@rickmary: Go For needlers I think creepers will be more useful anyway.
I know, I meant I added Drop-pods to the Factory so Starport isn't necessary for transportation. Considering that mech aply will use Armories anyway that's a better requirement.
I've read some reviews about hotkeys not working. Others maps have this same problem. It was introduced in a recent patch and I dont know if its something I can fix in my data, or something that only Blizzard can fix. If you guys know which buttons have this problem please tell me and I'll check them.
@FreezingAcidRain: Go Drop-Pod will be moved to Raiders, so no Tosh/Nova rush. I will take a look at the Spectre's stun ability. What exactly makes Zagara rush too good? I made changes to her Deep Tunnel ability so it can only be used to retreat now. I changed the Cerberus' attack, it is worse than a BC's right now and will require additional tests and tweaks.
I really want to balance the spectre around the same resource cost as the ghost. I don't think Mind Control should be permanent, it allows the protoss player to acquire extremely good compositions and an army in general with only energy.
I will check the nydus sound.
I don't have plans to add the scourge evolutions. I haven't even decided what to do with the official evolutions except for a few, so there's no reason to add them right now. The hybrid hydralisk suffered from a few problems. First I never finished the model, second it isn't canon, and I've been very strict about non-canon units, as I only add them if they already have assets in the game, and I don't want to break this rule.
Thanks for the Zerg fixes esp, SoulFilcher; it no longer feels like cheating playing Zerg!
A few more bugs I recently dug up would include:
Queens use military unit rally instead of worker rally, making them understake frequent long trips to enemy chokes and die
raptors do not use their movespeed upgrade, instead using zerglings' metabolic boost
primal ravasaur does not benefit from the ranged attack upgrade
guardian that mutates from a PRIMAL mutalisk (one thats spawned by primal hive, as opposed to regular multalisk spawned from larvae) has 9 range, 3sec cd, 20 damage, 2 armor, 1.5ms and 240hp; compare that to a broodlord's 9.5range, 2.5sec cd, 20 dmg, 1 armor, 1.88ms, 225hp and the awesome broodling spawning capability, and you might agree that this 'primal' guardian is horribly underpowered; regular guardian has same stats xcept for cd (1.69 instead of 3), which is still somewhat bad given no broodlings (give it +1.5 range or spice it up in some other way?), but the primal guardian definitely needs a buff.
primal roaches regenerate slower than regular roaches (no regen upgrade) while burrowed
primal lings do not get the ling speed upgrade
primal hive will not root if immediately adjacent to an occupied slot (such as a nearby evolution chamber or ramp)
slivan does not fit through through ramps, is excruciatingly slow and her summons do nothing, literally; disable her imo while the design is being finalized
scourge cost of 50/50 for 2 completely obsoletes mutas; 25/75 maybe, like in the 'old days'?
lurker range appears to be 9+3, which is incredibly long; lowering it to 7.5-8 might be a good option to start with, see where it goes
I realize that not all of the above is bugs, but it feels right to bring that to your attention; what to do with it is your call.
As a sidenote, raptors and hunterlings seem exceedingly powerful for rushes on Neo Planet S; incidentally, it seems like this is the only duel map on Europe for SC Expanded HotS. Would it be too much to ask you to expand your mod to another dueling map? While not sure about what to do with hunterlings (I think healthbar is broker again, not sure cuz not using them much because of cheesiness), some part of raptor power could be moved to the movespeed upgrade or another individual upgrade; say, reduce base damage to 4, hp to 35-40, and move the 3 damage and 5-10 hp to the upgrade? As it is atm, rushing raptors is very efficient against pretty much everything except bunkers-in-the-mineral-line or 2+ photon cannons.
Colonists' economy definitely needs something done about it; they can either invest a whooping additional 900 per base into Miners for every mineral spot (and invest considerable Bar time to train them) or get behind severely with economy. Miners also suffer from enemy worker harass, as in oracles and templars and stuff - if you box and drag everything back, you'll have to manually reassign miners to individual mineral clusters once the attack is repelled, which is rather annoying. I like the concept of miners, but, for one, some kind of auto-assigning to minerals seems almost required.
On the econ front, a simple fix would be enabling the command center reactor research for Colonists and placing it on the CC with, say, 150m / 50gas / 45sec cost or such in order to not have them trail horribly behind, well, every other race / faction combo economy wise.
