Team Micro Arena Legends 5.5 has been released!
> Click on the image above to download TMA Legends 5.5
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Changelog TMA Legends 5.5 (14.03.10)
Rather small update but still necessary
- Tom combo changed to 4 Toms without Yggdrasill
- Units repositioned so selectors don't get stuck that easy
- Messages show now Europe/East/iCCup since there are also TMA players around
- Lurkers in 2nd zone spawn with less hp (just like the Lurk in 1st zone, use medics to heal)
- Cracklings +1 dmg
- Corsair in 1st zone more energy for 2 Webs (maybe use vs Reaver in early game)
- Yggdrasill -1 armor
- Hunter Killer +2 armor
- Torrasque +10 dmg
- Tass -4 armor, -50 hp, +50 shield
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Changelog TMA Legends 5.4 (16.06.09)
Unit stats basically adjusted to normal units of melee games, still some exceptions
- Hero Broodling armor from 0 to 1
- Hydralisk armor from 1 to 0
- Lurker damage from 20 to 22, armor from 1 to 2
- Ultralisk dmg from 25 to 26
- Hunter Killer armor from 40 to 15, damage from 70 to 60
- Battlecruiser hp from 600 to 500, armor from 4 to 3, damage from 35 to 34
- Valkyrie damage from 9 to 8 per missile
- Firebat hp from 60 to 50, damage from 16 to 18
- Ghost hp from 60 to 45
- Goliath ground damage from 12 to 13
- SCV armor from 1 to 0, damage from 6 to 5
- Tank damage from 35 to 36
- Vulture hp from 60 to 70
- Duke siege damage from 350 to 400
- Corsair damage from 5 to 6
- Observer shield from 30 to 20
- Scout hp from 120 to 150, shield from 80 to 100, damage from 34 to 28
- Archon shield from 360 to 350, damage from 30 to 36
- Dark Templar hp from 60 to 80, damage from 40 to 49
- Probe damage from 6 to 5
- Fenix shield from 107 to 105, damage from 220 to 250
- Raszagal shield from 8 to 9, damage from 5 to 6
- Zeratul damage from 220 to 250
- Plague cost from 80 to 60
1st Zone:
- 3 Firebats + 1 Medics -> 3 Firebats + 2 Medics
- 2 Dragoons + 1 Zealot -> 3 Dragoons
- 1 Dragoon + 1 Corsair -> 3 Dragoon
2nd Zone:
- Tanks and Guardians change beacons
- 3 Guardians -> 4 Guardian
- 4 Dragoons + 2 Zealots -> 6 Dragoons
- 5 Goliaths + 2 SCVs -> 6 Goliaths + 2 SCVs
- 3 Tanks get 2 additional Vultures
- 3 Lurker -> 3 Lurker + 10 Zergling for distraction
- 2 Ultralisk -> 2 Ultralisk + 5 Zergling
- 3 Corsair -> 3 Corsair + 3 Dragoons
- 20 Zergling -> 18 Cracklings
- 8 Hydralisk + 6 Zergling -> 7 Hydralisk + 5 Zergling
2nd Zone combos changes:
- 2 Tanks + 2 Goliath + 1 Vulture + 2 SCVs -> 4 Tanks + 2 Valkyrie + 2 SCVs
- 1 Ultralisk + 3 Hydralisk + 4 Zergling = 1 Ultralisk + 4 Hydralisk + 4 Cracklings
- 1 Reaver + 1 Shuttle + 1 High Templar -> 1 Reaver + 1 Shuttle + 2 High Templars
- 1 Overlord + 8 Zerglings = 1 Overlord + 8 Cracklings
3rd Zone:
- Beacon change -> Battlecreuisers to DT spot, DTs into special combo
- New unit selection -> 4 Lurker + 8 Hydralisk
- 3 Reavers, 2 Shuttles -> 4 Reavers, 2 Shuttles
- 36 Zerglings -> 30 Cracklings
- 7 Goliaths + 4 Vultures = 8 Goliaths + 3 Vultures
- 15 Hydralisks + 11 Zerglings -> 12 Hydralisks + 8 Zerglings
- 8 Zealots + 1 Archons -> 9 Zealots + 1 Archons
- 4 Ultralisks + 8 Zerglings -> 4 Ultralisks + 6 Cracklings
3rd Zone combo changes:
- Anti mine combo: 3 Zealots, 2 High Templars -> 6 Zealots + 2 High Templars
- 2 Ultralisks + 3 Hydralisks + 4 Zerglings + 4 Mutalisks -> 5 DTs + 3 Archons
- 3 Tanks + 2 Goliaths + 2 Vultures -> 5 Tanks + 3 Vulture
- 2 Reavers + 1 Shuttle + 4 Dragoons -> 2 Reavers + 1 Shuttle + 5 Dragoons
- 10 Mutalisks -> 8 Mutalisks + 15 Cracklings
