@nolanstar: Go Creepers will be spawned by Slivan, they are a poor choice because they do exactly what Banelings do but worse.
Sentry Bots, Eradicator, and AREs are the same thing in different sizes/stats. I will only use one.
Diamondbacks are way overpowered in the campaign. They can easily micro and have too much life for what they do. They have been nerfed ever since they were added to the mod, there is no point in reverting the changes.
The main issue with Spectres/Shadowguards is the EMP ability. Without it Terran has no way to counter spellcasters. I know they are suppsoed to fill slightly different roles bug losing the ability to counter spellcasters is a big deal.
Cerberus mines is one of the possibilities I've been considering. Cloak wouldn't make it keep up with Hellbats, so I can't say that would fix the problem.
The standard units for colonists have been discussed before.
@rickmary: Go Considering primal units only the ultralisk is more likely to overlap with the Roach right now. The life difference isn't as big as standard zerg and I think primal ultras don't have AoE damage. Ravasaurs wouldn't fit the tanking role, that's one important difference. The question is: can another unit fill the Baneling's role when it doesn't suicide? I am willing to move the Ravasaur out of the Infestation Pit tech because primals have access to Infestors/Defilers and Swarm Hosts, and the Ravasaur clearly fills a different role from those 3.
The question is: can another unit fill the Baneling's role when it doesn't suicide?
Something like a distance-attack unit with some form of explosive damage, then? A Siege Tank for Zerg...
EDIT: Also, I think there's an obvious void (pun not intended) in the Zerg and Protoss ranks: fire-wielding units. Why do only the Terran have this great anti-infantry weapon (in three units: Firebats, Hellions, Hellbats) but no one else does? I can totally see the Protoss using a fire-like weapon against the Zerg, but have yet to see a unit actually wield this.
For the Zerg, however, it's amazing how the Swarm hasn't even evolved fire-breathing units (dragons much?) yet. Totally weird, especially because it fits like a glove.
Sorry, just rambling. Maybe you can make a fire-wielding Zerg / Protoss unit, Soul... Just a suggestion.
solution to the Spectres/Shadowguards EMP ability: Ultrasonic Pulse removes energy.
shadow guard has explosive round, kind of like cod black ops with the crossbow, hits targets and three seconds later explodes. or to simplify it radius of 1.5 (I mean smaller than emp) that does simple damage of 10 + 10 vs armoured and its a round or hand grenade.
Diamondbacks campaign stats would be more fair than current stats. with the current nerfs an anti-air buff is needed (enabling aa attack should be a quick thing for next update?). there weaker than the goliaths.
lets see, current stats is 150minerail/75gas. does 7 range, attack rate is 2s and does 30 damage vs heavy and 15 vs light, only attacks air and has 120 health, armoured. Its the weekest unit in the game for mech, low attack rate (siege tank , warhound, goliaths area much better), easy to counter by almost most units. its purpose should be to be a heavy ground assault unit, or weeker unit but can target air units.
terran predator, should cost 100 minerals rather than 100/100gas. there like hellbats, just faster with no range.
@rickmary: Go I'll think about it, but I don't want to add stun or other secondary effects.
@nolanstar: Go That isn't exactly the same as countering them when they are already out in the field.
@nolanstar: Go I still haven't decided how to add the mag mines.
@Miles07: Go Colossus' weapon is kind of based on heat/fire, isn't it?
@FreezingAcidRain: Go I feel Ultrasonic Pulse would be too strong, or simply too useful, considering what it does. Your analysis of the Diamondback does not take into account that it has a long range and can fire on the move, which makes kiting a no-brainer.
@Metalking1417: Go Keep the ideas coming. 'Silence' sounds better (no pun intended) than removing energy.
NEW UPDATE TODAY, here is the full list of changes:
Ancient Queen: Selection priority fixed. Spawn Broodlings wont auto-kill target.
Baneling: Cost fixed. Damage fixed.
Drop-Pod: multi-selection and multi-target fixed.
Guardian: Model size reduced.
Hellion/Hellbat: Transformation now requires upgrade and is disabled if the player selects the vulture.
Infested Cocoon: cooldown increased to 10.
Jim Raynor: Hero icon fixed. Heroic flag fixed.
Lurker: Unburrows when abducted.
Mohandar: Hero icon fixed.
Mothership Core: No longer appears for Hybrid tribe.
Nova: Hero icon fixed. Heroic flag fixed.
Primal Guardian: Armor and weapon icons fixed; voice sounds fixed; morph button info fixed; model size reduced.
Primal Corruptor: Added armor upgrades.
Primal Hydralisk: Armor upgrades fixed for burrowed unit.
Primal Roach: Armor upgrades fixed for burrowed unit.
Primal Ultralisk: Armor upgrades fixed for burrowed unit.
Primal Zergling: Armor upgrades fixed for burrowed unit.
Ravasaur: Armor upgrades added.
Torrasque: now uses Ultralisk CE model. blades damage changed to 50 vs everything, vs building damage increased to 125.
Tosh: hero icon fixed. heroic flag fixed.
Vehicle and Ship Plating: cost fixed.
Ultralisk: No longer uses CE skin.
Urun: Hero icon fixed.
Warhound: Hotkey changed to W.
Wraith: Cost reduced to 150/75.
What do you think to add to the torrasque the Monarch Blades effect of the HotS campaign (i mean the 100% splash damage and also the cool visive effect),did you added dark ms core,dark oracle and dark tempest?
I will check it NOW
On my opinion you should fix impaler colony,the attack is too slow and too easily dodgable...
He could use that fire breathing worm. Would essentially replace the Nydus worm, it would be able to pop anywhere with vision. So basically rather then a transporting worm an attack worm. Would be a decent and cheap way to harass.
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