@rickmary: Go While I understand FLUB would be useful for testing balance tweaks, I think it won't be worth the trouble. I'd have to download it and check how its done first so I don't waste time trying to recreate the system from scratch, and I barely get balance feedback. I added BGH because its the most played mod and some players already requested it. Wandering Minerals was added because it was really fast and simple to add, but I doubt people will selected it frequently. The other option I had in mind was a "zombies" variation because those seem to be popular, but I'm not sure it is worth and nobody requested it yet.
@Vultorask: Go Its good to see some of the older guys coming back to check it. That part of the mod's design is settled. Allowing players to pick factions and units whenever they please was always an important part of it and haven't been changed.
constant flow or intervals? and should there be a twist on I where the day comes night and rather than using infested use warcraft undead models?
For the Terran Colonist Transport, that thing should be a mobile bunker the number of marines that is loaded increases the Colonist Transport attack rate. also slow moving but can attack on the move and push away units in front of it.
I never thought of using it for a balance tweaker. If you got that idea from it's name then that is understandable, Soul. And I have noticed that this thread has gotten fairly quiet lately, maybe add in a message to check out the thread and suggest balance during loading times? The only balance problem I can recall off the top of my head is Raptors, they are a nightmare to counter and can easily destroy someone who doesn't know the enemy is making them, since it could just as easily be Banelings.
The zombies mod causes units killed to revive as hostile units a while later, creating armies of wandering hostiles from battle-fields. Structures do the same thing, which is kinda scary, especially when it's things like defensive structures.
@FreezingAcidRain: Go My idea for a zombies extension would be similar to the ones in the top played list, as Rickmary said. I'm not sure I'll put time into it, I think other things may need my attention more than zombies.
@rickmary: Go From my point of view FLUB is an effective balance tweaker, and I'd add it for that purpose if I had time, but I feel it would be underused. Points taken, I will try to bring more attention the mod.
Raptors have always been problematic. I'd like to replace that unit choice with something else if I could.
@FreezingAcidRain: Go I like the idea, but I'm not sure how I'd organize a tournament. I thought I could do something like receiving replays do upload to YouTube, or at least checking wins for each faction to post a result somehow.
So, I''d like to ask for a replay to showcase the mod. If you guys can play a 2v2 game with no AI it would be great, and have at least one player for each race. I don't know much about casting and recording everything but I'm sure I'll get it working somehow.
Kay, I'mma just play this game one faction at a time, and then post my feedback/bugs/etc. as I go.
Primal Zerg
Pretty cool guys, I like that you don't have to deal with casting larva every 20 seconds since they can just reactor build everything.
Primal Hive
For a 100/100 structure, it may be your primary building source, and its damage isn't all that great, but it's got waaaay too much hp, not to mention it can move. Recommend dropping it to 900 or 1000.
EDIT: Oh dear god, they also increase supply by 9 as well. Yeah, for its cost, it's definitely too strong. Either drop its hp/supply increase, or increase mineral cost. If it's supposed to gain a movement speed increase on creep, it's currently not.
Ravasaurs
I frigin' love these guys. I really do. ...... they're insanely OP though. The fact that they're this strong but so cheap is kinda the reason they're OP, but instead of increasing the cost, it needs a damage drop and its range should not start out at 9. Base damage needs to be reduced down to 20, and then increase its upgrade damage from 1 per level to 3 per level. As for range, reduce it to 7, and then give it a ranged upgrade at the Primal... upgrade center thingy that upgrades its range by 2. That way, it's not as simple as popping a few out with a roach wall in early game and auto-winning unless they rush air.
On the tooltip for building them, they're listed as being able to shoot air and ground, but they can only shoot ground. I figure they're not supposed to shoot air, or else these guys are beyond OP. They've got issues trying to move up ramps though. If you try to attack-move while at least four are trying to get up a thin ramp, they'll block each other via poor pathing unless you manually move them. I guess the downside to these guys is that they're overly blocky and slow, making getting up a ramp nearly impossible, buuuuut their size probably needs to be reduced down to ultralisk size. At least then they won't have pathing errors up/down ramps.