One last thing that comes to mind is goliath anti-air range, which is far from impressive; charon boosters making a comeback would sure sound fun to me!
@acolight: Go Thanks for the report. I'm already working on some of the issues.
I'm not sure, but I think there are other 1v1 maps on EU. I'm planning a few changes in the mod structure to free my map limit, so I may add and/or replace maps. What maps do you suggest? I want to use maps currently in the ladder pool, but I rarely play 1v1 so I don't know them very well.
I thinl about the Colonist economy, but with all the bugs I don't think I will be able to work on it anytime soon.
I removed Charon Boosters in HotS because the Thor lost its upgrade. I didn't have the time to check the balance of these 2, and to tell you the truth this was never a good and balanced unit option in the mod. Maybe giving them the extra range by default is better?
suggestions:
-scientist- weak attack or a damage ability
-griffon- weapon and armor upgrades, anti light aa damage and something special( fire while chasing?)
-replicant - better model
stone zealot idea:
mid range atg attack(6) decent dps
meele attack(spell animation)
7 range aa (toggleable)
400 hp, 1-2 base armor
upgrade that enables it to go into statue form to regen life when idle, and gives it 25 shields
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I personally think it would be cool if the Scientist worked like the CNC engineer- can capture enemy structures, but slow and vulnerable. Should also be more expensive and higher on the Tech tree relative to it's CNC counterparts though.
Concerning maps: Bel'shir Vestige LE sounds fun and isnt quite as bad cliff-wise; consder it?
Concerning Colonist economy: I understand your time constains, thus I suggest you give their ebay the cc reactor upgrade and call it a day; I've never had enough patience to comb through the Galaxy editor, but this kind of modification shouldnt take long at all, as far as I know.
Charon: +range by default sounds good; I was thinking of also giving a terran faction of your liking (my choice would probably be colonists again, for their armies are generally slow and have mediocre antiair) the upgrade that enables simultaneous air+ground attack, so they could support their vast yet aoe-vulnerable armies with additional firepower; I kind of like this idea because it doesnt add burst damage (looking at you, warhound) and makes Goliaths a better late-game unit without breaking anything.
A few things I recalled since last post:
Protoss faction choice is tricky since it limits lategame potential (dt vs ht is a painful choice, esp vs lategame terran), and I often refran from choosing at all or just go for the enhanced upgrades faction. Not sure what to do with it, but it feels right to share this so it is on your radar
oracle -> arbiter and voidray -> scout replacements are very painful since they limit midgame options alot (oracles esp; add arbiter to stargate imo instead of replacing it) in favor of units that require heavy resource investment (arbiters are very gas-intensive and need ability unlocks, scouts are useless vs ground unless massed, whereas oracles / voidrays are very viable in quantities of 1-3 with 0 upgrades and able to do damage and change the metagame considerably).
I guess faction balance is a big standalone subject and warrants some kind of discussion on its own, considering all races equally, but I play protoss alot, and these two issues kind of stand out for me.
Thanks again for making this game more awesome, SoulFilcher.
1) the Call-Down Supply Depot for Raynor's Raiders is weird. It calls down the depot, then it disappears and has the smoke-flare while it waits for it to build.
2) I really wish you could auto-cast Raynor's Grenade ability
3) The Widow Mine uses "Land" as its "Burrow" button tooltip. Kinda odd.
4) Your Widow Mines use the exact same button as your Spider Mines. Also kind of odd.
5) Unimpressed with "Raiders," especially the Penetrator Round. Didn't seem to lend itself to the kind of spam-casting the ability seems to lend itself to.
Bone Wasp: I think these look a lot like Scourge, in their appearance and in their roles. Personally I see no reason to add them.
Grizzly: Yes, this one has been mentioned before, I feel they could replace the Banshee in their anti-ground role somehow.
Umojan Marine: Considering that any changes to the Marine must be extremely careful, and can't make the unit widely different, I feel it would be just a visual change.
ARES: The actor is simply broken, and I wont take the time to even try fixing it. My editor time is better spent with bugs, and changes I know I can make work. As it was an Umojan unit in the mod I may replace it with the Eradicator.
Infested Bunker: Sadly there is no animation for the transformation, so this unit must become something else if its going to be used.
