Blizzard said the buff was actually a bug. People found David Kim's post saying AtG was going to be buffed to prove they were lying. Blizzard never answered that and the BC got "fixed".
LOts of stuff for such a win. I don't know what you mean for some of those. We already have Goliaths and Devourers. I wouldn't make Templar Archive the requirement for Dark Templars, I don't even understand why, Dark Shrine build time was reduced in HoTS if I remember it right. Remember my intention is to leave melee stats untouched whenever possible, so don't ask for these changes.
Updating everything takes about half an hour, maybe less. But I don't want to update it all the time, I'd rather get more feedback, fix more bugs, and take the time to add more things.
@DEFILERRULEZ: Go No. I still have to decide which brood will use the Nydus variety we have right now. My first option is Naktul's brood.
i like the impaler colonies as they are but maybe a buff to their hp 450?
when zealots activate cooking furry they could swap the model for the zealot chef, this can be done easily
reapers, i think good diversity would be good for some factions
raynors raiders / toshes pirates
ua238 shells rhe upgrade from the campaign, requires armory
nova squadron,
d8 charge, gives them their anti building attack, requires acadamy
kelmorian, g4 cluster bomb, nerfed campaign ability, deals 10 +10 vs armored damage on the main bomb and 0.5 +0.5 vs biological on the smaller ones, friendly fire, requires factory
shadowguards, a little useless, id give them a meele ability for 50 energy that deals 90 damage to the target unit, switch them to the ghostecho model so they can use the spell animation and to make them look different from spectres
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.
gliderlings, i hate and love them and i got the replays. can't they be upgrade where they "glide" rather than fly up, like flying squirrels or like real insects when there the size of your hand. loolaway from your base for a second, and it's over runned with zerglings in large mutiplayer. zerg has no issue as it can't block and has spines that draws attention, protoss has cannon, terran has...tur-no, widow-no, fortress-no cause orbital.
Nakul brood i think is ok to own nydus greatest worm,destroyer and creeper;The first time we saw nydus new strains was in the mission of Naktul.Soul where i can found the scrapped upgrades for broodlord and spine crawlers???What name they have?What effect they have on broodlord and spine crawler?
@FreezingAcidRain: Go That is why I always favored Hunterlings, they are easier to balance. I really don't know what I'm going to do with Raptors, they are hard to balance, but I don't see any other strain option for early game. And I still have to add 2 others.
@DEFILERRULEZ: Go You can find all information I found on the deleted upgrades in the list of Buttons and Upgrades. For buttons I think they are at the bottom of the list with a prefix like zz Deprecated. For upgrades the prefixes vary but are usually related to HoTS or the units they upgrade.
Here is what I found for Broodlord: Accelerated Mutation - cost reduced by 50%. Kinetic Mitosis - Broodlings split into 2 upon impact.
The ones I believe are for the Spine Crawler because they're related to a "Spine Lash" ability that is supposed to stun targets: Viscous Secretion - duration of stun caused by spine lash increased to 4 seconds. Penetrating Spines - Attack damage increased. Extended Lash - Spine Lash's range increased by 50%.
Spore Crawler: Eruptive Spores - splash radius increased by 50%.
This one I believe was a Kerrigan ability, not an upgrade: Improved Crawlers - Spine Crawlers and Spore Crawlers gain +50% life and +50% attack speed.
i like the impaler colonies as they are but maybe a buff to their hp 450?
when zealots activate cooking furry they could swap the model for the zealot chef, this can be done easily
reapers, i think good diversity would be good for some factions
raynors raiders / toshes pirates ua238 shells rhe upgrade from the campaign, requires armory
nova squadron, d8 charge, gives them their anti building attack, requires acadamy
kelmorian, g4 cluster bomb, nerfed campaign ability, deals 10 +10 vs armored damage on the main bomb and 0.5 +0.5 vs biological on the smaller ones, friendly fire, requires factory
shadowguards, a little useless, id give them a meele ability for 50 energy that deals 90 damage to the target unit, switch them to the ghostecho model so they can use the spell animation and to make them look different from spectres
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 Ohhh I forgot to reply to your post!
Impaler Colonies need to be changed. The current attack system fits the campaign very well, but not a melee match. Players can easily micro their units and deny all damage. So I'll change that to be more like the Impaler evolution attack.
Zealot Chef is very different from standard Zealots. It has different proportions. I could probably add the chef hat though.
I'm planning some diversity for Reapers. In the next update Tosh's Pirates will be able to research the scrapped Battlefield Awareness. But G4 Clusterbomb is too strong,they dont need an AoE ability, specially now Reapers don't require Tech Labs anymore.
