenspielers. Dann rennen die Einheiten auf einem Weg aufeinander zu und bekämpfen sich. Sind die Feine erledigt, laufen die eigenen Einheiten weiter und kümmern sich um die gegnerische Kommandozentrale.

Ziel des Spiels ist es, die gegnerische Kommandozentrale zu zerstören.

Evtl. mal eine Alternative zu COOP-Modus am Donnerstagabend. biggrin.gif
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Deutschmaschine
Geschrieben am: 07.09.2011 14:53:19


Wicked Sick


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Hat ein bisschen was von AoE CBA... Hört sich interessant an!
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>>> Ready to scream, ready to die! >>> Hypnoskull
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Pommfriedel
Geschrieben am: 07.09.2011 16:20:11


Wicked Sick


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QUOTE (Deutschmaschine @ 07.09.2011 15:53:19)
Hat ein bisschen was von AoE CBA... Hört sich interessant an!

Genau das habe ich mir auch gedacht!
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Deutschmaschine
Geschrieben am: 08.09.2011 22:10:34


Wicked Sick


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Ganz cool3.gif der Modus. Aber irgendwie gibt es nur auf die Fresse... doctor.gif
______________________________________________________________
>>> Ready to scream, ready to die! >>> Hypnoskull
>>> Counting all the assholes in the room. Well I'm definitely not alone. >>> Volbeat
>>> I piss on your face while you suck on my cock. >>> Scars on Broadway

Engine is running on: Intel Core i7-2700K @ 3,5 GHz // 32 GB Corsair Vengeance LP DDR3 RAM // ASRock Z77 Pro3 // Gainward NVIDIA GeForce GTX 770 Phantom 2 GB // Samsung 850-Serie SSD // Windows 8.1 Pro 64-Bit

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Pommfriedel
Geschrieben am: 08.09.2011 22:42:09


Wicked Sick


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Geht... haben ja auch mal gewonnen! heavy.gif
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Pommfriedel
Geschrieben am: 04.06.2013 21:18:15


Wicked Sick


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Zu unserem Liebling SquadTD isat übrigens ein Major-Update erschienen.

Version 3!

Changelog:

CODE
VERSION 3.01:
- Mothership will no longer buff bosses for balance reasons. (May get a reduced buff in the future)
- Colossus has been temporarily patched with lower damage until I can refine the effects.