Slivan
Only drops two creepers at a time, said creepers are super slow, die instantly, and don't do much damage. Standard swarm hosts are far superior in this aspect. Its snare/damage over time move could use a better tooltip, specifically stating how much damage/slow it does. It could also use a hotkey. Additionally, when burrowing Slivan while selecting it with other units, either only it burrows or everything but it burrows.
Haven't tried the other two heroes yet. The building that builds the heroes says it's supposed to have upgrades for this race, but there's none on there. Anything planned for them?
Brakk
This guy is epic. Nuff said. Wish he had some sort of charge ability that lets him get up close, as he's not exactly fast.
It'd be helpful if, when selecting which guy you want, the tooltips would at least say what unit they are/based off of.
EDIT: Lol, here's a silly suggestion for Raptors. Hive-level upgrade, let's their leap ability jump onto air units. While doing so, for each raptor stacked on a unit, the unit will suffer reduced movement speed. Depending on the size of the unit, more raptors can jump on them at once. And because they'd be in the air, units that hit ground wouldn't be able to hit them. Makes them actually capable of taking colossi down if they get on top of them.
I'll see if I can think up some alternative raptor units. Are you still looking for suggestions for alternate unit/research choices for Zerg and Protoss?
@Vultorask: Go Thank you for the report. Let me see...
Primals are really cool, in my opinion they have much potential, and Blizzard sohlud have explored them more. My initial idea was to make them replace most units instead of adding them. The Primal Hive still needs tweaks and right now I think it should lose the ability to attack, it also needs to cost more minerals as it is a production structure. I wanted to replace Overlords for Primals but I have no idea how I'd do that, so I left the strcuture with the supply bonus unchanged.
Ravasaurs are supposed to replace the Baneling's role, they won't attack air and I'll fix that tooltip. I think the range upgrade is a great suggestion. I'll check the unit radius too.
Slivan is bugged and unfinished. I got tired of certain things I couldn't fix so I moved on to other units before I could really test and balance him. I'll see what I can do.
The hero strcuture was supposed to unlock at least one upgrade based on the hero selected, but opinions around here disagree, and I didn't have good upgrades in mind. This is still something that may be added to the mod or scrapped, time will tell.
A charge ability would be too similar to what Kraith does, so I'd rather give Brakk something else. I like him too and I hope to give these heroes good roles and uses in and out of armies.
That's a silly suggestion for Raptors ;-) The unit is already too good. I'd like to replace Banelings/Raptors with a choice that causes less impact on the roles and options a players has, or at least more predictable because it changes early game a lot. Right now choices are somewhat fair for protoss so I'm not planning changes.
Hmm, here's one for Brakk. Frontal Shield (whatever you wanna call it). Rather than advancing rapidly at the enemy, given his massive size, toggle this on and he'll have reduced movement speed, but he takes much less damage. He can't attack while it's up though, so you can't just get on top of them and be immune to damage. And if you want an active ability on him, he could have a wide area Taunt that lasts for 2 to 3 seconds. Which is all you'd need for your army to get close while he takes the brunt of the damage.
If anything, the Ravasaur feels like a cheap Colossus, except for a massive price difference and the build time is a joke. Sure it's slower, can't kite, can't walk up/down cliffs, but it's so spammable that you don't really feel a need to save them, unlike Colossi. They should probably have a price increase, at least on vespene. Make it so they don't feel so expendable yet so powerful.
Not sure about the overlord replacement either. I would guess some sort of structure, not necessarily the primal hive. Depends, what's your goal with the primals? What should they be good at, what roles do they specialize in, etc.?
........
In other news, tryin' the Colonists out cause wynaut. The Command Center, once upgraded to the Bio-Dome, has a borked icon, and the worker indicator over it is gone. I really like using Sow Crops at the bottom of ramps I'm defending, it makes tryin' to attack me (or allies) rather difficult without air, which is nice. Though, there should probably be a way to take them down... especially if you screw over the entire map by using sow crops on every location ever for the lulz. Well not for that, but there are times where I want to use it for just a bit, not permanently in a location.
Rebels cause lag. Like, really badly. I don't think it's the projectile, but rather, the explosion on impact. Probably needs to be toned down. Also, they should totally gain a loot upgrade from killing Terrans, even if it's something like range increase by 1 or damage increase by 1.
Any chance you could add an auto-cast for Miners? Or at least throw a 10 second cooldown on the ability, so I don't have to individually click through each one at a time when I want to swarm the minerals with a batch of 8 of them.
