@Irta643: Go Or you can go "Join game" and it will always be public :-)
@Terhonator: Go Thanks, I'm sure you will find more bugs. Irta gives me a huge daily list of things to be fixed ;-)
I want to know which factions/broods/tribes you guys play the most and why, and whic ones you don't like to play and why. Also please report balance issues whenever you can.
My friend likes Surtur for Zerg, and I kind of do too.
Brutalisks (Air and ground attack)
Faster training time for Zerglings
Banelings will take care of all bio/light/small units and then the Brutas will take care of all the big ones, Ultras knockback and deals a lot of damage.
@Irta643: Go Faster training for Zerglings will be moved to Garm brood. If the Bruta + Ultra w/ Headbutt proves to be too strong I may split the 2 into different broods. Many abilities/upgrades will be moved to other broods to make them true to their descriptions.
New update today for NA, and Irta will update the EU version as well. many bugs fixed, some balance chenges. 2 new Zerg broods: Garm and Leviathan. Garm brood gets Rapid Genesis upgrade, faster Queens and Peristalsis speed upgrade for Chokers/Infestors. Leviathan gets... the Leviahan! that was moved from Jormungand because Jormungand is a ground-based brood. Colonists can now upgrade Command Centers to Comand Bio-Domes, the only unlocked ability right now is Sow Crops, a line-of-sight blocker unit. Furinax upgrades were changed, instead of faster normal upgrades, they now increase life (for armor upgrades) and firing speed (for weapon upgrades), just like Umojan upgrades do for Terran. The only upgrade I haven't changed yet is Protoss Shields.
Ohh, and most ability/upgrade icons were upgraded to full technicolor! :D I hope you all like them.
Well now, the LOS blockers were certainly interesting. It was a little depressing how quickly they died, but I can see the balance reasons for it.
Honestly, I wish I was actually good at SC2 now.... lol
@AtikLYar: Go I just found LOS blockers are great to use behind supply walls, specially on ramps. Enemys can olny attack the supplies and not the units behind them. Of course I have to tweak them a little for balance, but I think players will find good use for them.
Irta has a serious issue with the EU version, he can't upload it because the editor doesnt let him save it as components, so right now the EU version isn't the same as the NA version. I hope we will find a way to avoid these bugs.
And we are working on videos to help promote the mod. I hope to get in on Mapter's first page soon.
I think if a dominion faction selects marauder the model should be the killsquad marauder model, or make it a varient like the 2 dt models.
@nolanstar: Go That's a nice idea. But I'd like to give them at least a small upgrade to give them this "kill team" feel. Too bad marauders are too good to get an extra boost ;-)
New update for NA today. Protoss get one more unit decision to make: Nullifiers vs Sentries.
The Nullifier got it's name because it is specially useful to nullify the Sentry's abilities. It can use Phase Shift, Kinetic Impulse, and can be upgraded to use Hallucination too. Thanks to GhosNova91 for the Nullifier model.
Phase Shift: This ability can be used on units and structures making them ethereal. Ethereal units can walk through other units and some, but not all, buildings. Ethereal buildings wont be able to block units coming through it. This ability isn't finished yet so only some structures will actually be affected by it, such as: Supply Depots, Pylons, Photon Cannons, Bunkers, Missile Turrets and Engineering Bays. I hope to get feedback on this ability because it can have many different uses and may get OP. Also the footprint changes to these structures may have some bugs.
Kinetic Impulse: Instead of reducing incoming ranged damage, the Nullifier increases ranged damage from allied units within the aura.
Hallucination: The Nullifier is also able to cast Hallucination, but if I find a good replacement this ability will be removed.
Give one Terran faction a more sc1 feeling, like umojan use the arclite siege tank in assets as tank model, the alpha ghost in assets as ghost model, and the bw firebat model make it so both variations are used so it is like a dt moddel, fire bat should be forced on umojens , n. Raynors ray era should get a new
Marine upgrade, a meele buff like hydras, after the upgrade they do 2 more damage at meele . The upgrade should attach the
MOdel Marinebayonet.m3 to the weapon attach point
Awesome, always nice to hear about new updates.
Also, just a thought. If you're still planning on keeping the Tauren Marines as the 'tanking unit' of the colonists, I was just thinking of a few things.
1. Make them more expensive, but buff them up a bit more. That way, people would be encouraged to mix them with the other units. (And there wouldn't be giant armies of them that might hurt the whole SC feel.)