VERSION 3.00:
- New Armor System: This is a big internal change that was going to happen on the preview version. Armor used to work at 0.1 Armor ~ 1% Reduction, but now it does so in exponential format. So (0.989)^(Armor * 10). At 1.5 Armor, this is effectively ~%15 reduction. This was done to improve performance, clean up code, and be more streamlined. 1 = 10% is a good enough approximation but it also means larger armor values don't provide as much reduction. Mob armor may need to be slightly adjusted higher at the later waves but most people shouldn't notice any effects.
- Armor Cap has been removed as well. Previously, armor bonus was capped at +6.0 for balance reasons, but with the new exponential system, it is already diminishing.
- Added Minor Time Delay to Orbs
- Fixed Double-Worker Bug
- Fixed Shield Armor not doing anything (May require compensating Ancient nerf)
- Fixed Dragon Aspect ability targeting itself instead of mobs
- Fixed bug where Half-Breed's passive was blocking 75% Damage instead of 25%
- Attempted to cut-back on bug where SS attacks could be halted by spamming Stop.
- Fixed Forcefield & Prismatic Generators shielding allies.
- Harpy/Medusa: Fixed Smart Targeting
- Clarified THUNDERBIRD's Afterburner damage as Spell
- Clarified Zergling Savage's Deep Gash damage as Spell
- Yggdrasil: Sacred Blessing now targets lower life fraction first.
- TREE OF LIFE: Water of Life now targets lowest life fraction first.
- Fixed bug where Water of Life was only affecting 4 units.
- Fixed bug where Abberation Basher & Pulverizer wasn't applying stun to bosses (0.15s)
- Fixed bug where Spawn of Dragon's Circle Strike was set to Spell and not Normal
- Fixed bug where Pyro's splash was considered Spell and not Chaos
- Fixed bug where Doppleganger was missing 0.95s internal cooldown on Counter-Attack
- Fixed bug where Fadestrike was only removing up to 3 stacks instead of maximum of 5
- Fixed Carrion & Night Crawler bug where attacks won't focus on one target.
- Workers now have an armor icon to see movement speed.
- Updated Captain/Admiral tooltip to include diminishing returns.
- Updated Parity Check tooltip to match true healing (24+8%)
- Updated Requiem tooltip to match true IAS (16%)
- Updated Uplink tooltipp to match true damage (5+10%)
- Updated Experimental Unit to match true chance of malfunction (8%)
- Updated Energy Discharge to match true damage (105 spell)
- Updated Flaming Arrow tooltip to say Spell Damage
- Updated Sticky Slime tooltip icon to match true stats
- Recoded Greymane's Reflective Shell. Should work more consistently and cleaner now.
- Fixed bug where Tree of Knowledge's Reflect Damage wasn't applying kill credit and recoded it.
- Spell Attunement should not target Spell Immune
- Added some triggers to clear out orphan effects and particles to improve performance.
- Updated Energy Rage tooltip to match real damage (40)
- Automaton: New Racial: Optimized Targeting. Attacks provide 7.5% Armor Penetration (Yeah lame but Breakthrough isn't worth the headache)
- Shadow Racial Rework: A tower revives as a shadow of it's former self with 15% of it's past HP. (Basically Bone Warrior, but it's meant to be more versatile than something like Lings+Shadow racial which was dumb as hell, sorry)
- Tree of Life: Collision size reduced
- Daemon: Cost to 125 (down from 140)
- Veteran: Cost reduced from 125 to 100. HP and damage reduced to maintain same DPS/HP:Mineral ratio. Die Hard also still triggers at 50% health.
- Tempest: Damage from 30 to 35
- Leviathan: Cost reduced from 265 to 245.
- Abberations: AoE damage type is considered Siege (like it's main attack) and not Spell
- Aberrations: AoE Capped at 4 units
- GUARDIAN: HP Increased from 725 to 745
- Archangel: Attack cooldown reduced from 0.8s to 0.65s
- Archangel: Ranged Increased to 8
- Increased Souls of Villains Range to 4.25
- Increased Soul of Villains Damage from 74 to 78
- Roach Champion: Damage Increased from 115 to 120
- Gave Wraiths and Mercurials smart targeting on their ability
- Security System Orbs are now R G B hotkeys
- Watcher: Spell Attunement up to 33%, Max Stack reduced from 5 to 4. Duration increased from 5s to 6s.
- Encrypter: Internal cooldown increased from 2.5s to 3s
- Encrypter: Energy regen rate reduced from 1.5/s to 1.25/s
- Zergling Savage: Claws now have longer reach and can pierce through one enemy (second target only gets 'Gashed')
- Zergling Savage: Damage reduced from 34|38 to 20|24
- Admiral: HP increased from 1235 to 1325 to encourage earlier use.
- Greymane: Chance of reflecting attacks increased to 40% from 25%.
- Grizzly: HP Increased from 925 to 995
- Halfbreed & Goliath: Natural Armor and Resistant Flesh Chance increased from 25% to 30%.
- Messiah: Reduced stack to 2.
- Terminator: Cost reduced to 30, Damage reduced from 6|6 to 5|5. HP decreased to 120, +0.1 range.
- Firebat Send: Has "Armored Plating" which blocks a flat 5 damage.
- Colossus Send: Has "Sweeping Attack" which does very minor line damage (10%)
- Zealot Send: Gas reduced from 60 to 55
- Mutalisk Send: Now Biological armor
- Mutalisk Send: Added Passive "Scream" which causes the target to run away for 0.5s when hit.
- Mutalisk Send: Attack speed decreased to 3.5s. Damage increased to compensate.
- Phoenix Send: Now reworked as a "Mothership" Send. Has "Infuse Soul: Grants up to 3 allies a 25% reduction in incoming Chaos and Spell damage".
--3.00 Changes--
- Removed Chaos Damage reduction from Mothership
- Mothership now only starts with 10 energy (buffs up to 2 units)
- Mothership: Income reduced to 8, Infuse Soul now adds +10% Timescale
- Orbs now give +4 Income
- Fixed Colossus Send allowing multiple counts of attack.
- Reduced Colossus sweeping range


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Lochnagar
Geschrieben am: 10.06.2013 20:41:05


Godlike


Gruppe: Editoren
Beiträge: 333
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Mitglied seit: 09.11.2010



Ganze System vermurkst.... yuk.gif
Ryzen 2600
Gigabyte B450 AORUS PRO
16 GB DDR4 GSkill Ripjaws 3200
MSI Radeon RX 480 8GB
BeQuiet E9 580CM
 
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