For the APC, the moment you load one unit, you can't see how much damage it does. Not sure how much its damage is being increased as a result of loading some guys in there.
That's all I got for Colonists for now, despite how many times I play them, I still have trouble making 'em work well. As for other Terran units.... the Laser Drill tank is completely useless. The Siege Tank and Thor do what it does but better. And Tosh's AoE ability is silly. Either increase the mana cost or give it a cooldown, or else it's pretty much "spam 7-8 times, blow up half of enemy's army with one guy in one second." Oh, and the Hyperion being invulnerable feels busted. Just drop it down on a base, and if it's not stopped, you can rampage in with your army and there is literally no way for the enemy to fight back with Hyperion Strike slaughtering everything.
I understand your point about Ravasaurs. I went back to check the unit stats and I'll be cutting life to 100, they were never supposed to be tanky, that's the Roach's role. I'll be nerfing damage too. Ravasaurs are supposed to bring splash damage, forcing enemies to micro. They also need to fill the structure bust role that Banelings fill.
The Overlord replacement was just an idea in case Primals become even more apart from standard Zerg, replacing most things, I guess there's no need to go through with that idea right now.
I'll check the bugs with the Terran units and structures. You can kill Crops by manually targeting them, or atl east you should be able to. For the lag, I will see if I can remove the explosion for low graphic settings or something like that.
The Miner issue is something that have been reported before. Getting them back to work after harass should be simpler. I'll see what I can do.
Units can attack from an APC just like with Bunkers, they do their normal damage.
I'll increase Tosh's mindblast, but I'm afraid there's not much I can do about the Hyperion except nerfing damage output a lot, and I don't know if that would fix the ability.
Crops can't be manually targeted, thar's the issue right there, lol. My computer is more than capable of running the game, it's just..... when you stack 100 of them attacking at once, it'll lag no matter what.
For Hyperion, just make it so you can blow the thing outta the sky. 1000 hp, keep the damage as is. It's a deterrent, but it's not a guaranteed lose-a-base every time it's dropped.
So the super Mothership with the Planet Cracker ability is completely useless.... unless it's supposed to be able to move. It takes like 10 to 15 seconds to charge, and by then, there is no one stupid enough to stand beneath you. Even if you attack a base, I guess it'll hurt a bit, but given how slow that thing is, they'll be able to mobilize and blow it up before it starts doing any damage. The only way it is possible to be useful is if you have an allied Protoss use vortex on them, and then charge planet cracker next to vortex while you wait for it... which they'll probably dodge to the other direction so it's still useless.
@Vultorask: Go I couldn't replicate the problem. I can manually target crops to kill them. I'll make a few tests for the rebel explosion issue. I run SC2 using the lowest graphic settings, so at least for me the model replacement solution may work. Maybe I can find another explosion effect that won't lag as much.
Focus firing the Hyperion could make it not worth the trouble in some cases. Remember it replaces Nukes, has a casting time, with the disadvantage you can only cast once at a time, and the obvious advantage you won't damage yourself. It works much, much more like Raynor's ultimate ability in Heroes of the Storm, so I think a nerf to damage output would be the best approach.
Planet Cracker was added to the mod a long time ago, got some balance tweaks back then, and I never received feedback until now. I think charging time should be reduced, and maybe allow it to move. I'll buff it a little for the next update so maybe more people will try it and post feedback.
Alright, tried the fortified terran guys out... I'll have to try gas turrets another time, but anywho...
The Vanadium Plating upgrade, whatever it is, isn't available from the Engineering Bay or the Armory. Sounds like it's supposed to be awesome, I just don't know what it is. Fire suppression system and the +life to turrets are pretty awesome.
Something I think would be cool for these guys is disable the structure armor upgrade (that +2 boost) and then give them their own set of structure armor/weapon upgrades, so they can go all the way to +3 armor (albeit at a slower pace for getting to 2). The upgrade pace of each upgrade should be a little bit faster than normal weapon/armor upgrades.
I'm pretty sure this isn't a base game bug, but the Hellbat for this mod is not receiving any damage upgrades, save for the blue fire of doom.
EDIT: Okay, tried gas turrets out, they're pretty cool, but it doesn't state how much damage it does.