I added Shadowguards because I wanted Umoja to have their own versions of the Ghost unit, but I didn't know what abilities they should have. Lore supports them 100% and there's a reason I made them recolored Spectres ;-)
What if you added another reaper to the barracks train ability and made it apply a behavior/effect to the reaper, but only for that version. Create a new button for it so you can tell the difference between a normal reaper and a special reaper. Then you could add the cluster bomb (with a nerf) to the reaper and have it require that the reaper have that effect. Then make that new reaper (with behavior/effect) replace the regular reaper if you have a tech lab and you are a specific faction. That way you still need tech labs to make them, but you can still make reapers from reactors too.
One caveat I've noticed while playing the Citadel level: you could technically play a mission without ever selecting a faction, choosing units (Firebat vs. Marauder, etc.), or picking upgrades. Was this intended, or do you want to require the player to make their selections?
Can Umoja get a special Marine or marine replacement? Those gaurds in the campaign cinematic were sick, and they had merc based models in the Back in the Saddle mission(personally I'd dig a model closer to the art and cutscene appearance, but beggers can't be choosers.. maybe Raynor's model from that mission, but modified much the same way you modified Raynor from belly of the beast to become Raider?).
@yukaboy: Go That would only screw with players' heads, both the one that produces them and the one playing against them. I don't make units have more than one requirement / tech tree path, and don't make them have multiple mechanics within any choice the player makes, so they have the ability for a faction or they don't.
@DEFILERRULEZ: Go I haven't thought about that, so many things in the list... And I'd have to remake the Swarm Queen because Bllizzard made the bad move to change the standard Queen when they could have created a new unit entry.
@RezE11even: Go That's the logical way to use them, but I usually keep new models for real gameplay changes. Should Umojan Marines have anything different from standard Marines? Can we do that without making it unbalanced?
I still think it's a cool idea, but I know what you mean. It would make things easier if you had another model, but I'm pretty sure you're going to use the death head for something else. Real shame...
protoss bio? protoss vindicator that good vs ground bio, cheap, and like the marine with range but different.
changing standard Marines, not much I can think of except mabey cost ratio, attack rate, removing stim, range, health, and mabey an abilty from bfme (if anyone ever played it) where a unit would have a timed ability of periodic attack that would do more damage. poison bullets (murcery bullets) where does damage overtime, can't think of anything else except mabey a barricade mode where they unload sandbags and gain more health/range but can't move.
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@FreezingAcidRain: Go Yes, I'm considering a buff to Goliath's range.
Blizzard said the buff was actually a bug. People found David Kim's post saying AtG was going to be buffed to prove they were lying. Blizzard never answered that and the BC got "fixed".
LOts of stuff for such a win. I don't know what you mean for some of those. We already have Goliaths and Devourers. I wouldn't make Templar Archive the requirement for Dark Templars, I don't even understand why, Dark Shrine build time was reduced in HoTS if I remember it right. Remember my intention is to leave melee stats untouched whenever possible, so don't ask for these changes.
@SoulFilcher: Go
Soul there is a zerg brood that uses greatest nydus worm??
@FreezingAcidRain: Go How can you see campaign Lurker at all?
Updating everything takes about half an hour, maybe less. But I don't want to update it all the time, I'd rather get more feedback, fix more bugs, and take the time to add more things.
@DEFILERRULEZ: Go No. I still have to decide which brood will use the Nydus variety we have right now. My first option is Naktul's brood.
i like the impaler colonies as they are but maybe a buff to their hp 450?
when zealots activate cooking furry they could swap the model for the zealot chef, this can be done easily
reapers, i think good diversity would be good for some factions
raynors raiders / toshes pirates ua238 shells rhe upgrade from the campaign, requires armory
nova squadron, d8 charge, gives them their anti building attack, requires acadamy
kelmorian, g4 cluster bomb, nerfed campaign ability, deals 10 +10 vs armored damage on the main bomb and 0.5 +0.5 vs biological on the smaller ones, friendly fire, requires factory
shadowguards, a little useless, id give them a meele ability for 50 energy that deals 90 damage to the target unit, switch them to the ghostecho model so they can use the spell animation and to make them look different from spectres
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.
Hehe, I didn't know that furries are involved in this mod. Hehe...
@nolanstar: Go
1; yes 2; lol ; 3 to 5; yes 6; sc1 lockdown and i do agree another model shouldbe used to replace the ghost.