2. Also, maybe give them an ability like their WoW racial, War Stomp? An AoE stun with a long cooldown? It would set them apart from normal Marines better, and allow for some more hit and run tactics with them.
3. I remember you mentioned that one of the toss tribes was supposed to have golden Void Rays. Did you ever get around to doing that? Because if not, I could try to alter the textures a bit for it...
@nolanstar: Go The mod file size is getting bigger and bigger, I dont think the old arclite would be a great addition, worth making it bigger. It's basically a weaker crucio. Same thing for the alpha ghost model, it's nice, I like it, but not worth adding to this mod, I feel these models will be of much more utility for SC1, BW and alpha SC2 mods. But I've already put the Nullifier model to use ;-)
@AtikLYar: Go I haven't been working on the colonists lately, but I changed a few things about the Tauren, they were too fast and didn't live long, so now they are slow with more life. War Stomp? I'll think about it, but I always consider the Tauren a "placeholder" unit, something that should be replaced as soon as I find something that fits colonists better. But it's hard to have ideas for a faction that isn't supposed to have access to militar weaponry and vehicles... They can build THORS right now and I don't know what to do about it.
As far as I remember I already made Akilae's Void Ray change to gold color. If I haven't yet I know I already have the textures for it. I also have gold version for Stalkers, but my idea is to enforce Dragoons for Akilae and Tal'Darim, because that makes more sense. Dragoons aren't really a good option to Stalkers so they may become exclusive to these tribes so as to compensate for their extra stuff.
New update on NA today. Preservers get a not-so-new ability: Argus Link. New Protoss tribe: Lenassa, one more Dark Templar tribe to share dark templar stuff with Sargas. They get Monoliths to cloack nearby structures using their Null Shield ability. Dark Templar Blink moved to this new tribe. I'm not sure I should add Zeratul as a hero, as I have avoided the main characters so far.
Orbital Strike removed. It was OP, I'm working on a new method for delivering units using drop-pods. Banshee Cloak enforced for Tosh's Pirates and Nova Squadron. And they can no longer benefit from Shockwave Batteries.
Published it on NA arcade beta. Added Warfield as a Battlecruiser hero for Alpha Squadron.
For drop pod delivery I suggest a system like the alpha, where a drop pod was built from the ghost academy And required a drop. Pod facility 8 infantry units would get in the academy and a ghost would target a point, the drop pod would fall and the infantry would get out, all the effect models arre still in the editor
@nolanstar: Go Yeah, thats the system I'm thinking. I may remove the need to use a ghost though. I know the models are there, but the one with the drop od rising to the sky doesn't look anything like the one coming down, so I asked GhostNova to work on the rising pod. Fingers crossed I hope he will do it eventually.
I published Cloud Kingdom LE on NA.
I think that is because the drop pod needs extra stuff to get out of the atmosphere,'the extra stuff falls of and the drop pod comes down. M. M. Nprotoss ideas the hybrid protoss use the carrier and mother ship . The Star relic (void seeker) should be the star relic for most Protoss factions , use thrikodias modifications for regular and dt tribes. C. Also 2 tribes (the one with stone zealot) and hybrids should get the. Vindicator as a ranged infantry with a channeled attack
Current void seeker model for the dark Protoss. Version
@nolanstar: Go That may be, but I don't like how the model looks. It's quality isn't the same as the falling one.
And for you protoss ideas. I won't give Motherships to Hybrids. Motherships are huge and only the largest fleets have access to them, the small groups of corrupt protoss would have a hard time getting one. Also, HoTS will remove them from standard multiplayer so they will become exclusive to a few tribes only, and their abilities will be a lot different from now.
What would the Star Relic do? As you see I'm planning for HoTS changes so I have to place units in a good spot, either as options to standard melee units or as exclusive units accessed only by some tribes. I have the same problem with the Dark Herald right now, it uses the Star Relic model, but I don't know what to do with it. I don't like Thrikodias' textures for the Star Relic because I think he chose bad places for team colors.
And why give the Vindicator to Shelak and Hybrid? What these 2 tribes have in common? By lore I don't know which tribe should have them. I think they are Khalai warriors so they's have to go with Akilae, Auriga and maybe Furinax. But I don't see a solid role for Vindicators, so they stay out for now.
Use the star relic as a psionic support unit as it was intended, for the tribes that will lose mptherships , it hAs a bad role in dp , they should still mave maar hero but should get carrier and hybrid destroyer, The star relic loaked nearby units in a radius of 3 when stationery mode. More info will come
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