@FreezingAcidRain
I don't think extra armor damage and the ability to slow down attack speeds and armor would be balanced as one could destroy a lot of enemy flyers without ease with just that unit as you target their big expensive ships and completley wreck them without them doing anything and it wouldn't be very expensive with little Micro Work to make them effective
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.
The current devourer is great but adding a slowing attack would make the devourer a little OP unless it lowers attack speed by 5% or something or else it would be too hard to counter in groups.
@Zertoss135: Go I don't remember any complaints about that, but its possible players complained before. There are hidden Tribes right now but there isn't anything new to give them. Both Artanis and Selendis are from Akilae, which means there is little chance we will see both in the mod.
Multi target won't be added, but upgrades for Goliath/Thor is a possibility.
Thanks, I'll fix that.
Unfortunately there is nothing I can do to fix the Vulture/Hellion option right now.
What is a piercing effect?
These Zerg upgrades are waiting in the line of priorities for a looong time now. Adding such upgrades is very time-consuming, so I usually go and make other faster changes.
No. I don't add upgrades that give multiple units similar abilities. And that would make Mass Recall look like childish play.
@nolanstar: Go The 2 looks so different I won't use them as versions of the same unit.
Yeah, Fatty totally needs a rework, it cant stay as it is right now. No, they don't get attack upgrades, whih at least helps with the current imbalance.
I wont make Devourers reduce both attack speed and armor, thats overkill. And considering their HP and threat potential they can't be that fast.
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.
For a 3 supply, 250 mineral - 150 gas that's in the 4th tier with an attack that's slower than the tempest, I don't understand the need of the speed nerf. or not have reduce both attack speed and armor. there's many way's to counter them; anything that's a ground unit, modern voids rays fair well, casters, mass Vikings, and tempest and corruptors do better because of there bonus damage to massive units. also note they don't do much damage to light air units. At the least have speed at 3.5, can't have them slowing down mutalisks or look funny as they fly. one could also argue voids rays, widow mine, sawrmhosts, and war hounds are op but there still in the game with no nerfs.
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 was in process of making a rushed update today with the few fixes I had made... until I found that HotS deleted all zerg ground caparace changes I've ever made. No custom ground zerg unit benefits from armor upgrades right now and I think it may be true for the current online version as well.
I'll have to go and add every unit again, I can't really express how disappointed I am right now. I barely touch the editor these days and when I try to fix a few things I discover this huge problem that shouldn't exist...
EDIT: While I can still move the upgrade data from a backup file, I have to find what caused the bug. It seems the online version is free from this issue as it just happened. I'm testing a few things here and if I actually pinpoint the source of the problem I'm going to report it to Blizzard.
Hey, Soul, I played a match on Star Station with FreezingAcidrain, bug-wise, I found that the Hellion/Hellbat don't need their proper upgrade to transform.
Balance-wise, the drop-pod is seeming less and less balanced, loading them with hellions, then transforming said hellions into hellbats seems very unbalanced, especially since due to the lack of requiring an armory to do the research. This is really damaging the balance and giving Terrans the ability to wreck bases with ease.
The only thing holding them back is that the drop-pod is buggy when it comes to deploying.
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 No problem. I planned to do that anyway. Here are the things that came after my last 'decent' post:
Piercing Effect: Basically its an upgrade to deny enemies' armor upgrades and make your own weapon upgrades even more effective... so no.
Shadowguard/Umojan Marine: I have sooo much to do, I'm not going to add new models anytime soon. I'll take a look eventually and see if its worth. GN's Umojan Marine has a higher poly count than average Marine model, so I'm not sure its a good idea for a melee mod.
Infested Colonist spawn time will be nerfed, but this ability will be reworked in the future. Maybe to make it more similar to the Swarm Host, or maybe more like the Infestor's infested terran ability.