@Vultorask: Go Vanadium Plating and Ultra Capacitors are there, they replace standard upgrades, check units' life and weapon cooldown after upgrades to see if they were changed. Icons also get small starts in them.
The faction already uses lots of new upgrades, I see no reason to make more structure upgrades. I'll check the Hellbat, that is probably a dependency bug I have to fix manually.
EDIT: I just updated the mod with some bug fixes and balance tweaks, have fun!
WHoooooooooaaaaaaaaa it's been like forever since I last checked this forum, how's the map progressing, dude?
Blizz finally added Cross-server publishing so I guess the editor shitting the bed is no longer a problem, huh? :P
1. i think terran OP. especially dominion is too good in TvP
dominion can do so many tactics, fast nova, good bionic with better ghost, good mech with vulture goliath warhound.
if P knows T player pick dominion, he must build robotics facility. because fast nova is so OP. that makes dominion can take better start.
in comparison between normal P v T and P v dominion, dominion has better start build, and better bionic unit and better mech units.
but P only can be strong against mech or bionic.
why protoss faction are almost same?. they have less speciality than T or Z, and lenassa, can use blink with dark templar, is not good. because dt's blick research takes mineral and time, nova drop is better than that. and even have penalty that cant use high templar. high templar is very important unit in PvT and PvZ. lennasa cant counter viper or old queen. and akilrae, can use better high templar. but cant use stalker. in story it is correct that akilrae use dragoon. but stalker has much more use than dragoon. it is debuff to to use dragoon.
Probably because we haven't seen that much for Protoss specific stuff, whereas Wings of Liberty focused on Terran and Heart of the Swarm focused on Zerg. I figure Protoss will get the same overhaul after Legacy of the Void releases.
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@rickmary: Go While I understand FLUB would be useful for testing balance tweaks, I think it won't be worth the trouble. I'd have to download it and check how its done first so I don't waste time trying to recreate the system from scratch, and I barely get balance feedback. I added BGH because its the most played mod and some players already requested it. Wandering Minerals was added because it was really fast and simple to add, but I doubt people will selected it frequently. The other option I had in mind was a "zombies" variation because those seem to be popular, but I'm not sure it is worth and nobody requested it yet.
@Vultorask: Go Its good to see some of the older guys coming back to check it. That part of the mod's design is settled. Allowing players to pick factions and units whenever they please was always an important part of it and haven't been changed.
I'll be waiting for your report.
zombie mod?!
constant flow or intervals? and should there be a twist on I where the day comes night and rather than using infested use warcraft undead models?
For the Terran Colonist Transport, that thing should be a mobile bunker the number of marines that is loaded increases the Colonist Transport attack rate. also slow moving but can attack on the move and push away units in front of it.
@SoulFilcher: Go
I never thought of using it for a balance tweaker. If you got that idea from it's name then that is understandable, Soul. And I have noticed that this thread has gotten fairly quiet lately, maybe add in a message to check out the thread and suggest balance during loading times? The only balance problem I can recall off the top of my head is Raptors, they are a nightmare to counter and can easily destroy someone who doesn't know the enemy is making them, since it could just as easily be Banelings.
@FreezingAcidRain: Go
The zombies mod causes units killed to revive as hostile units a while later, creating armies of wandering hostiles from battle-fields. Structures do the same thing, which is kinda scary, especially when it's things like defensive structures.
it would be nice if an event was posted on the group, to have team games going or Tournaments to see which faction is the best.
For the BGH extension, you can't drop MULES directly onto mineral patches.
@FreezingAcidRain: Go My idea for a zombies extension would be similar to the ones in the top played list, as Rickmary said. I'm not sure I'll put time into it, I think other things may need my attention more than zombies.
@rickmary: Go From my point of view FLUB is an effective balance tweaker, and I'd add it for that purpose if I had time, but I feel it would be underused. Points taken, I will try to bring more attention the mod.
Raptors have always been problematic. I'd like to replace that unit choice with something else if I could.
@FreezingAcidRain: Go I like the idea, but I'm not sure how I'd organize a tournament. I thought I could do something like receiving replays do upload to YouTube, or at least checking wins for each faction to post a result somehow.
