Here is what we know for sure : It will be a ground unit.
It will be mutated by the Biomass Hatchery larvae.
Opinion on attack form : I think it should use it's own attack, my reason is that it would seem to much like the Swarm Host. I would like to hear your opinions on this subject before I make a rock-hard decision.
We still need to decide the model, name and stats.
Seems the poll is definitely against creep, you will see that through in the next patch.
Do you have any lore/backstory to the race you created? Otherwise I would suggest adding a splat to the units which looks like they are rooted into the ground or crumble it. This would give them a bit more "personality" while making it easier to distinguish them from the Zerg. Perhaps it would also look a bit more realistic then
Havent tested your race yet but I'm curious about its development, looking forward to any updates!
Well, I have some news. It turns out that if there is no creep, no larvae/wasp will spawn, so I will have to revert to creeped structures until further notice.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Lol, I just saw your race and it looks really similar to one of the ones that I was suggested to design, the Grem'Thir.
Heres a link: http://www.sc2mapster.com/maps/alien-worlds/
Cool, I only have plans for one more unit for the race. So I feel pretty much done with it, besides bug and balance fixes. Unfourtanately I just haven't had the feedback to really do any balancing.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
BALANCE UPDATE
I have made further research, and have decided to make some balance changes to the Xeyed race.
I believe these changes will improve performance and make a more balanced and fun race to play
- Xeyed units now have 2 life regeneration delay(Can not regen health until it has been out in combat fo at least 2 seconds)
- Xeyedling
- Health increased to 60 from 55
- Damage increased to 8 from 6
- Scorpalisk
- Mineral cost has been increased by 15
- Now has1 armor from 1.35
- Impalisk
- Mineral cost increased by 10
- Attack speed improved from 1.25 to 1
- Attack damage is now 20 from 16
- Massalisk
- Mineral cost up to 275 from 225
- Base armor increased from 1 to 2
- Max health increased by 50
- Kraken
- Leviathen Gland upgrade time up to 120 from 100
- Kraken health is now 475 down from 550
- Bio-Stasis ability duration decreased
- Exterminator
- No longer does bonus damage to light
- Base damage increased by 3
- Scavenger Nest
- Cost is now 350 minerals down from 400
The xeyedling was not very cost-efficient at all, only against larger units and sometimes marines did it seem very good.
The scorpalisk proved cost efficient in almost every single matchup, so I nerfed it, although perhaps not enough.
The Impalisk had a similar problem to the xeyedling, not very cost-efficient.
There was not very extensive testing with the massalisk, but I figured higher cost and resilience was in order.
The exterminator was not as fast as most light air units, so I figured it was not necessary.
The kraken was considered OP by most testers I have seen, so I nerfed it after a bit of testing.
The scavenger nest was often complained to be too expensive.
Only a small piece of updates after what has been mentioned, but a new air unit has been released! It is an aerial caster, primarily damage based. Unlocks at Evolution Pit tech. Go check it out if you are interested.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Here is what we know for sure : It will be a ground unit.
It will be mutated by the Biomass Hatchery larvae.
Opinion on attack form : I think it should use it's own attack, my reason is that it would seem to much like the Swarm Host. I would like to hear your opinions on this subject before I make a rock-hard decision.
We still need to decide the model, name and stats.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I would like to propose this unit have 175 health, cost 175 for both mins and gas, use 3 supply and have a independent attack.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I would like to show you guys the mutations for the Xeyedling for a possible campaign!
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
SUPERNOVA
i am mezhumayru
aka goldendragon
i am seeking to contact u more directly to discuss editing
I do not take credit for the models, someone known as Scythelisk did them a long time ago.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I am thinking to call the artillery unit the Splitter.
Splitter model, anyone like it? (Credit to Cacho)
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I am starting development of a new race, maybe in about a month it will be ready for testing.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Glad to hear that you are back keep us update this is something im really interested.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
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Spitter is better name ^^
lol. It does sound better actually. Seems the poll is definitely against creep, you will see that through in the next patch.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I am currently uploading version 6.0.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Do you have any lore/backstory to the race you created? Otherwise I would suggest adding a splat to the units which looks like they are rooted into the ground or crumble it. This would give them a bit more "personality" while making it easier to distinguish them from the Zerg. Perhaps it would also look a bit more realistic then
Havent tested your race yet but I'm curious about its development, looking forward to any updates!
Well, I have some news. It turns out that if there is no creep, no larvae/wasp will spawn, so I will have to revert to creeped structures until further notice.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Great news everybody, alpha version of Mission 1 released!
http://www.sc2mapster.com/maps/emergence-xeyed-campaign/files/2-emergence-mission-1-into-the-wild/
EDIT: Will not be continued until I feel the race is complete and have a working mod up and running.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Lol, I just saw your race and it looks really similar to one of the ones that I was suggested to design, the Grem'Thir.
Heres a link: http://www.sc2mapster.com/maps/alien-worlds/
Cool, I only have plans for one more unit for the race. So I feel pretty much done with it, besides bug and balance fixes. Unfourtanately I just haven't had the feedback to really do any balancing.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
BALANCE UPDATE
I have made further research, and have decided to make some balance changes to the Xeyed race.
I believe these changes will improve performance and make a more balanced and fun race to play
- Xeyed units now have 2 life regeneration delay(Can not regen health until it has been out in combat fo at least 2 seconds)
- Xeyedling
- Health increased to 60 from 55
- Damage increased to 8 from 6
- Scorpalisk
- Mineral cost has been increased by 15
- Now has1 armor from 1.35
- Impalisk
- Mineral cost increased by 10
- Attack speed improved from 1.25 to 1
- Attack damage is now 20 from 16
- Massalisk
- Mineral cost up to 275 from 225
- Base armor increased from 1 to 2
- Max health increased by 50
- Kraken
- Leviathen Gland upgrade time up to 120 from 100
- Kraken health is now 475 down from 550
- Bio-Stasis ability duration decreased
- Exterminator
- No longer does bonus damage to light
- Base damage increased by 3
- Scavenger Nest
- Cost is now 350 minerals down from 400
The xeyedling was not very cost-efficient at all, only against larger units and sometimes marines did it seem very good.
The scorpalisk proved cost efficient in almost every single matchup, so I nerfed it, although perhaps not enough.
The Impalisk had a similar problem to the xeyedling, not very cost-efficient.
There was not very extensive testing with the massalisk, but I figured higher cost and resilience was in order.
The exterminator was not as fast as most light air units, so I figured it was not necessary.
The kraken was considered OP by most testers I have seen, so I nerfed it after a bit of testing.
The scavenger nest was often complained to be too expensive.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Only a small piece of updates after what has been mentioned, but a new air unit has been released! It is an aerial caster, primarily damage based. Unlocks at Evolution Pit tech. Go check it out if you are interested.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Kukal
@alleyviper85: Go
Looks awesome man, I'll consider using it for a xeyedling model.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"