Sunken Colony: Sunken and Impaler colonies work and look like each other, the differences would be minimal, so even if I add it eventually, it isn't a priority and I'd rather use my time fixing the Impaler colony attack.
Psi-Link Spire: This is still an idea, not a very clear and defined idea, I'm saving it for later.
Spore Cannon: It is a Virophage looking up, I dont even have an idea for it.
Tac Fighter: The idea was to give them to a Carrier-like ship. Dont worry, I will use them, but I can't give you a date.
Other BC classes: I don't want to spam BC variations, sorry. The Gorgon may become a one of a kind unit, but that's it.
Prison Zealot: I think I can make them the "mercenary" version of the Zealot.
Bulldozer: I wanted to use them for the Colonists, but what role would they fill? I still have to check its animations.
I know these units need some work. The Griffon will become a vs light unit, and the Replicant model... well, I dont think I can fix that by myself right now.
I still need to make the Stone Zealot's anti-air attack toggleable to see how it will perform. I will save balance ideas for later.
@Metalking1417: Go Capture structures is what the Spectre does right now, maybe it would be better for the Scientist? But what would replace it for the Spectre?
It wouldnt be hard to give CC Reactors to colonists, I will also try to think of a way to auto-assign Miners to mineral fields so the task isnt time consuming.
The multi-targeting was one of the first campaign upgrades I scrapped for this mod, it seemed too strong back then. Goliaths aren't that expensive and it could make them too effective vs mixed armies. But I don't know, someone with better melee skills should think about it.
I know DT vs HT is a terrible choice to make gameplay-wise, but it was the first logical choice lore-wise. It is very hard to disable or replace things for protoss and it makes no sense not to do it for khalai and nerazim tribes. The Dark Archon is at least an attempt to give nerazim tribes a spellcaster from templar tech tree. There should be more discussion about this aspect of the game, I can only think one group is missing harass and the other spells vs groups of units and enemy casters.
Again for Oracle vs Arbiter it is unfortunate how Blizzard settled with the Oracle's abilities. At first it was supposed to be a spellcaster from Stargate tech, which was perfect becasue the Arbiter could be the khalai replacement for it, but now it is simply a mineral line harass unit, and the Arbiter can't fit that role unless I change it into something like the Oracle. For the Scout I'm willing to balance them so they are a good replacement for the Void Ray. I haven't made any tests but I believe the main problem is the anti-ground attack right?
It would be awesome to discuss these ponits with high-ranked melee players. Too bad not all players come here to share their ideas. Some have posted reviews in the maps about balance issues but its hard to contact players when I'm offline most of the time.
@Eph289: Go Thanks for psoting here. Can you plesase tell me which version was it? Or the map name? I feel you played an outdated version.
blizzard bumped the thor into 2 units so you might want to add immortality protical to the hip mode or try to get the parts of the behavior system they left to work
they are thinking of combining vehicle/ship upgrades too....
Edit: might want to set warhounds RANGED WEAPON to 1.7 attack speed since that is what blizzard had it to before it was removed, for some reason they left the meele at 1.3..., so keep it that way to encourage players to get close with mech
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I think I was playing on an outdated version. It was on Shattered Temple. I played a different version of the game yesterday on Ohana and can give you that feedback.
The Umojan Vehicle/Ship plating upgrades don't work due to Blizzard combining the upgrades, so you miss out on Vanadium/Ultra-Capacitors.
Shadowguards felt like inferior versions of Ghosts. Was expecting more out of them.
@nolanstar: Go I will take a look at Immortality Protocol and see what is going on.
They are not thinking of combining any more upgrades. They tried combined vehilce+ship weapon upgrades during beta, but it prooved to be too effective, so they changed back, the combined upgrade can still be found in the editor though.
Yeah, I still need to get more feedback on the Warhound.
@Eph289: Go Ok, I hope you enjoy the updated version. I know about the Vanadium Plating issue, but Ultra Capacitors is ok.
Yes, I agree, the Shadowguard is a work in progress, do you have any ideas for it? What is this unit lacking the most?
-> UPDATE <-
I made a rushed update today, in order to fix a few important things, and threw in other easy fixes as well. I ask that other map publishers please update their maps to this version, and players please inform publishers if you ever find them. I need to remove outdated mod files from my list, but I think it would break outdated maps. I need to free my map limit and this is the only way! Please help!