So, I''d like to ask for a replay to showcase the mod. If you guys can play a 2v2 game with no AI it would be great, and have at least one player for each race. I don't know much about casting and recording everything but I'm sure I'll get it working somehow.
@Vultorask: Go Ok, I'll fix that.
Kay, I'mma just play this game one faction at a time, and then post my feedback/bugs/etc. as I go.
Primal Zerg
Pretty cool guys, I like that you don't have to deal with casting larva every 20 seconds since they can just reactor build everything.
Primal Hive
For a 100/100 structure, it may be your primary building source, and its damage isn't all that great, but it's got waaaay too much hp, not to mention it can move. Recommend dropping it to 900 or 1000.
EDIT: Oh dear god, they also increase supply by 9 as well. Yeah, for its cost, it's definitely too strong. Either drop its hp/supply increase, or increase mineral cost. If it's supposed to gain a movement speed increase on creep, it's currently not.
Ravasaurs
I frigin' love these guys. I really do. ...... they're insanely OP though. The fact that they're this strong but so cheap is kinda the reason they're OP, but instead of increasing the cost, it needs a damage drop and its range should not start out at 9. Base damage needs to be reduced down to 20, and then increase its upgrade damage from 1 per level to 3 per level. As for range, reduce it to 7, and then give it a ranged upgrade at the Primal... upgrade center thingy that upgrades its range by 2. That way, it's not as simple as popping a few out with a roach wall in early game and auto-winning unless they rush air.
On the tooltip for building them, they're listed as being able to shoot air and ground, but they can only shoot ground. I figure they're not supposed to shoot air, or else these guys are beyond OP. They've got issues trying to move up ramps though. If you try to attack-move while at least four are trying to get up a thin ramp, they'll block each other via poor pathing unless you manually move them. I guess the downside to these guys is that they're overly blocky and slow, making getting up a ramp nearly impossible, buuuuut their size probably needs to be reduced down to ultralisk size. At least then they won't have pathing errors up/down ramps.
Slivan
Only drops two creepers at a time, said creepers are super slow, die instantly, and don't do much damage. Standard swarm hosts are far superior in this aspect. Its snare/damage over time move could use a better tooltip, specifically stating how much damage/slow it does. It could also use a hotkey. Additionally, when burrowing Slivan while selecting it with other units, either only it burrows or everything but it burrows.
Haven't tried the other two heroes yet. The building that builds the heroes says it's supposed to have upgrades for this race, but there's none on there. Anything planned for them?
Brakk
This guy is epic. Nuff said. Wish he had some sort of charge ability that lets him get up close, as he's not exactly fast.
It'd be helpful if, when selecting which guy you want, the tooltips would at least say what unit they are/based off of.
EDIT: Lol, here's a silly suggestion for Raptors. Hive-level upgrade, let's their leap ability jump onto air units. While doing so, for each raptor stacked on a unit, the unit will suffer reduced movement speed. Depending on the size of the unit, more raptors can jump on them at once. And because they'd be in the air, units that hit ground wouldn't be able to hit them. Makes them actually capable of taking colossi down if they get on top of them.
I'll see if I can think up some alternative raptor units. Are you still looking for suggestions for alternate unit/research choices for Zerg and Protoss?
@Vultorask: Go Thank you for the report. Let me see...
Primals are really cool, in my opinion they have much potential, and Blizzard sohlud have explored them more. My initial idea was to make them replace most units instead of adding them. The Primal Hive still needs tweaks and right now I think it should lose the ability to attack, it also needs to cost more minerals as it is a production structure. I wanted to replace Overlords for Primals but I have no idea how I'd do that, so I left the strcuture with the supply bonus unchanged.
Ravasaurs are supposed to replace the Baneling's role, they won't attack air and I'll fix that tooltip. I think the range upgrade is a great suggestion. I'll check the unit radius too.
Slivan is bugged and unfinished. I got tired of certain things I couldn't fix so I moved on to other units before I could really test and balance him. I'll see what I can do.
The hero strcuture was supposed to unlock at least one upgrade based on the hero selected, but opinions around here disagree, and I didn't have good upgrades in mind. This is still something that may be added to the mod or scrapped, time will tell.
A charge ability would be too similar to what Kraith does, so I'd rather give Brakk something else. I like him too and I hope to give these heroes good roles and uses in and out of armies.