Devourer: We will have to give it tests and see where it stands. I can't do anything about the other units, they are blizzard's problem. My bad, the Warhound isn't in melee so I can tweak it too.
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.
The Drop-Pods dont work quite right, if you select lets say, 4, and shift-click the deployment ability to 4 different areas, only one drop-pod will launch, and it will jump around to the 4 points until stopping at the last one.
It's REALLY annoying when using more than one drop-pod.
I still hope to see the Shadowguard/Umojan Marine and the sc1 original marine make it into this mod, just hope the poly count isn't that high, they would still need to have team colour display, just like the zerg hybrid which lacks it. some errors to report the current version:
Vehicle and Ship Plating Level 1: should cost 100/100 and not 150/150
baneling should cost 25gas, not 15gas and not solid 40 damage
infestors "says" 38 damage over 4 secs, I think in a recent patch is down to solid 30 (no 40 vs armoured units)
science vessel matrix is not too usefull, add +3 armour to the shield like tosh's shield.
whitestar model should be used when missle pod is upgraded, (and same for matrix model if matrix is ever applied to this mod). whitestar model could be replaced with the hyperion model. I don't believe defence matrix of missle-pod bc models have yamoto cannon animations.
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.
@FreezingAcidRain: Go Upgrade cost, baneling cost and damage all fixed for the next update. I'm not sure I fixed Fungal Growth, I still have to test it.
I won't add the Defensive Matrix BC option, the ability works better in the Science Vessel. I'm still considering what to do about the Whitestar, the Marine Warfield looks so much more interesting I think the BC hero should be replaced.
I'm rethinking some of the Primals, and I think Ravasaurs could be changed. I have this idea to turn them the Baneling tier of the primals, they could be morhped from primal zerglings. Of course their stats would have to be changed, but AoE damage, and maybe extra damage vs buildings would work. Tell me what you guys think.
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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Devourer animation attack and default settings: graphic setting at high effects, everything else low effects
@FreezingAcidRain I don't think extra armor damage and the ability to slow down attack speeds and armor would be balanced as one could destroy a lot of enemy flyers without ease with just that unit as you target their big expensive ships and completley wreck them without them doing anything and it wouldn't be very expensive with little Micro Work to make them effective
Devoured stats are as, however mutalisks and Phoenix do well vs them, as to Terran aa units
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.
The current devourer is great but adding a slowing attack would make the devourer a little OP unless it lowers attack speed by 5% or something or else it would be too hard to counter in groups.
@Zertoss135: Go I don't remember any complaints about that, but its possible players complained before. There are hidden Tribes right now but there isn't anything new to give them. Both Artanis and Selendis are from Akilae, which means there is little chance we will see both in the mod.
Multi target won't be added, but upgrades for Goliath/Thor is a possibility.
Thanks, I'll fix that.
Unfortunately there is nothing I can do to fix the Vulture/Hellion option right now.
What is a piercing effect?
These Zerg upgrades are waiting in the line of priorities for a looong time now. Adding such upgrades is very time-consuming, so I usually go and make other faster changes.
No. I don't add upgrades that give multiple units similar abilities. And that would make Mass Recall look like childish play.
@nolanstar: Go The 2 looks so different I won't use them as versions of the same unit.
@FreezingAcidRain: Go I'll update the tooltip.
I know I have to fix Umojan upgrades.
Yeah, Fatty totally needs a rework, it cant stay as it is right now. No, they don't get attack upgrades, whih at least helps with the current imbalance.
I wont make Devourers reduce both attack speed and armor, thats overkill. And considering their HP and threat potential they can't be that fast.
By "piercing effect" I think he means an attack that ignores the target's armor (or shields).
Please add gn's shadow guard model
And a umojan marine could be nice, and add an upgrade that replaces combat shield to give them +5 hp and shields
I kinda like the fatty but nerf the respawn time for infested colonists
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.
@FreezingAcidRain: Go
Agree the devourers stats are balanced due to the cost, maybe bump gas price up a bit.
