Ah, I see what you're saying. Personally I wouldn't worry about it, it's still "Raynor's Raiders" as a faction which just generally implies that Raynor is giving all the orders anyway, even though it's you the player doing it. Same thing with any other faction with a hero in it. You can just imagine it's Raynor saying "Paint the target, boys!" to help guide the hyperion down or something.
Leviathan: I’ve been thinking, its tentacles attack ground units at random until they die. What of adding the passive ability of the attack to pull units towards the leviathan as it attacks? It could affect air units as well, bringing them in at point blank into the zerg death ball. Most factions that allow hero units have that extra custom units or abilities, sine this faction only as 1 hero, it should be unique and have more perks.
the devourer model, I have played the brood war: fighting spirit map and it appears the animation and model itself has been updated… I think. It’s a good reference, looks and attacks exactly as in brood war.
I mentioned the zerg hulk custom model before, what of giving it the stats as SC1 ultralisk (20 damage per second, 400 health, fast movement, 200mineral/200gas, 4supply) lore wise say it was from an assimilated from an alien ape like creature. It could help fill in a faction that’s missing something, and I do like its animation (ref halo wars).
before you said you won't make a UED faction beacause there not an influence in the sector. theres a good chance they will comeback come back and theres still some in the sector. I should note you have around 5(more or less) zerg factions that are tectonically dead. I must assume you are waiting for heart of the sawrm or lotv to pump out new units for the UED or want to give the factions that already exist some tlc.
Terran Dominion Grizzly bomber…”soooon”?
Miners could have a mode to switch them to have rifles. This would make them an ideal core unit.
Dark Templars, when you create them they give you more gas than it takes to make two dark Templar. It gives back 2xx mineral and 275gas, which means unlimited gas, in theory.
swarm host “zerg fatty” are unable to make the zombies because of the “can’t build here”. There was a similar minor error with this when making multiple cocoons at once, but now it’s impossoble
I like that leviathan idea, though keep in mind that'd be like having the viper's ability as an attack, and considering that thing fires what, 4 or 6 tentacles in rotation... that'd be pretty darn strong. Less raange, but still quite strong, unless the pull only pulls them about 2-3 units in its direction instead of the full distance.
i like the current changes but noticed some issues, the ltd brood tooltip says stank is from larva, but it is not, as well as the huntrling ability not showing the range.
did you change the guardian model yet? or is it the swarm guardian still?
also a different devourer attack missile model would be nice, maybe a tinted roach missile or devourermissile.m3 in the editor
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.
@Vultorask: Go AoE Lockdown with additional effect for biological targets? Give the Science Vessel a ride and check if it's needed. I'm not a fan of multipurpose abilities, at least not this kind of multipurpose. When the effect serves many purposes it's good, but when the spell comes with more than one effect to make it multipurpose it's usually not good. Check the official forums for the overall opinions on Fungal Growth.
@RezE11even: Go You didn't address my issue. Which unit should have the Hyperion Strike ability? Raider or Raynor?
@FreezingAcidRain: Go I have to say I don't like the pull ability for the Leviathan. I know the brood needs more changes, but right now I'm waiting for HoTS. I will have to overhaul the broods to fit the current lore and many things will change.
Yes, I know GhostNova released a new model for the Devourer, I'll add it later.
I won't add that Hulk model. We don't have official lore to support it (I mean the unit doesn't exist) and it would be yet another T3 melee unit?
If HoTS brings the UED back I'll add them. I only used BW broods because I had no other option for zerg.
I'm willing to add the Grizzly if we find a good role for it. Bomber? What exactly is a bomber? In SC: Ghost it was a transport ship that could attack.
Miners are meant to replace mules, not to be core army units. If they had rifles they'd be Marines that boost economy.
Can you please explain the DT bug better? Has anyone else experienced this bug?
I'm aware cocoons can't be placed right now, I'm going to fix it for the next update.
@nolanstar: Go I don't remember whamt exaclty is in the NA version, sorry I just got back and I'll have to check how's everything working. I changed the Guardian model but I think this version isn't on NA yet. For the Devourer I'm still thinking about a new attack model, maybe a recolored Virophage attack, as it is the one that looks more like the original.