Ohhh and Graystone Ravine is now public, I didn't notice I published it as a private map, sorry.
Here is the list of changes:
Cerberus: Weapon changed; weapon upgrades added.
Creeper (Slivan's): Speed increased to 1.5; weapon fixed.
Drop-Pod: Requires tech lab; exclusive to Raynor's Raiders.
Goliath: Anti-air weapon range increased to 7.
Griffon: Weapon changes; damage changed to 5 +5 vs light; cooldown reduced to 0.6; acceleration and speed increased.
Guardian: Speed increased to 1.88.
Lurker: Weapon fixed (range + upgrade effects).
Mothership Core: Requirements fixed.
Predator: Weapon upgrades fixed.
Primal Guardian: Speed increased to 1.88; Attack speed buffed to 1.69.
Primal Hydralisk: Benefits from range and speed upgrades.
Primal Roach: Benefits from all Roach upgrades.
Primal Zergling: Unburrowed life fixed (reduced to 35); benefits from speed and attack speed upgrades.
Queen: No longer armored; dont go to rally points.
Raptor: No longer benefits from zergling speed upgrade; benefits from Raptor speed upgrade.
Ravasaur: Weapon upgrades added.
Shadowguard: Weapon upgrades fixed.
Slivan: unit radius reduced; speed increased to 1.5.
Spectre: Weapon upgrades fixed.
Zagara: Deep Tunnel can only target the player's buildings.
My biggest issue with the Shadowguard is that it's like "Wow, it's a Ghost without Snipe." The biggest reasons for playing Umojan IMO are the UltraVan upgrades, scan, and Shadowguards. Sprinkler system and anything else I missed are nice, but the high-tech/intelligence-gathering aspect is what I look for when I choose Umojan.
A couple suggestions (admittedly, I don't have the Tech Tree in front of me and I don't remember what all factions have what). Maybe give Shadowguards the perma-cloak upgrade? Fits with the high-tech/shadowy part of their lore. That might be too much for multiplayer balance, but it's a thought.
Recalling the short story "Collateral Damage" about a Shadowguard and the nano-spies she used, would it be possible to give them some kind of "reveal-on-hit" ability? Would that be valuable? You could mark a target and it could reveal them for a certain duration ala Revelation. That's less powerful, but it does make them more spy than assassin.
soul didnt you say that breaching charge for shadowguard was on your list, i think it should be more of a inflitration unit then a combat unit, something you do not want loose in your base but is not the best in a fight
breaching charge to prevent tech as my old post
some type of vision spell as eph289 said
harmless behavior toggle instead of cloak
(psi weave)
also what about some of the other stuff on the list
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@Eph289: Go Of all things I wouldn't expect you to miss Snipe the most, the unit is more based on the Spectre than Ghost. I'll keep your ideas in the list.
@nolanstar: Go Yes, I had this idea to give them Breaching Charge, but now I think that Hack would be better, would it fit Shadowguard better than Spectre? I feel Spectre could use an anti-spellcaster ability, like removing energy to heal themselves? This is an idea based on Tosh's Consumption ability.
Right now he have the following spellcasters that need some love: Scientist, Shadowguard and Spectre. And we have Hack, Breaching Charge, and other ideas going on: "vision spell", perma-cloak... My suggestion is to gather all these ideas and see which of the units they fit. What do you guys think?
Yeah, I saw that thread just before I saw your post. That surprised me, they still want to make skyterran a viable option, while most people seem to think that the problem is in the units themselves. I dont know, who am I to judge, pull the league card and I'm gone ;-)
And please, give me some feedback on the things I've been fixing! How are they working? How is the balance?