- 10 Marines + 4 Medics + 2 Tanks -> 10 Marines + 4 Medics + 3 Tanks
- 1 Archon + 3 Dragoons + 2 Zealots + 1 High Templar gets one additional Zealot
Hero Zone:
- 1 Hyperion -> 1 Norad II
- 2 Hyperion + 1 Vessel -> 3 Norad II
- Hero combo names altered
- Sarah Kerrigan removed
- Unclean One name rechanged to legendary Xaax
- Tom Kazansky spawning cloaked
- Maximum amount of Spider Mines on the map for Magic Raynor reduced from 50 to 30, auto mining slowed down to about 2 seconds between mining
Map generally cleaned up, bugs fixed, color scheme added, messages rewritten
- Nexus hp from 5000 to 6000
- Muta Stack item changed from Larva into Lurker Egg to get rid of the creep
- Additional Messages added when selecting 30k and 100k heroes before available
- Special Combo items changed from Vespine Sac into Zerg Egg
- Startup trigger system reworked -> all beacons cloak, beacons 'invisible' + white
- Vespine Box removed at hero beacons, Zerg beacons for 30k and 100k heroes
- White Observers for shield trigger removed, invisible map revealers added
- Air unit damage correctly shown without upgrades (6+6 -> 12)
- Red/White/Green/Grey Color Scheme added
- Messages corrected, spelling mistakes (hopefully) removed
- Briefing + Mission Objectives altered
- Cracklings included
- Spawning sounds altered
- Suicide zones in all 4 corners of the map for Reavers, Tanks and Goliaths added
- Grass numbers in zones removed
- Observer ban item changed from Vespine Barrel to Zerg Cocon (250 hp, 8 armor)
- Kill enemy hero selectors item -> Nuclear Silo added, Vespine Sac removed
- Observer/Dark Templar/Zeratul finally visualized by using (unclickable) Sprites
The map is not finished. Released prematurely without final checkups just like 5.3 which was a faliure - so again your panic fucked up a promising product and our combined effort, don't thank me when you go behind my back to screw our work just at the very end when it was all going so well. There where still some issues to attend to, the changelog is wrong in a couple of places, very unclear in some other and doesnt cover all changes. I hope you're proud of yourself Ven. Don't thank me when you do things like that - coz thats hypocrytic - I don't need you to "thank" me - I need you to trust me and respect my work - in both cases you just show me you don't give a shit.
So therefore im out of this mess. Thx to all the constructive ppl i met through TMA and supporting TMA members. The rest .. what do I give a fuck really ? ; D
again you add more hp to nexus :P
Sarah Kerrigan removed - w00t!!!
ye well...nexus got 1000 additional hp because we have now not only 4 reavers in 3rd zone back. we also have the attack speed upgraded 'cracklings' which take down shield and nexus hp quite fast. we also evened up dmg of the nex attacking heroes like fenix, zeratul and duke. all in all it works quite well...at least as far as i know.
and sarah ye...we will miss her death screams for sure. but noone ever selected her... :I
Sarah Kerrigan sux, Stopgoon too Cu XDDDDDDDDDD
roger that
Sarah Kerrigan was a ghost hero. The kerrigan you are thinking of is Infested Kerrigan which is when Kerrigan turned to the swarm and became zerg. The kerrigan ghost was never used because it had no benefits over duran and duran could consume.
trippity trip
Truly spoken Ego!
I will be 100% honest, this is still a team micro map and not a heroe game like those shity games around in B.Net, i totally don't agree with u changing the demage of normal units unless they are heroes. U can change the ammount of units in the selector zone, not their armor, hp, attack...