That's a silly suggestion for Raptors ;-) The unit is already too good. I'd like to replace Banelings/Raptors with a choice that causes less impact on the roles and options a players has, or at least more predictable because it changes early game a lot. Right now choices are somewhat fair for protoss so I'm not planning changes.
Hmm, here's one for Brakk. Frontal Shield (whatever you wanna call it). Rather than advancing rapidly at the enemy, given his massive size, toggle this on and he'll have reduced movement speed, but he takes much less damage. He can't attack while it's up though, so you can't just get on top of them and be immune to damage. And if you want an active ability on him, he could have a wide area Taunt that lasts for 2 to 3 seconds. Which is all you'd need for your army to get close while he takes the brunt of the damage.
If anything, the Ravasaur feels like a cheap Colossus, except for a massive price difference and the build time is a joke. Sure it's slower, can't kite, can't walk up/down cliffs, but it's so spammable that you don't really feel a need to save them, unlike Colossi. They should probably have a price increase, at least on vespene. Make it so they don't feel so expendable yet so powerful.
Not sure about the overlord replacement either. I would guess some sort of structure, not necessarily the primal hive. Depends, what's your goal with the primals? What should they be good at, what roles do they specialize in, etc.?
........
In other news, tryin' the Colonists out cause wynaut. The Command Center, once upgraded to the Bio-Dome, has a borked icon, and the worker indicator over it is gone. I really like using Sow Crops at the bottom of ramps I'm defending, it makes tryin' to attack me (or allies) rather difficult without air, which is nice. Though, there should probably be a way to take them down... especially if you screw over the entire map by using sow crops on every location ever for the lulz. Well not for that, but there are times where I want to use it for just a bit, not permanently in a location.
Rebels cause lag. Like, really badly. I don't think it's the projectile, but rather, the explosion on impact. Probably needs to be toned down. Also, they should totally gain a loot upgrade from killing Terrans, even if it's something like range increase by 1 or damage increase by 1.
Any chance you could add an auto-cast for Miners? Or at least throw a 10 second cooldown on the ability, so I don't have to individually click through each one at a time when I want to swarm the minerals with a batch of 8 of them.
For the APC, the moment you load one unit, you can't see how much damage it does. Not sure how much its damage is being increased as a result of loading some guys in there.
That's all I got for Colonists for now, despite how many times I play them, I still have trouble making 'em work well. As for other Terran units.... the Laser Drill tank is completely useless. The Siege Tank and Thor do what it does but better. And Tosh's AoE ability is silly. Either increase the mana cost or give it a cooldown, or else it's pretty much "spam 7-8 times, blow up half of enemy's army with one guy in one second." Oh, and the Hyperion being invulnerable feels busted. Just drop it down on a base, and if it's not stopped, you can rampage in with your army and there is literally no way for the enemy to fight back with Hyperion Strike slaughtering everything.
@Vultorask: Go I'll add your ideas to the list.
I understand your point about Ravasaurs. I went back to check the unit stats and I'll be cutting life to 100, they were never supposed to be tanky, that's the Roach's role. I'll be nerfing damage too. Ravasaurs are supposed to bring splash damage, forcing enemies to micro. They also need to fill the structure bust role that Banelings fill.
The Overlord replacement was just an idea in case Primals become even more apart from standard Zerg, replacing most things, I guess there's no need to go through with that idea right now.
I'll check the bugs with the Terran units and structures. You can kill Crops by manually targeting them, or atl east you should be able to. For the lag, I will see if I can remove the explosion for low graphic settings or something like that.
The Miner issue is something that have been reported before. Getting them back to work after harass should be simpler. I'll see what I can do.
Units can attack from an APC just like with Bunkers, they do their normal damage.
I'll increase Tosh's mindblast, but I'm afraid there's not much I can do about the Hyperion except nerfing damage output a lot, and I don't know if that would fix the ability.
Crops can't be manually targeted, thar's the issue right there, lol. My computer is more than capable of running the game, it's just..... when you stack 100 of them attacking at once, it'll lag no matter what.
For Hyperion, just make it so you can blow the thing outta the sky. 1000 hp, keep the damage as is. It's a deterrent, but it's not a guaranteed lose-a-base every time it's dropped.