I'd say keep the Raiders as is, with the Hyp. Calldown ability.
Gameplay wise it works much better, especially to keep them as a viable ghost replacement.
It seems your only issue with it is for potential story reasons- and like I said, that basically boils down to a "so what?" You're commanding all of Raynor's army already, (and potentially Raynor himself), so just imagine that he's instructing the Raider's to lazer guide the hyperion down or what not. Don't get me wrong, one of my favorite things about this mod is how well it incorporates aspects from the storyline into the gameplay- but IMO this is one particular issue that boils down to splitting the smallest of hairs.
The DT bug. You remember how kaboomers merge you require mineral and gas? Well when you try to merge two dark Templars, it’s asking for mineral and gas but the values are "negative". Oh… just realized the glitch, why does it display mineral and gas to begin with when merging dark Templars? You could say this glitch is “PowerOverWhelming”
For the rebellion, shouldn’t the model of the miners with guns be used to replace the marine? The units that throw beer bombs, I’m think of the miners with guns as the counter parts to zerglings and the beer throws as units that are usefull vs heavy armoured/buildings, or as is.
What of having Hyperion as a unit like the white star but with the same "type" of attack and the abilty to call down a nuke? for the merchant "hero BC" what of an abilty to give it siege mode? without ghost how does terran counter storm?
the grizzle role: base on the wiki, ill say short range of 4 that fires missiles similar to the marauder (in look and functionality) and either does supper heavy damage or splash damage or tremendous bonus damage to structures. question is as a different unit with an upgrade to load units or replace the medevac.
@SGTMeowmers9: Go Hmmm now with the Devourer I don't feel like adding another air unit that reduces armor. I don't move things up/down the tech tree because "faster access" to anything can cause some serious problems. But keep throwing ideas around, we will make the broods stand out!
@RezE11even: Go Ok, I'll add Raynor and leave the Raider as it is.
@FreezingAcidRain: Go Ok, thanks for explaining the DT bug, I think I fixed it but I'll do some testing.
For the Colonists I wanted to stay away fro standard Terran tech tree and units. If they had Marines or any unit that works like a Marine I feel they wouldn't work that different. The Tauren Marine is the closest they have to a Marine, but it costs more and the stats make it different enough. I think the Rebels are perfect to make players feel they are civilians fighting the enemy. If you think they're not balanced or shouldn't be the base unit for their faction it's ok, we can discuss it, but I don't want the base colonists unit to use a rifle.
I decided to add the Hyperion this way because it's supposed to be THE badass ship above all others, allied to the fact Raynor's Raiders can't afford loosing it and maintenace for such a powerful ship is very expensive, so Raynor only uses it directly in extreme situations. I'm aware some factions lost access to EMP and thus the ability to deal with HTs and Infestors. I hope the Science Vessel's Irradiate acts as a soft counter to those but I know it won't work in emergency situations where those units are about to be used against you. If it proves to be a big deal I'll give EMP to Spectres and possibly Raiders too. What do you mean by Siege Mode to the BC merc?
So the Grizzly would be an AoE unit? Vs Armored? I don't think it can replace the Medivac, I tried to replace the Medivac with the Spec-ops Dropship but Medivac's ability to heal infantry is too important for Terran mechanics. Players complained because Nova Squadron and Tosh's Pirates couldn't make them. I think the Grizzly could replace the Banshee as an anti-ground ship, but we need to be careful to make them apart from each other in functionality. Of course Grizzlies can't cloak, so they need to offer something else.
I'm willing to add the Grizzly if we find a good role for it. Bomber? What exactly is a bomber? In SC: Ghost it was a transport ship that could attack.
I thought it was the other way around, I thought the Grizzly was a bomber which could also be a transport?