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.
I was in process of making a rushed update today with the few fixes I had made... until I found that HotS deleted all zerg ground caparace changes I've ever made. No custom ground zerg unit benefits from armor upgrades right now and I think it may be true for the current online version as well.
I'll have to go and add every unit again, I can't really express how disappointed I am right now. I barely touch the editor these days and when I try to fix a few things I discover this huge problem that shouldn't exist...
EDIT: While I can still move the upgrade data from a backup file, I have to find what caused the bug. It seems the online version is free from this issue as it just happened. I'm testing a few things here and if I actually pinpoint the source of the problem I'm going to report it to Blizzard.
@SoulFilcher: Go
Hey, Soul, I played a match on Star Station with FreezingAcidrain, bug-wise, I found that the Hellion/Hellbat don't need their proper upgrade to transform.
Balance-wise, the drop-pod is seeming less and less balanced, loading them with hellions, then transforming said hellions into hellbats seems very unbalanced, especially since due to the lack of requiring an armory to do the research. This is really damaging the balance and giving Terrans the ability to wreck bases with ease.
The only thing holding them back is that the drop-pod is buggy when it comes to deploying.
@rickmary: Go That's one of the things that will be fixed in the next update. What is bugged in the Drop-Pod?
soul i hate to do this but when you have time could you comment on all the suggestions you feel relivant
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 No problem. I planned to do that anyway. Here are the things that came after my last 'decent' post:
Piercing Effect: Basically its an upgrade to deny enemies' armor upgrades and make your own weapon upgrades even more effective... so no.
Shadowguard/Umojan Marine: I have sooo much to do, I'm not going to add new models anytime soon. I'll take a look eventually and see if its worth. GN's Umojan Marine has a higher poly count than average Marine model, so I'm not sure its a good idea for a melee mod.
Infested Colonist spawn time will be nerfed, but this ability will be reworked in the future. Maybe to make it more similar to the Swarm Host, or maybe more like the Infestor's infested terran ability.
Devourer: We will have to give it tests and see where it stands. I can't do anything about the other units, they are blizzard's problem. My bad, the Warhound isn't in melee so I can tweak it too.
I'll now divide my posts if there is a visual sug
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
The Drop-Pods dont work quite right, if you select lets say, 4, and shift-click the deployment ability to 4 different areas, only one drop-pod will launch, and it will jump around to the 4 points until stopping at the last one.
It's REALLY annoying when using more than one drop-pod.
I still hope to see the Shadowguard/Umojan Marine and the sc1 original marine make it into this mod, just hope the poly count isn't that high, they would still need to have team colour display, just like the zerg hybrid which lacks it. some errors to report the current version:
@FreezingAcidRain: Go
the alpha ones dont
the ones gn made from the deaths do
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.
@rickmary: Go Fixed for the next update.
@FreezingAcidRain: Go Upgrade cost, baneling cost and damage all fixed for the next update. I'm not sure I fixed Fungal Growth, I still have to test it.
I won't add the Defensive Matrix BC option, the ability works better in the Science Vessel. I'm still considering what to do about the Whitestar, the Marine Warfield looks so much more interesting I think the BC hero should be replaced.
I'm rethinking some of the Primals, and I think Ravasaurs could be changed. I have this idea to turn them the Baneling tier of the primals, they could be morhped from primal zerglings. Of course their stats would have to be changed, but AoE damage, and maybe extra damage vs buildings would work. Tell me what you guys think.
use creepers as primal banelings id use warfield
sentry bots could work for umojan and maybe mobius, with mech upgrades
id change the diamondback to campaign stats
shadowguard suggestions
breaching charge requires 50/100 research at academy costs 150 energy kills one non prevent reveal structure
cloak ...
psi round= snipe or just pulse
auto repair upgrade for vulture and spider mines dont need research
secondary upgrade cloak or cerberus mines
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.