It's not so much that I missed Snipe (it's fairly redundant with EMP against casters). It's that I was excited for the shadowguard to have something different and unique about it to set it apart from the Ghost and Spectre. Instead, I got a guy that looks like a Spectre and has the skillset of a Ghost minus the Snipe. Kind of a letdown. :S
EDIT: Also, you might check your tooltip on the Supply Depot option between Thors and Goliaths. I think there's a typo on the Goliath one.
i think breaching charge might be good if it has no anti caster spell, other so yeah breaching charge, nano spies and psi weave+ nuke
however hack is for of a support spell for a unit whos other point is army support , ultrasonic pulse + whatever (silence, consumption reverse, psionic lash
scientist might get some sort of damage spell but i have a idea(warning, quite odd)
abilty name: science
costs 75 energy, target effect has a 30% chance to apply a gravity bomb, 30% chance of a aoe effect with light damage, 30% chance of 100 damage to a single target, and a 10% chance of making the unit teleport to a random unit in a radius of 5
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
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@SoulFilcher: Go
I imagined the Zerus Needler serving as a crappy spawned defense, seeing as how it cant turn.
And I didnt mean produced from the starport, i meant requiring the starport to be built.
@rickmary: Go For needlers I think creepers will be more useful anyway.
I know, I meant I added Drop-pods to the Factory so Starport isn't necessary for transportation. Considering that mech aply will use Armories anyway that's a better requirement.
I've read some reviews about hotkeys not working. Others maps have this same problem. It was introduced in a recent patch and I dont know if its something I can fix in my data, or something that only Blizzard can fix. If you guys know which buttons have this problem please tell me and I'll check them.
things that cause rage quit
thoughts
@FreezingAcidRain: Go Drop-Pod will be moved to Raiders, so no Tosh/Nova rush. I will take a look at the Spectre's stun ability. What exactly makes Zagara rush too good? I made changes to her Deep Tunnel ability so it can only be used to retreat now. I changed the Cerberus' attack, it is worse than a BC's right now and will require additional tests and tweaks.
I really want to balance the spectre around the same resource cost as the ghost. I don't think Mind Control should be permanent, it allows the protoss player to acquire extremely good compositions and an army in general with only energy.
I will check the nydus sound.
I don't have plans to add the scourge evolutions. I haven't even decided what to do with the official evolutions except for a few, so there's no reason to add them right now. The hybrid hydralisk suffered from a few problems. First I never finished the model, second it isn't canon, and I've been very strict about non-canon units, as I only add them if they already have assets in the game, and I don't want to break this rule.
Thanks for the Zerg fixes esp, SoulFilcher; it no longer feels like cheating playing Zerg!
A few more bugs I recently dug up would include:
I realize that not all of the above is bugs, but it feels right to bring that to your attention; what to do with it is your call.
As a sidenote, raptors and hunterlings seem exceedingly powerful for rushes on Neo Planet S; incidentally, it seems like this is the only duel map on Europe for SC Expanded HotS. Would it be too much to ask you to expand your mod to another dueling map? While not sure about what to do with hunterlings (I think healthbar is broker again, not sure cuz not using them much because of cheesiness), some part of raptor power could be moved to the movespeed upgrade or another individual upgrade; say, reduce base damage to 4, hp to 35-40, and move the 3 damage and 5-10 hp to the upgrade? As it is atm, rushing raptors is very efficient against pretty much everything except bunkers-in-the-mineral-line or 2+ photon cannons.
Colonists' economy definitely needs something done about it; they can either invest a whooping additional 900 per base into Miners for every mineral spot (and invest considerable Bar time to train them) or get behind severely with economy. Miners also suffer from enemy worker harass, as in oracles and templars and stuff - if you box and drag everything back, you'll have to manually reassign miners to individual mineral clusters once the attack is repelled, which is rather annoying. I like the concept of miners, but, for one, some kind of auto-assigning to minerals seems almost required. On the econ front, a simple fix would be enabling the command center reactor research for Colonists and placing it on the CC with, say, 150m / 50gas / 45sec cost or such in order to not have them trail horribly behind, well, every other race / faction combo economy wise.
One last thing that comes to mind is goliath anti-air range, which is far from impressive; charon boosters making a comeback would sure sound fun to me!
@acolight: Go Thanks for the report. I'm already working on some of the issues.
I'm not sure, but I think there are other 1v1 maps on EU. I'm planning a few changes in the mod structure to free my map limit, so I may add and/or replace maps. What maps do you suggest? I want to use maps currently in the ladder pool, but I rarely play 1v1 so I don't know them very well.
I thinl about the Colonist economy, but with all the bugs I don't think I will be able to work on it anytime soon.
I removed Charon Boosters in HotS because the Thor lost its upgrade. I didn't have the time to check the balance of these 2, and to tell you the truth this was never a good and balanced unit option in the mod. Maybe giving them the extra range by default is better?