A concept I've had in the past for the Grizzly is that with units onboard it would be something like a flying bunker (I remember reading something on the Wiki about the players in the Grizzly being able to fire out) and when empty it has a bomb attack. Storywise the idea being it can either be loaded for a bomber or carry troops. 'cause that breaks down when you unload and it starts bombing stuff :P still, thought I'd share. Feel free to use it if you like :)
Here's a funny idea - have them drop the bombs with the guys landing, thus having them take some damage, but doing some damage on landing, lol. I think it might actually make more sense to have it so when it's loaded, it drops bombs (the loaded troops serve as gunners), and when it's empty, it heals instead, but it won't get that new Medivac upgrade in the HotS beta.
after reading the lore on the grizzly, i would suggest this:
ground attack: manticore missiles , deals 20 +5 vs armored + 5 vs massive damage with a attack speed of 1.1-1.2 (+ 1 reg and + 1 vs armored damage per ugrade) range 5.5 , attack type missile
air attack: 20mm joint turrets, deals 7 (x2 attacks) damage to target , attack speed 0.75-0.95 (+1damage per upgrade) range 5.5-6
this is the first air attack
special air attack [ activates when _ALL_ cargo slots are full, this disables the first air attack, air attack switches back to 20mm joint turrets once any cargo slot is emptied:
30mm flak cannons : same as 20mm except with 2 additonal damage and a 30% damage splash radius of 0.35 REMEMBER THIS ONLY ACTIVATES WHEN ALL CARGO SLOTS ARE FULL.
abilities:
load/unload: same range and rate as medivac, however there are only 6 cargo slots
Drop B2-c concussion bomb:
range 2
deals 75 +5 vs shields damage to target buildings, ignors armor. cooldown 30 seconds
Passive icon:
manned turrets; when all cargo slots are full, grizzly uses 30mm flak turrets instead of 20mm joint turrets.
Grizzly stats:
health: 145-160
base armor 1-2
speed 2.5-2.75
cost
150 minerals
100- 125 vespane
NOTES: this is a LORE-BASED suggestion modified for balance, if i connect like this ex: 1-2 , it means the range is between the listed numbers
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.
There is a dark terran texture theme; it would fit the Mobius Foundation nicely but I don’t think it includes the diamondback.
A.R.A.S. Rather than have a mode that does nothing, have only 3 rather than 4 so it takes only 3 seconds to switch weapons than to do 3 seconds to basic mode…wait…than pick the 3 modes. Also the 3 mode icons rather than displaying the machine mode it should show fire, cannon, or missiles, to clearly show that the mode does. The displays are confusing
A.R.E.S. Rather than have a mode that does nothing, have only 3 rather than 4 so it takes only 3 seconds to switch weapons than to do 3 seconds to basic mode…wait…than pick the 3 modes. Also the 3 mode icons rather than displaying the machine mode it should show fire, cannon, or missiles, to clearly show that the mode does. The displays are confusing
@Kanitala: Go Yeah, now that I think of it in SC lore more ships are able to transport. The gameplay is simplified for an easier balance so we don't see BCs carrying entire armies inside them. In a book I read that Valkyries could carry infantry as well if I remember it right. So I think the transport role may be excluded if the bomber role is better, which I think it is considering we already have many transport units.
@nolanstar: Go I appreciate the detailed stats, but I feel the weapon change based on loaded units is too complex for melee. Not that it isn't a good idea, I liked it but melee abilities are usually simpler by nature. What do you think of removing the transport ability? Would it 'hurt' the unit too much?
@FreezingAcidRain: Go Dark terran? There were no dark terran in the campaign, I'd rather use file space with the nerazim protoss structures. I made the ARES that way because there aren't animations for what you want. Each mode morphs from the basic mode. Of course I'd remove the useless mode but then animations would suck. Maybe we could think of something useful for that mode? Maybe it could move faster than the attack modes?
I can't update the mod more often because I haven't had enough time to work on it. Real life is happening around here so I barely touch SC2 and both the bug list and suggestions list are growing faster than I can remove things from those lists. But I think I'll be able to update it again this Sunday.
@Kanitala: Go Yeah, now that I think of it in SC lore more ships are able to transport. The gameplay is simplified for an easier balance so we don't see BCs carrying entire armies inside them. In a book I read that Valkyries could carry infantry as well if I remember it right. So I think the transport role may be excluded if the bomber role is better, which I think it is considering we already have many transport units.
Fair enough. Though I've always kind of wondered if the Valkyrie transport thing was just a goof in the Ghost novel as it's pre UED in the Koprulu sector and I think the description of the craft doesn't match the Gunship either. I sometimes wonder if the author got confused and was thinking of Warhammer 40k where the Imperial Guard air transport is called the Valkyrie :)
I seem to recall Ghost: Nova also mentioning Grizzly TANKS of all things heh.