Most of the units have the normal stats just like in any melee game. Anyways there are some minor changes to units like for example goliaths have way more air damage (so they get selected vs air instead of Marines) - or some Protoss units have 1 basic armor - there are just some minor things we changed. And we changed that because it works better in TMA than it does in a normal melee game. These changes for normal units have been around for years, so that really isn't like touching a holy relict or sth.
exactly
the tom combo was a good idea =)
the lurker thing is ... idk, great but not great? in 3v3 lurkers with less damage are nice, because it just doesnt stop the attack to much (reduce the defense power quite right), in 2v2 the defense was good, with the changes, idk ;)
lets see, as far as i can see, its quite nice =)
haha, funny thing to read: - Hunter Killer armor from 40 to 15, damage from 70 to 60
wow, 40 armor? its still tough to beat (in first zone), but with 40armor its kinda immortal vs unexperienced players ;)
greetings
HK is a bit to strong now.
Lurkers are great !!
Combo toms is good -
Ye well the HK was way too strong with its 40 armor. Although keep in mind that is only has few health points (like 90 or something). The Psi Storm ignores armor and directly attacks hp, so one storm is enough to kill it if you don't move it away. Same is for Reavers, Mines, Dark Templars and also Siege Tanks or Dragoon. But on the other those units also feed some points. So as soon as there's a Hunter Killer in the arena, you can expect a team to switch from normal Rines, Lings to those heavy units or HTs to kill the HK. Chances to score on both sides and as long as that works, I think it's kinda balanced.
I don't think there's much to talk about changes like tassadar or hunter killer.
Noone pointed out the most important changes yet:
"+1 Damage for crackling"
Imho quite some huge boost for an often selected unit, turning it even better against units and shields alike.
"Lurkers in 2nd zone spawn with less hp"
Storming those lurkers them often felt like a waste of energy, helps alot...
Besides: Hunter Killer still survives full mine or scarab hits, putting it along with medics also allows it to keep sitting inside of a storm. Tanks and dts are good to deal with the hk, he can just run, tho...
In the end you're pretty much concerned with keeping your hunter killer alive and you may not be able to keep track of the battle as a whole.
With out a doubt 5.5 version is terrible ... the ling bonus is just wrong for the sake of the map I hope you fix this very soon.
Well I can just hope that some actually tested that version like hardcore and do not just mock around because something didn't work out that well.
The cracklings are kinda expensive giving 100 points. With the 7 dmg they do not kill the Nexus hp faster (50 armor...), but ye the Shield gets pwned a bit faster which could be problematic if ppl start abusing them. Anyway without specifically focusing on the Shield they shouldn't be able to do too much more dmg to the Shield I think. How many Lings are able to attack the Nexus at the same time? Like 15? So instead of 90 Shield points like before, now they kill 115. Not too much more, but still something. It's all about spawning and not letting them eat the Shield for a longer time I guess.
On the other hand I think for normal combats inside of the arena they deserve that boost since they have to little hp and get pwnd by ultras or zealots (and Storms and Mines in mid) which are usually part of your army in late game.
Btw I really just love statements like '5.5 is terrible' (which for me means in general). If it's just about the Ling thing, tell me why and convince about it. So far I just saw one game where those Lings were indeed abused to focus the Nex during the whole game. So if all games go like that, it would definitly be necessary to change the dmg. If players start to manage stopping them from doing too much dmg and get all the points, a re-change is maybe not needed. But as long as no-one's posting here, I'm blind kinda...
Yeah you can definitely take advantage of these lings in the second zone and kind of take away from the heroes people choose. I've been experimenting with them and especially in 2v2 you can avoid the oncoming forces attack their nexus and before you know it there shield is gone, even in the time it takes them to come attack you a lot of their shield is gone. I think definitely it was good before where they made sense to use them tactically but couldn't be used to muscle your way to the nexus again and again. When the shield dies so fast and people want to keep their shield alive it seems like much less hero play will take place.
Ye ven we actually didn't test the version we just commented on a whim... also seriously you think I would say something without something backing it up...
Yes correct the version is terrible because of lings how isn't that enough? It's like I say version x.x is terrible because of SECRET SCOUT HERO or this version is terrible since you can mc heroes etc. etc. I mean you out of all ppl should know that some versions were re modified since there were certain things that were to simply put it imba.
Is it not true that you yourself removed sarah kerrigan because you though it was too strong... If not only my opinion is enough about this(which it should be) then take spins take scrubs,egos,ips etc. etc. and you will see how the most incredibly OBVIOUS thing is ... obvious.
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