@SoulFilcher: Go
gliderlings, i hate and love them and i got the replays. can't they be upgrade where they "glide" rather than fly up, like flying squirrels or like real insects when there the size of your hand. loolaway from your base for a second, and it's over runned with zerglings in large mutiplayer. zerg has no issue as it can't block and has spines that draws attention, protoss has cannon, terran has...tur-no, widow-no, fortress-no cause orbital.
Nakul brood i think is ok to own nydus greatest worm,destroyer and creeper;The first time we saw nydus new strains was in the mission of Naktul.Soul where i can found the scrapped upgrades for broodlord and spine crawlers???What name they have?What effect they have on broodlord and spine crawler?
@FreezingAcidRain: Go That is why I always favored Hunterlings, they are easier to balance. I really don't know what I'm going to do with Raptors, they are hard to balance, but I don't see any other strain option for early game. And I still have to add 2 others.
@DEFILERRULEZ: Go You can find all information I found on the deleted upgrades in the list of Buttons and Upgrades. For buttons I think they are at the bottom of the list with a prefix like zz Deprecated. For upgrades the prefixes vary but are usually related to HoTS or the units they upgrade.
Here is what I found for Broodlord: Accelerated Mutation - cost reduced by 50%. Kinetic Mitosis - Broodlings split into 2 upon impact.
The ones I believe are for the Spine Crawler because they're related to a "Spine Lash" ability that is supposed to stun targets: Viscous Secretion - duration of stun caused by spine lash increased to 4 seconds. Penetrating Spines - Attack damage increased. Extended Lash - Spine Lash's range increased by 50%.
Spore Crawler: Eruptive Spores - splash radius increased by 50%.
This one I believe was a Kerrigan ability, not an upgrade: Improved Crawlers - Spine Crawlers and Spore Crawlers gain +50% life and +50% attack speed.
@nolanstar: Go
any thoughts?
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 Ohhh I forgot to reply to your post!
Impaler Colonies need to be changed. The current attack system fits the campaign very well, but not a melee match. Players can easily micro their units and deny all damage. So I'll change that to be more like the Impaler evolution attack.
Zealot Chef is very different from standard Zealots. It has different proportions. I could probably add the chef hat though.
I'm planning some diversity for Reapers. In the next update Tosh's Pirates will be able to research the scrapped Battlefield Awareness. But G4 Clusterbomb is too strong,they dont need an AoE ability, specially now Reapers don't require Tech Labs anymore.
I added Shadowguards because I wanted Umoja to have their own versions of the Ghost unit, but I didn't know what abilities they should have. Lore supports them 100% and there's a reason I made them recolored Spectres ;-)
Ok thank you soul,i will search it
@SoulFilcher: Go
What if you added another reaper to the barracks train ability and made it apply a behavior/effect to the reaper, but only for that version. Create a new button for it so you can tell the difference between a normal reaper and a special reaper. Then you could add the cluster bomb (with a nerf) to the reaper and have it require that the reaper have that effect. Then make that new reaper (with behavior/effect) replace the regular reaper if you have a tech lab and you are a specific faction. That way you still need tech labs to make them, but you can still make reapers from reactors too.
Which brood could have swarm queen and malignant creep ?
One caveat I've noticed while playing the Citadel level: you could technically play a mission without ever selecting a faction, choosing units (Firebat vs. Marauder, etc.), or picking upgrades. Was this intended, or do you want to require the player to make their selections?
Is intended of course
Can Umoja get a special Marine or marine replacement? Those gaurds in the campaign cinematic were sick, and they had merc based models in the Back in the Saddle mission(personally I'd dig a model closer to the art and cutscene appearance, but beggers can't be choosers.. maybe Raynor's model from that mission, but modified much the same way you modified Raynor from belly of the beast to become Raider?).
@yukaboy: Go That would only screw with players' heads, both the one that produces them and the one playing against them. I don't make units have more than one requirement / tech tree path, and don't make them have multiple mechanics within any choice the player makes, so they have the ability for a faction or they don't.
@DEFILERRULEZ: Go I haven't thought about that, so many things in the list... And I'd have to remake the Swarm Queen because Bllizzard made the bad move to change the standard Queen when they could have created a new unit entry.
@Miles07: Go Totally intentional.
@RezE11even: Go That's the logical way to use them, but I usually keep new models for real gameplay changes. Should Umojan Marines have anything different from standard Marines? Can we do that without making it unbalanced?
I still think it's a cool idea, but I know what you mean. It would make things easier if you had another model, but I'm pretty sure you're going to use the death head for something else. Real shame...