So yeah, equipment names seemed a bit all over the place in that book :)
Ultimately I was just clarrifying that the Grizzly was a Fighter-Bomber which could also transport rather than a Transport which could also bomb :)
@Kanitala: Go Goofing isn't limited to that book. In the Speed of Darkness one there's a "Valkyrie-class" Dropship, whatever that isa supposed to mean. Maybe the one in the Nova book wasn't a Valkyrie but a Valkyrie-class Dropship? Well, anyway my point was we don't need to feel tied to the lore saying it can Transport. Even a Vulture is able to carry more than one person if needed. So we can assume that all "transport slots" are occupied by men firing the guns.
maybe the 30mm flak cannons could be an upgrade that requires an armory at the starport tech lab (150-200 min and 100 gas) [70- 90 second research time]
as for the load unload, id suggest 4 cargo slots that can only hold biological units, as it is a gunship, not a transport, and it only carried infantry in lore.
if you like the weapon to 30mm change when all cargo slots are full, you could make it a automatic mode switch ability that has a requirement that is a validator that cargo slots are full, this could apply a behavior that expires (weapon switching behavior) after 1-3 seconds, then tries to activate again
i would suggest giving the base mode ares a weapon that deals the same damage as goliath, but a weapon speed of 2, tried this before and it shot out of the gun ports on both sides, just make sure it doesnt do a animation
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.
@Kanitala: Go Yeah, and another book mentions a Dropship carrying a Siege Tank with 6 Marines, and that it was "against the army regulations" lol. I wish I could break army regulations to load more units in game!
@nolanstar: Go I'll keep those suggestions in mind, but I'm still trying to decide where in the tech tree the unit should go, and this decision will shape the details for this unit.
New update on NA. Here's the list of changes:
ZERG
Brutalisk:
Ranged weapon is now used for ground targets as well (still uses melee animation for close targets just like Hydras)
Damage reduced to 40; range increased to 7; cooldown increased to 1; weapon upgrade bonus increased to 2.
Life reduced to 500; unit radius reduced to 1.25; Heroic status removed.
Devourer: Updated unit model.
Devouring One: Burrow requires research.
Guardian:
Supply cost reduced to 3; speed reduced to 1.5.
weapon upgrade bonus increased to 2.
SC1 sounds added.
Hunterling: Visual range added for Leap.
Hydralisk: Speed upgrade moved to Lair tech.
Lurker: Speed increased to 2.5.
Prowler: Burrow requires research.
Stank: Has Rapid Regeneration while burrowed.
Torrasque: Burrow requires research.
Baelrog brood can properly select Defilers / Infestors now.
PROTOSS
Corsair: Damage reduced to 6 +4 vs light.
Dark Archon:
Merge cost fixed; Custom red model added.
Maelstrom area increased to 2.5; Mind Control has now a duration of 45 seconds.
Stone Zealot: Supply cost increased do 6.
TERRAN
Aberration: Visual range added for Deep Tunnel.
Infested Cocoon: Placement bug fixed.
Medivac: Added back to the Nova and Tosh factions.
Raynor: Added to the Raynor's Raiders faction.
Shadowguard: Replaces Ghosts for the Umojan Protectorate faction.
Special Ops Dropship:
Cloak no longer requires reasearch.
Displacement Field upgrade added and the previous Rapid Deployment effect added to it.
Ah, I see what you're saying. Personally I wouldn't worry about it, it's still "Raynor's Raiders" as a faction which just generally implies that Raynor is giving all the orders anyway, even though it's you the player doing it. Same thing with any other faction with a hero in it. You can just imagine it's Raynor saying "Paint the target, boys!" to help guide the hyperion down or something.
I like that leviathan idea, though keep in mind that'd be like having the viper's ability as an attack, and considering that thing fires what, 4 or 6 tentacles in rotation... that'd be pretty darn strong. Less raange, but still quite strong, unless the pull only pulls them about 2-3 units in its direction instead of the full distance.
i like the current changes but noticed some issues, the ltd brood tooltip says stank is from larva, but it is not, as well as the huntrling ability not showing the range.
did you change the guardian model yet? or is it the swarm guardian still? also a different devourer attack missile model would be nice, maybe a tinted roach missile or devourermissile.m3 in the editor
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.
