The official forum for the popular Starcraft 2 map, Stranded On Krydon


    Boss Strength

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    Starke

    Posts : 201
    Join date : 2010-12-12
    Location : San Diego, California, United States

    Boss Strength

    Post  Starke on Wed Jan 05, 2011 12:54 am

    Does anyone feel that bosses are too easy? They don't make an appreciable dent in any defense that can already hold off the standard waves. The additions of cliffwalking and the Levi's Diplasmoid Discharge were welcome, but are not enough.

    I don't think that a large change is necessary - No buffs for surrounding Zerg, no full set of abilities, nothing like that in my opinion.

    My suggestion is that bosses should be attack-oriented. If you make them tanks, the key to killing them is simply more firepower. I think that fast-moving and some ranged bosses would suit Krydon better. At the same time, their range shouldn't be so long that normal turrets can't return fire. And they need to be able to dish out significant hurt. Brodyaga said in another thread that he held off the Leviathan for several minutes until the rescue came by simply repairing the building the Leviathan was attacking with his Survivor. Bosses should deal fast and major damage if left unchecked. Ranged bosses would have lower damage, naturally, but enough to really worry about.

    In short, their damage needs to match their reputation. But because they they don't have MASSIVE amounts of health (which is good), they need speed to get them into attack range before they are dead.

    Brodyaga

    Posts : 148
    Join date : 2010-12-09

    Re: Boss Strength

    Post  Brodyaga on Wed Jan 05, 2011 1:22 am

    Starke wrote: ...Brodyaga said in another thread that he held off the Leviathan for several minutes until the rescue came by simply repairing the building the Leviathan was attacking with his Survivor...

    Sorry, I did not say: I had 6-7 Heal Bots and 2 Mules, they repaired.

    Brodyaga

    Posts : 148
    Join date : 2010-12-09

    Re: Boss Strength

    Post  Brodyaga on Wed Jan 05, 2011 1:31 am

    Starke wrote:... they need speed to get them into attack range before they are dead.

    em-m-m... Actually, they get into attacking range (unless you have a few Big Berthas and send a detector forward).

    But the boss stops and attack any of the met defensive structures, stays there and keeps attacking without prioritizing targets for more dangerous, like Big Bertha.
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    dra6o0n

    Posts : 62
    Join date : 2010-12-15

    Re: Boss Strength

    Post  dra6o0n on Wed Jan 05, 2011 4:24 pm

    Bosses needs unique AI patterns other than moving into a base to be killed.

    Leviathan - needs to spawn mutalisk from time to time and likes to "circle" around a Terran base, with a 50% chance to avoid flying into missile turrets. A hit and run specialist. Make the tentacle attack range shorter but the bile shot range much longer now, with the bile doing the least but more shots, and tentacle the most but slowest hits.

    The mutalisk that it spawns gets a timed buff of "Leviathan Buff" which increases the attack speed and attack damage of Leviathan spawned mutalisk temporarily. Lasts 30 seconds.
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    Nagnazul
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    Posts : 98
    Join date : 2010-12-08

    Re: Boss Strength

    Post  Nagnazul on Wed Jan 05, 2011 4:45 pm

    dra6o0n wrote:Bosses needs unique AI patterns other than moving into a base to be killed.

    Leviathan - needs to spawn mutalisk from time to time and likes to "circle" around a Terran base, with a 50% chance to avoid flying into missile turrets. A hit and run specialist. Make the tentacle attack range shorter but the bile shot range much longer now, with the bile doing the least but more shots, and tentacle the most but slowest hits.

    The mutalisk that it spawns gets a timed buff of "Leviathan Buff" which increases the attack speed and attack damage of Leviathan spawned mutalisk temporarily. Lasts 30 seconds.

    Just a side-note, Leviathans currently do spawn Mutalisks and broodlords.

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