THE LIST
soul do you have any thoughts on these
mentioned units -bone wasp -grizzly -umojan marine -ares -infested bunker -sunken colony -psi link spire -spore cannon -tac fighter -other bc classes -prison zealot -bulldozer
unused hots units -impaler -swarm queen -hellstorm turret -primalisk -scourge nest -gas turret -palace turret -gun tower - protoss snake -primal structures -generic brood mother -merc valkyrie -protoss satelite
meh units(need work) -scientist -griffon -replicant
suggestions: -scientist- weak attack or a damage ability
-griffon- weapon and armor upgrades, anti light aa damage and something special( fire while chasing?)
-replicant - better model
stone zealot idea: mid range atg attack(6) decent dps meele attack(spell animation) 7 range aa (toggleable) 400 hp, 1-2 base armor upgrade that enables it to go into statue form to regen life when idle, and gives it 25 shields
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@nolanstar: Go
I personally think it would be cool if the Scientist worked like the CNC engineer- can capture enemy structures, but slow and vulnerable. Should also be more expensive and higher on the Tech tree relative to it's CNC counterparts though.
@SoulFilcher: Go
Concerning maps: Bel'shir Vestige LE sounds fun and isnt quite as bad cliff-wise; consder it?
Concerning Colonist economy: I understand your time constains, thus I suggest you give their ebay the cc reactor upgrade and call it a day; I've never had enough patience to comb through the Galaxy editor, but this kind of modification shouldnt take long at all, as far as I know.
Charon: +range by default sounds good; I was thinking of also giving a terran faction of your liking (my choice would probably be colonists again, for their armies are generally slow and have mediocre antiair) the upgrade that enables simultaneous air+ground attack, so they could support their vast yet aoe-vulnerable armies with additional firepower; I kind of like this idea because it doesnt add burst damage (looking at you, warhound) and makes Goliaths a better late-game unit without breaking anything.
A few things I recalled since last post:
I guess faction balance is a big standalone subject and warrants some kind of discussion on its own, considering all races equally, but I play protoss alot, and these two issues kind of stand out for me.
Thanks again for making this game more awesome, SoulFilcher.
Played it a few times as Terran.
A couple things I noticed:
1) the Call-Down Supply Depot for Raynor's Raiders is weird. It calls down the depot, then it disappears and has the smoke-flare while it waits for it to build. 2) I really wish you could auto-cast Raynor's Grenade ability 3) The Widow Mine uses "Land" as its "Burrow" button tooltip. Kinda odd. 4) Your Widow Mines use the exact same button as your Spider Mines. Also kind of odd. 5) Unimpressed with "Raiders," especially the Penetrator Round. Didn't seem to lend itself to the kind of spam-casting the ability seems to lend itself to.
@nolanstar: Go
Bone Wasp: I think these look a lot like Scourge, in their appearance and in their roles. Personally I see no reason to add them.
Grizzly: Yes, this one has been mentioned before, I feel they could replace the Banshee in their anti-ground role somehow.
Umojan Marine: Considering that any changes to the Marine must be extremely careful, and can't make the unit widely different, I feel it would be just a visual change.
ARES: The actor is simply broken, and I wont take the time to even try fixing it. My editor time is better spent with bugs, and changes I know I can make work. As it was an Umojan unit in the mod I may replace it with the Eradicator.
Infested Bunker: Sadly there is no animation for the transformation, so this unit must become something else if its going to be used.
Sunken Colony: Sunken and Impaler colonies work and look like each other, the differences would be minimal, so even if I add it eventually, it isn't a priority and I'd rather use my time fixing the Impaler colony attack.
Psi-Link Spire: This is still an idea, not a very clear and defined idea, I'm saving it for later.
Spore Cannon: It is a Virophage looking up, I dont even have an idea for it.
Tac Fighter: The idea was to give them to a Carrier-like ship. Dont worry, I will use them, but I can't give you a date.
Other BC classes: I don't want to spam BC variations, sorry. The Gorgon may become a one of a kind unit, but that's it.
Prison Zealot: I think I can make them the "mercenary" version of the Zealot.
Bulldozer: I wanted to use them for the Colonists, but what role would they fill? I still have to check its animations.