@Vultorask: Go AoE Lockdown with additional effect for biological targets? Give the Science Vessel a ride and check if it's needed. I'm not a fan of multipurpose abilities, at least not this kind of multipurpose. When the effect serves many purposes it's good, but when the spell comes with more than one effect to make it multipurpose it's usually not good. Check the official forums for the overall opinions on Fungal Growth.
@RezE11even: Go You didn't address my issue. Which unit should have the Hyperion Strike ability? Raider or Raynor?
@FreezingAcidRain: Go I have to say I don't like the pull ability for the Leviathan. I know the brood needs more changes, but right now I'm waiting for HoTS. I will have to overhaul the broods to fit the current lore and many things will change.
Yes, I know GhostNova released a new model for the Devourer, I'll add it later.
I won't add that Hulk model. We don't have official lore to support it (I mean the unit doesn't exist) and it would be yet another T3 melee unit?
If HoTS brings the UED back I'll add them. I only used BW broods because I had no other option for zerg.
I'm willing to add the Grizzly if we find a good role for it. Bomber? What exactly is a bomber? In SC: Ghost it was a transport ship that could attack.
Miners are meant to replace mules, not to be core army units. If they had rifles they'd be Marines that boost economy.
Can you please explain the DT bug better? Has anyone else experienced this bug?
I'm aware cocoons can't be placed right now, I'm going to fix it for the next update.
@nolanstar: Go I don't remember whamt exaclty is in the NA version, sorry I just got back and I'll have to check how's everything working. I changed the Guardian model but I think this version isn't on NA yet. For the Devourer I'm still thinking about a new attack model, maybe a recolored Virophage attack, as it is the one that looks more like the original.
Suggestions for the Leviathan:
1. Attacks reduce armor?
2. Attacks ignore armor?
3. The brood itself has faster access to air?
@SoulFilcher: Go
I'd say keep the Raiders as is, with the Hyp. Calldown ability.
Gameplay wise it works much better, especially to keep them as a viable ghost replacement.
It seems your only issue with it is for potential story reasons- and like I said, that basically boils down to a "so what?" You're commanding all of Raynor's army already, (and potentially Raynor himself), so just imagine that he's instructing the Raider's to lazer guide the hyperion down or what not. Don't get me wrong, one of my favorite things about this mod is how well it incorporates aspects from the storyline into the gameplay- but IMO this is one particular issue that boils down to splitting the smallest of hairs.
@SGTMeowmers9: Go Hmmm now with the Devourer I don't feel like adding another air unit that reduces armor. I don't move things up/down the tech tree because "faster access" to anything can cause some serious problems. But keep throwing ideas around, we will make the broods stand out!
@RezE11even: Go Ok, I'll add Raynor and leave the Raider as it is.
@FreezingAcidRain: Go Ok, thanks for explaining the DT bug, I think I fixed it but I'll do some testing.
For the Colonists I wanted to stay away fro standard Terran tech tree and units. If they had Marines or any unit that works like a Marine I feel they wouldn't work that different. The Tauren Marine is the closest they have to a Marine, but it costs more and the stats make it different enough. I think the Rebels are perfect to make players feel they are civilians fighting the enemy. If you think they're not balanced or shouldn't be the base unit for their faction it's ok, we can discuss it, but I don't want the base colonists unit to use a rifle.
I decided to add the Hyperion this way because it's supposed to be THE badass ship above all others, allied to the fact Raynor's Raiders can't afford loosing it and maintenace for such a powerful ship is very expensive, so Raynor only uses it directly in extreme situations. I'm aware some factions lost access to EMP and thus the ability to deal with HTs and Infestors. I hope the Science Vessel's Irradiate acts as a soft counter to those but I know it won't work in emergency situations where those units are about to be used against you. If it proves to be a big deal I'll give EMP to Spectres and possibly Raiders too. What do you mean by Siege Mode to the BC merc?