So the super Mothership with the Planet Cracker ability is completely useless.... unless it's supposed to be able to move. It takes like 10 to 15 seconds to charge, and by then, there is no one stupid enough to stand beneath you. Even if you attack a base, I guess it'll hurt a bit, but given how slow that thing is, they'll be able to mobilize and blow it up before it starts doing any damage. The only way it is possible to be useful is if you have an allied Protoss use vortex on them, and then charge planet cracker next to vortex while you wait for it... which they'll probably dodge to the other direction so it's still useless.
@Vultorask: Go I couldn't replicate the problem. I can manually target crops to kill them. I'll make a few tests for the rebel explosion issue. I run SC2 using the lowest graphic settings, so at least for me the model replacement solution may work. Maybe I can find another explosion effect that won't lag as much.
Focus firing the Hyperion could make it not worth the trouble in some cases. Remember it replaces Nukes, has a casting time, with the disadvantage you can only cast once at a time, and the obvious advantage you won't damage yourself. It works much, much more like Raynor's ultimate ability in Heroes of the Storm, so I think a nerf to damage output would be the best approach.
Planet Cracker was added to the mod a long time ago, got some balance tweaks back then, and I never received feedback until now. I think charging time should be reduced, and maybe allow it to move. I'll buff it a little for the next update so maybe more people will try it and post feedback.
Alright, tried the fortified terran guys out... I'll have to try gas turrets another time, but anywho...
The Vanadium Plating upgrade, whatever it is, isn't available from the Engineering Bay or the Armory. Sounds like it's supposed to be awesome, I just don't know what it is. Fire suppression system and the +life to turrets are pretty awesome.
Something I think would be cool for these guys is disable the structure armor upgrade (that +2 boost) and then give them their own set of structure armor/weapon upgrades, so they can go all the way to +3 armor (albeit at a slower pace for getting to 2). The upgrade pace of each upgrade should be a little bit faster than normal weapon/armor upgrades.
I'm pretty sure this isn't a base game bug, but the Hellbat for this mod is not receiving any damage upgrades, save for the blue fire of doom.
EDIT: Okay, tried gas turrets out, they're pretty cool, but it doesn't state how much damage it does.
@Vultorask: Go Vanadium Plating and Ultra Capacitors are there, they replace standard upgrades, check units' life and weapon cooldown after upgrades to see if they were changed. Icons also get small starts in them.
The faction already uses lots of new upgrades, I see no reason to make more structure upgrades. I'll check the Hellbat, that is probably a dependency bug I have to fix manually.
EDIT: I just updated the mod with some bug fixes and balance tweaks, have fun!
WHoooooooooaaaaaaaaa it's been like forever since I last checked this forum, how's the map progressing, dude? Blizz finally added Cross-server publishing so I guess the editor shitting the bed is no longer a problem, huh? :P
1. i think terran OP. especially dominion is too good in TvP dominion can do so many tactics, fast nova, good bionic with better ghost, good mech with vulture goliath warhound. if P knows T player pick dominion, he must build robotics facility. because fast nova is so OP. that makes dominion can take better start.
in comparison between normal P v T and P v dominion, dominion has better start build, and better bionic unit and better mech units. but P only can be strong against mech or bionic.
2. it is hard to set spider mine.
@Irta643: Go Its going great. Yeah with cross-server publishing and extension mods I've been taking care of it by myself now. Way easier.
@geonchodeomi: Go Thanks for the report, I'll have to think about this situation. What exactly is hard about spider mines?
There's a player review on NA saying the mod is broken. Do you guys know what that means?
in broodwar, if i order vultures to set mine, they all set mine in one click. but now, they set one mine per one click.
why protoss faction are almost same?. they have less speciality than T or Z, and lenassa, can use blink with dark templar, is not good. because dt's blick research takes mineral and time, nova drop is better than that. and even have penalty that cant use high templar. high templar is very important unit in PvT and PvZ. lennasa cant counter viper or old queen. and akilrae, can use better high templar. but cant use stalker. in story it is correct that akilrae use dragoon. but stalker has much more use than dragoon. it is debuff to to use dragoon.
Probably because we haven't seen that much for Protoss specific stuff, whereas Wings of Liberty focused on Terran and Heart of the Swarm focused on Zerg. I figure Protoss will get the same overhaul after Legacy of the Void releases.