I know these units need some work. The Griffon will become a vs light unit, and the Replicant model... well, I dont think I can fix that by myself right now.
I still need to make the Stone Zealot's anti-air attack toggleable to see how it will perform. I will save balance ideas for later.
@Metalking1417: Go Capture structures is what the Spectre does right now, maybe it would be better for the Scientist? But what would replace it for the Spectre?
@acolight: Go Ok, I will consider it.
It wouldnt be hard to give CC Reactors to colonists, I will also try to think of a way to auto-assign Miners to mineral fields so the task isnt time consuming.
The multi-targeting was one of the first campaign upgrades I scrapped for this mod, it seemed too strong back then. Goliaths aren't that expensive and it could make them too effective vs mixed armies. But I don't know, someone with better melee skills should think about it.
I know DT vs HT is a terrible choice to make gameplay-wise, but it was the first logical choice lore-wise. It is very hard to disable or replace things for protoss and it makes no sense not to do it for khalai and nerazim tribes. The Dark Archon is at least an attempt to give nerazim tribes a spellcaster from templar tech tree. There should be more discussion about this aspect of the game, I can only think one group is missing harass and the other spells vs groups of units and enemy casters.
Again for Oracle vs Arbiter it is unfortunate how Blizzard settled with the Oracle's abilities. At first it was supposed to be a spellcaster from Stargate tech, which was perfect becasue the Arbiter could be the khalai replacement for it, but now it is simply a mineral line harass unit, and the Arbiter can't fit that role unless I change it into something like the Oracle. For the Scout I'm willing to balance them so they are a good replacement for the Void Ray. I haven't made any tests but I believe the main problem is the anti-ground attack right?
It would be awesome to discuss these ponits with high-ranked melee players. Too bad not all players come here to share their ideas. Some have posted reviews in the maps about balance issues but its hard to contact players when I'm offline most of the time.
@Eph289: Go Thanks for psoting here. Can you plesase tell me which version was it? Or the map name? I feel you played an outdated version.
I still notice issues:
blizzard bumped the thor into 2 units so you might want to add immortality protical to the hip mode or try to get the parts of the behavior system they left to work
they are thinking of combining vehicle/ship upgrades too....
Edit: might want to set warhounds RANGED WEAPON to 1.7 attack speed since that is what blizzard had it to before it was removed, for some reason they left the meele at 1.3..., so keep it that way to encourage players to get close with mech
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@SoulFilcher: Go
I think I was playing on an outdated version. It was on Shattered Temple. I played a different version of the game yesterday on Ohana and can give you that feedback.
The Umojan Vehicle/Ship plating upgrades don't work due to Blizzard combining the upgrades, so you miss out on Vanadium/Ultra-Capacitors.
Shadowguards felt like inferior versions of Ghosts. Was expecting more out of them.
@dat88: Go Thanks for reporting those.
@nolanstar: Go I will take a look at Immortality Protocol and see what is going on.
They are not thinking of combining any more upgrades. They tried combined vehilce+ship weapon upgrades during beta, but it prooved to be too effective, so they changed back, the combined upgrade can still be found in the editor though.
Yeah, I still need to get more feedback on the Warhound.
@Eph289: Go Ok, I hope you enjoy the updated version. I know about the Vanadium Plating issue, but Ultra Capacitors is ok.
Yes, I agree, the Shadowguard is a work in progress, do you have any ideas for it? What is this unit lacking the most?
-> UPDATE <-
I made a rushed update today, in order to fix a few important things, and threw in other easy fixes as well. I ask that other map publishers please update their maps to this version, and players please inform publishers if you ever find them. I need to remove outdated mod files from my list, but I think it would break outdated maps. I need to free my map limit and this is the only way! Please help!
Ohhh and Graystone Ravine is now public, I didn't notice I published it as a private map, sorry.
Here is the list of changes:
Cerberus: Weapon changed; weapon upgrades added.
Creeper (Slivan's): Speed increased to 1.5; weapon fixed.
Drop-Pod: Requires tech lab; exclusive to Raynor's Raiders.
Goliath: Anti-air weapon range increased to 7.
Griffon: Weapon changes; damage changed to 5 +5 vs light; cooldown reduced to 0.6; acceleration and speed increased.
Guardian: Speed increased to 1.88.