So the Grizzly would be an AoE unit? Vs Armored? I don't think it can replace the Medivac, I tried to replace the Medivac with the Spec-ops Dropship but Medivac's ability to heal infantry is too important for Terran mechanics. Players complained because Nova Squadron and Tosh's Pirates couldn't make them. I think the Grizzly could replace the Banshee as an anti-ground ship, but we need to be careful to make them apart from each other in functionality. Of course Grizzlies can't cloak, so they need to offer something else.
I thought it was the other way around, I thought the Grizzly was a bomber which could also be a transport?
A concept I've had in the past for the Grizzly is that with units onboard it would be something like a flying bunker (I remember reading something on the Wiki about the players in the Grizzly being able to fire out) and when empty it has a bomb attack. Storywise the idea being it can either be loaded for a bomber or carry troops. 'cause that breaks down when you unload and it starts bombing stuff :P still, thought I'd share. Feel free to use it if you like :)
Here's a funny idea - have them drop the bombs with the guys landing, thus having them take some damage, but doing some damage on landing, lol. I think it might actually make more sense to have it so when it's loaded, it drops bombs (the loaded troops serve as gunners), and when it's empty, it heals instead, but it won't get that new Medivac upgrade in the HotS beta.
after reading the lore on the grizzly, i would suggest this: ground attack: manticore missiles , deals 20 +5 vs armored + 5 vs massive damage with a attack speed of 1.1-1.2 (+ 1 reg and + 1 vs armored damage per ugrade) range 5.5 , attack type missile
air attack: 20mm joint turrets, deals 7 (x2 attacks) damage to target , attack speed 0.75-0.95 (+1damage per upgrade) range 5.5-6 this is the first air attack
special air attack [ activates when _ALL_ cargo slots are full, this disables the first air attack, air attack switches back to 20mm joint turrets once any cargo slot is emptied: 30mm flak cannons : same as 20mm except with 2 additonal damage and a 30% damage splash radius of 0.35 REMEMBER THIS ONLY ACTIVATES WHEN ALL CARGO SLOTS ARE FULL.
abilities: load/unload: same range and rate as medivac, however there are only 6 cargo slots
Drop B2-c concussion bomb: range 2 deals 75 +5 vs shields damage to target buildings, ignors armor. cooldown 30 seconds
Passive icon: manned turrets; when all cargo slots are full, grizzly uses 30mm flak turrets instead of 20mm joint turrets.
Grizzly stats: health: 145-160 base armor 1-2 speed 2.5-2.75
cost 150 minerals 100- 125 vespane
NOTES: this is a LORE-BASED suggestion modified for balance, if i connect like this ex: 1-2 , it means the range is between the listed numbers
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.
There is a dark terran texture theme; it would fit the Mobius Foundation nicely but I don’t think it includes the diamondback.
A.R.A.S. Rather than have a mode that does nothing, have only 3 rather than 4 so it takes only 3 seconds to switch weapons than to do 3 seconds to basic mode…wait…than pick the 3 modes. Also the 3 mode icons rather than displaying the machine mode it should show fire, cannon, or missiles, to clearly show that the mode does. The displays are confusing
You should update the NA more often
Gotta agree with this.
@Kanitala: Go Yeah, now that I think of it in SC lore more ships are able to transport. The gameplay is simplified for an easier balance so we don't see BCs carrying entire armies inside them. In a book I read that Valkyries could carry infantry as well if I remember it right. So I think the transport role may be excluded if the bomber role is better, which I think it is considering we already have many transport units.
@nolanstar: Go I appreciate the detailed stats, but I feel the weapon change based on loaded units is too complex for melee. Not that it isn't a good idea, I liked it but melee abilities are usually simpler by nature. What do you think of removing the transport ability? Would it 'hurt' the unit too much?
@FreezingAcidRain: Go Dark terran? There were no dark terran in the campaign, I'd rather use file space with the nerazim protoss structures. I made the ARES that way because there aren't animations for what you want. Each mode morphs from the basic mode. Of course I'd remove the useless mode but then animations would suck. Maybe we could think of something useful for that mode? Maybe it could move faster than the attack modes?
