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SC Expanded: melee mod

What should be the Zerg unit options?

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    #1105 May 22, 2013 at 17:22 UTC - 0 likes

    @SoulFilcher: Go

    Behemoth-class Battlecruisers vs. Minotaur-class Battlecruisers. See here.

    #1106 May 22, 2013 at 21:51 UTC - 0 likes

    @Zertoss135: Go

    • reason for longbow, variations. but mostley beacuse it exists, and some factions need more content. warhound is antimech, lets have a mech that has long range ground [vs units], or has cloak (theres lore for cloak mech?). mabey knockback.
    • thor's punisher should include ground for a faction.
    • fatty speed needs to be nerfed to 2.25, not 2.5: they go headfirst and die
    • goliaths aa upgrade...do want.
    Last edited May 23, 2013 by FreezingAcidRain
    #1107 May 22, 2013 at 23:07 UTC - 0 likes

    @FreezingAcidRain: Go

    or just give a faction wol old 250mm strike cannons [cooldown ability]

    warp conduit for a protoss tribe, sort of like a nydus canal?

    could you add dark tempest oracle

    any thoughts on taldariem using dark protoss textures? in that case add dark mothership and core aswell

    #1108 May 23, 2013 at 13:54 UTC - 0 likes

    Soul, since you fixed the useless terran bug, no A.I would pick any of the choice units or the upgrades which makes it harder to play with A.I (which i do often since my internet is a piece of junk) Also for the battlecruisers maybe add a gorgon class battle cruiser which is a bigger version of the behemoth battlecruiser and has extremely high hp and very good attack power but costs 1000 minerals and gas per ship and the weapons have to warm up before they fire meaning the gorgon is less likely to go in alone, it can only target 3 targets at a time and if the enemy retreats then the weapons go into a cool down stage. This is just a idea if it is to complicated then its ok besides its your mod.

    @FreezingAcidRain The Warhound was a HoTS beta unit which is why soul added it, I think siege tanks cover the long range part and i assume you are talking about the Banshee Cloaking device, well that was custom made for the banshee and if a banshee went down a team will go out and recover or destroy the device so others don't get their hands of it so i think it's very unlikely that a mech with cloak would be possible.

    #1109 May 23, 2013 at 16:21 UTC - 0 likes
    Quote from SoulFilcher: Go

    @SheogorathSC: Go I see no reason to keep both the Bar and Barracks. The idea is that they survive without having access to most military units. This is the faction to experiment and try to change everything. Right now the rebels seem to be working fine as the standard infantry unit and I think its awesome, so I on't plan to give them Marines.

    • They have access to the Barracks in the campaign.
    • Tauren Marine is ridiculous. But having Heavy Infantry but not Marines at the Bar or the Barracks would be weird aswell.
    • Them having access to something like the Fusion Core whilst not a Barracks could also be seen as strange.
    Quote from Zertoss135: Go

    Isn't there a upgrade in this mod that allows the special ops dropship to evade 30% of damage if detected while cloaked?

    If so, I would seriously recommend against it, negative chances are the problem and in a multiplayer game a positive chance for one player is negative for another one and they will end up feeling they lost fights to coin tosses, do we really want to give bad players mroe excuses to rage?

    Quote from Zertoss135: Go

    The Prometheus Company does sound like a good dominion faction but the only problem is that firebats are a option to marauders and the hellbat is available to every faction, also unless there's good upgrades to the firebats to make them stronger then it would not be worth it just to get merc firebats as the mercenary faction already gets them.. Also the flaming betty is Exclusive to Raynors raiders because only Rory Swan made the flaming betty. In my opinion the Prometheus company would be quite useless without Very good upgrades late game unless your foe is going mass hydra or Zealot which is very unlikely firebats will be useless and hellbats might become useless to if there are masses of roaches.

    Picking Colonists also override some unit selection I believe, nothing against the unwritten rules of SC expanded. And yes, it's hard thinking up unique stuff for them, I guess they would have alot of anti-bio and mobility besides their fire fetish.

    #1110 May 23, 2013 at 21:41 UTC - 0 likes

    @SheogorathSC: Go

    • on the % chance, blizzard has used it before for units on higher ground in sc1, just saying. what's the harm for special ops with no speed ability? its not like it can attack and medevac is better for the fact it can heal, but that's my gameplay and not everyone else.
    #1111 May 24, 2013 at 01:21 UTC - 0 likes

    you could give the option units the same ai tag as the meele one, this way ai can use them

    it might be nice if virophages get the infested cocoon spawn ability

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