|mori5 (05/26/2012 06:36am):|
Subject to change.
|walkerboh01 (05/26/2012 04:27pm):|
This map is brilliant.
|Mori2 (05/27/2012 12:58am):|
Might switch the HQs for labs to avoid mass-damage CO repair harassment.
Not sure how big of an issue that would be, left them as HQs for now. Seems
like it could potentially be game breaking, but I don't know.
Meh. Changed for now, rather not risk it.
Last Edited on 05/27/2012 04:14am
|Headphone (05/27/2012 11:20pm):|
since when do HQs heal sea units?
|MorganLeah (05/28/2012 12:27am):|
What Headphone said.
|Mori2 (05/28/2012 12:27am):|
Itsk I'm dumb sometimes. I'll try to get some test games in tomorrow.
This map plays exactly as well as I had hoped. Very fun. All that
cool potential interplay with the artillery/bboat/city/tower dealie.
Giving it a preliminary 9. It's either a 9 or a 10, I welcome
arguments for either one.
Last Edited on 06/04/2012 04:59am
|CoolJets (07/24/2012 12:37am):|
Still not sure what the point of the black boat on the HQ is for. If you had a damaged unit, why
not just place it on a nearby city for faster healing?
|Mori2 (07/29/2012 12:52pm):|
Functions as a meatshield, delays capture of HQ. Makes HQ defense easier in close games.
Allows repair of a unit during a turn as opposed to repair at the start of your next turn. In
many cases, putting non-movable units on vital properties is used to stop the opponent from
rushing and capturing or harassing it (Sami APC+Inf into early HQ capture, for example), and
while that's not necessarily a problem here, it doesn't hurt.
In short, the HQ Black Boat allows you to play a more aggressive game on the opponent's HQ
front than if it was not there. It doesn't have a huge impact, but it's not there pointlessly.
|Mori2 (04/24/2013 12:55pm):|
I like how his account (mori5) has hands down some of the best and some of the worst maps
I've ever made. Weird how that works.