I can't update the mod more often because I haven't had enough time to work on it. Real life is happening around here so I barely touch SC2 and both the bug list and suggestions list are growing faster than I can remove things from those lists. But I think I'll be able to update it again this Sunday.
Fair enough. Though I've always kind of wondered if the Valkyrie transport thing was just a goof in the Ghost novel as it's pre UED in the Koprulu sector and I think the description of the craft doesn't match the Gunship either. I sometimes wonder if the author got confused and was thinking of Warhammer 40k where the Imperial Guard air transport is called the Valkyrie :) I seem to recall Ghost: Nova also mentioning Grizzly TANKS of all things heh. So yeah, equipment names seemed a bit all over the place in that book :)
Ultimately I was just clarrifying that the Grizzly was a Fighter-Bomber which could also transport rather than a Transport which could also bomb :)
@Kanitala: Go Goofing isn't limited to that book. In the Speed of Darkness one there's a "Valkyrie-class" Dropship, whatever that isa supposed to mean. Maybe the one in the Nova book wasn't a Valkyrie but a Valkyrie-class Dropship? Well, anyway my point was we don't need to feel tied to the lore saying it can Transport. Even a Vulture is able to carry more than one person if needed. So we can assume that all "transport slots" are occupied by men firing the guns.
@SoulFilcher: Go
True, though the more recent novels seem to be better at getting the facts straight heh. But yeah, rule of fun/balance (mostly fun for me :D)
And now I remember that pic from Heaven's Devils of Tychus, Raynor and.... Kydd was it? Joyriding on a Vulture xD
maybe the 30mm flak cannons could be an upgrade that requires an armory at the starport tech lab (150-200 min and 100 gas) [70- 90 second research time]
as for the load unload, id suggest 4 cargo slots that can only hold biological units, as it is a gunship, not a transport, and it only carried infantry in lore.
if you like the weapon to 30mm change when all cargo slots are full, you could make it a automatic mode switch ability that has a requirement that is a validator that cargo slots are full, this could apply a behavior that expires (weapon switching behavior) after 1-3 seconds, then tries to activate again
i would suggest giving the base mode ares a weapon that deals the same damage as goliath, but a weapon speed of 2, tried this before and it shot out of the gun ports on both sides, just make sure it doesnt do a animation
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.
@Kanitala: Go Yeah, and another book mentions a Dropship carrying a Siege Tank with 6 Marines, and that it was "against the army regulations" lol. I wish I could break army regulations to load more units in game!
@nolanstar: Go I'll keep those suggestions in mind, but I'm still trying to decide where in the tech tree the unit should go, and this decision will shape the details for this unit.
New update on NA. Here's the list of changes:
ZERG
Brutalisk:
Ranged weapon is now used for ground targets as well (still uses melee animation for close targets just like Hydras)
Damage reduced to 40; range increased to 7; cooldown increased to 1; weapon upgrade bonus increased to 2.
Life reduced to 500; unit radius reduced to 1.25; Heroic status removed.
Devourer: Updated unit model.
Devouring One: Burrow requires research.
Guardian:
Supply cost reduced to 3; speed reduced to 1.5.
weapon upgrade bonus increased to 2.
SC1 sounds added.
Hunterling: Visual range added for Leap.
Hydralisk: Speed upgrade moved to Lair tech.
Lurker: Speed increased to 2.5.
Prowler: Burrow requires research.
Stank: Has Rapid Regeneration while burrowed.
Torrasque: Burrow requires research.
Baelrog brood can properly select Defilers / Infestors now.
PROTOSS
Corsair: Damage reduced to 6 +4 vs light.
Dark Archon:
Merge cost fixed; Custom red model added.
Maelstrom area increased to 2.5; Mind Control has now a duration of 45 seconds.
Stone Zealot: Supply cost increased do 6.
TERRAN
Aberration: Visual range added for Deep Tunnel.
Infested Cocoon: Placement bug fixed.
Medivac: Added back to the Nova and Tosh factions.
Raynor: Added to the Raynor's Raiders faction.
Shadowguard: Replaces Ghosts for the Umojan Protectorate faction.
Special Ops Dropship:
Cloak no longer requires reasearch.
Displacement Field upgrade added and the previous Rapid Deployment effect added to it.