Lurker: Weapon fixed (range + upgrade effects).
Mothership Core: Requirements fixed.
Predator: Weapon upgrades fixed.
Primal Guardian: Speed increased to 1.88; Attack speed buffed to 1.69.
Primal Hydralisk: Benefits from range and speed upgrades.
Primal Roach: Benefits from all Roach upgrades.
Primal Zergling: Unburrowed life fixed (reduced to 35); benefits from speed and attack speed upgrades.
Queen: No longer armored; dont go to rally points.
Raptor: No longer benefits from zergling speed upgrade; benefits from Raptor speed upgrade.
Ravasaur: Weapon upgrades added.
Shadowguard: Weapon upgrades fixed.
Slivan: unit radius reduced; speed increased to 1.5.
Spectre: Weapon upgrades fixed.
Zagara: Deep Tunnel can only target the player's buildings.
@SoulFilcher: Go
My biggest issue with the Shadowguard is that it's like "Wow, it's a Ghost without Snipe." The biggest reasons for playing Umojan IMO are the UltraVan upgrades, scan, and Shadowguards. Sprinkler system and anything else I missed are nice, but the high-tech/intelligence-gathering aspect is what I look for when I choose Umojan.
A couple suggestions (admittedly, I don't have the Tech Tree in front of me and I don't remember what all factions have what). Maybe give Shadowguards the perma-cloak upgrade? Fits with the high-tech/shadowy part of their lore. That might be too much for multiplayer balance, but it's a thought.
Recalling the short story "Collateral Damage" about a Shadowguard and the nano-spies she used, would it be possible to give them some kind of "reveal-on-hit" ability? Would that be valuable? You could mark a target and it could reveal them for a certain duration ala Revelation. That's less powerful, but it does make them more spy than assassin.
soul didnt you say that breaching charge for shadowguard was on your list, i think it should be more of a inflitration unit then a combat unit, something you do not want loose in your base but is not the best in a fight
breaching charge to prevent tech as my old post
some type of vision spell as eph289 said
harmless behavior toggle instead of cloak (psi weave)
also what about some of the other stuff on the list
also..http://us.battle.net/sc2/en/forum/topic/9628133352#1
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@Eph289: Go Of all things I wouldn't expect you to miss Snipe the most, the unit is more based on the Spectre than Ghost. I'll keep your ideas in the list.
@nolanstar: Go Yes, I had this idea to give them Breaching Charge, but now I think that Hack would be better, would it fit Shadowguard better than Spectre? I feel Spectre could use an anti-spellcaster ability, like removing energy to heal themselves? This is an idea based on Tosh's Consumption ability.
Right now he have the following spellcasters that need some love: Scientist, Shadowguard and Spectre. And we have Hack, Breaching Charge, and other ideas going on: "vision spell", perma-cloak... My suggestion is to gather all these ideas and see which of the units they fit. What do you guys think?
Yeah, I saw that thread just before I saw your post. That surprised me, they still want to make skyterran a viable option, while most people seem to think that the problem is in the units themselves. I dont know, who am I to judge, pull the league card and I'm gone ;-)
And please, give me some feedback on the things I've been fixing! How are they working? How is the balance?
@SoulFilcher: Go
It's not so much that I missed Snipe (it's fairly redundant with EMP against casters). It's that I was excited for the shadowguard to have something different and unique about it to set it apart from the Ghost and Spectre. Instead, I got a guy that looks like a Spectre and has the skillset of a Ghost minus the Snipe. Kind of a letdown. :S
EDIT: Also, you might check your tooltip on the Supply Depot option between Thors and Goliaths. I think there's a typo on the Goliath one.
i think breaching charge might be good if it has no anti caster spell, other so yeah breaching charge, nano spies and psi weave+ nuke
however hack is for of a support spell for a unit whos other point is army support , ultrasonic pulse + whatever (silence, consumption reverse, psionic lash
scientist might get some sort of damage spell but i have a idea(warning, quite odd)
abilty name: science costs 75 energy, target effect has a 30% chance to apply a gravity bomb, 30% chance of a aoe effect with light damage, 30% chance of 100 damage to a single target, and a 10% chance of making the unit teleport to a random unit in a radius of 5
and a attack, 3 inital damage and 3 bleed damage
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.