@DEFILERRULEZ: Go Lol, I gave up trying to give him suggestions. I think Zarxiel (and his italian team) should make his own remake ;-)
@Miles07: Go That will be the Nydus Destroyer/Ash Worm, when I decide which version I'm going to use.
@nolanstar: GoI'm not sure the Impaler Colony's attack should be dodgeable, that's an important decision before I make any changes.
I thought about this ability before. I think adding Watchtowers would be a nice strategic change.
Broodlings are better than Infested Terrans, because they are faster. Even though its a small change it isn't 100% neutral, but I'll think about it.
Breaching Charge is in my list, let's wait and see... ;-)
I made some tests today for Vulture vs Hellion/Hellbat and Viking vs Wraith. Vikings and Wraiths are incredibly even in their AA role agaisnt each other right now. At 0/0 or 1/1 upgrades the Wraith survives with 10hp, but at 2/2 they die at the same time, and I didnt have time to test 3/3. Wraith's AtG attack is weaker, but it doesn't need to land. Wraith has the Cloak advantage in some situations but Viking has the range advantage. I'd really like to see more tests to compare these 2.
Vulture vs Hellion/Hellbat is a wholly different situation. We have many suggestions so far, but none does the trick. Right now I can: enable them to place mines without the upgrade; add Cerberus Mines as an upgrade or even without an upgrade; add the Ion Thrusters speed upgrade (I don't think this one is necessary); add an Aoe Damage to the Vulture's weapon (I don't want to go this way), add a damage vs light upgrade; change its role to vs armored instead of vs light to compensate the fact that Firebat vs Marauder does change that; balance the Vulture around costing 75 or 100 minerals; and so on...
Def, I make only 1 version, and this version are lore friendly and powerful too -.- The final missions are too powerfull :D the best are the final mission of WoL and HotS and the Zeratul04 :D but something I don't know how I can modify, for exemple the waves :S
Giving vultures auto repair research at the tech lab might work, Viking vs wraith is pretty well, you could buff wraith cost for a health increase if needed
Can you fix the button as it. Says build sunken colony , and a spore colony could be nice, stronger than crawler but not mobile
For the primals it might make sense to increase the train time of the units but make them spawn 2 per train
I found a brooding nest aspects in the editor, defensive structure for a brood? Icon, wireframe and model, although the models just says nest, has an unpowered animation, could play off creep, not die off creep but just be stunned.
@nolanstar: Go Auto-repair yes, another option, and possibly a good one. In WoL alpha campaign they had this scavenging system that made them recover life from dead mechanic units. An interesting concept, but auto-repair is simpler.
Do you mean the Impaler Colony button? I really haven't decided if it should be called Sunken Colony or Impaler Colony.
Yeah primals still need a lot of balancing and testing.
Broodling Nest? Really? Never found it, where exactly is it? The wireframe for a broodling nest is actually very smilar to the sunken colony, but as if it had small legs under it... weird.
impaler should be able to one shot shield marines, slower attack speed than crawler.
juggernaut armour upgrade for firebats. they need 25gas, need to be a bit better than hellbats
so them droppods, anyone yet get 4 call downs without waning on mineral lines yet? would be more practical for rally point for lesser units like marines and marauders. if all units were applied it would needed to be coded so they are not dropped near mineral lines (hellbat/widow mines be op) but first choice be better, would only need deal with 2-6 marines when they spawn at barracks rather than 20 marines or 8 firebats/6 widowmines at once.
are dark scouts being added to the dark protoss? asked but not answered.
some maps have the xelnaga watchtower/Folsom cannon. can the Folsom tower auto attack units nearby and be immortal? I feel the rip field should be an upgrade for the nexus (like terran planetary fortress and prevents cheese) and the model used like the Folsom tower but provides the effects to the unit that's nearby it.
swarm guardian, capital ship, 400minerail/300gas, good vs light air and grounds units and does splash to ground? countered by armoured air unit.
for shadow guards, I think they should have emp and hack replaces snip, where hack targets buildings or mechanical units.
@nolanstar: Go I get it, auto-repair is one more possible way to go.
I use that model for an unfinished Sunken Colony in the mod. It looks very similar to the Impaler, I dont think its a good idea to use it for something else.
Impaler Colony fits lore for the Feral brood, not the Primals, because it was created by the Overmind as Abathur said.
I have an unfinished Spore Colony in the mod. I never found a good model, and I tried some doodad models for it. It isn't a priority so I never bothered finishing it. I may give it another try.
The Ram attack had many different iterations in this mod. I know the Torrasque still has it. I was thinking about Burrow Charge and the other campaign mutations for different broods.
I haven't thought about bringing the Swarm Guardian back. We have Swarm Hosts and Guardians, it would be nice to give it an original name, but maybe not. I'll work on the unit, we can decide its stats later.
Is the Broodlord using campaign model? I'll check that and change it back.
Primals don't use Larvae, so its hard to mae them use eggs right now.
Purple eggs could be used by a brood, or by a specific ability? I had this idea back in the early days of this mod, never made my mind about it, and forgot to get back to it. If its going to be used by a brood I think Hybrid is the best option.
No Umojan models for now... sorry.
I haven't compared the Guardian attacks, but I know the Primal Guardian attack is bugged. Its in my list.
@DEFILERRULEZ: Go I don't feel the Tempest needs an upgrade, and I wouldn't add an upgrade to give it a complex mechanic like that. It would be hard to predict the outcome of a battle, and Tempests can easily be positioned to use its range.
@nolanstar: Go Lol adding a +range upgrade to a 15-range unit isn't an option. And AtG damage is fairly good, considering the unit's main role is to counter air, then counter siege lines, and it does both very well.
@Miles07: Go What would it do? The Shrieker existed in early WoL development where anti-air towers didn't have detection. It had the ability to give them detection and increase their range, but only in the Shrieker's direction, which I won't even try to check if still possible to make.
@nolanstar: Go And that's true, we don't have a model for it.
That's an important decision to make. I don't think the main ground static defense for a brood should have a dodgeable attack. It would have to be balanced around it, and that would make it too effective against low-micro players and ineffective agaisnt high-micro players to an extent no other static defense is. Of course the exact damage and cooldown will be changed if the attack becomes undodgeable.
@Irta643: Go I thought about making it this way, but with HotS release I decided to use the new font.
@FreezingAcidRain: GoI think they should be able to one shot unshielded marines. Possibly an unshielded marine with +1 or +2 armor upgrade, but it shouldn't one shot a +3 or shielded marine. So I think the damage vs light units should be around 42.
Ok, but Firebats come earlier in the match, can benefit from stimpacks and can be used in bunkers. They also benefit from infantry upgrades, and that means they will usually get upgraded earlier than Hellbats. A bunker defending your ramp with 2 Firebats against zerg can be very effective and counters the main answer to walling: the Baneling. These are things I have to take into consideration. I can't simply 125 < 135 so the Firebat needs a life upgrade. I understand its possible that Hellbats are better in late game, but that's what the situation the unit was created for. If the player is going mech its better ot use Hellbats, if he is going bio its better to use Firebats (Not considering the disadvantage of not using Marauders).
I didn't understand what you said about Drop-Pods.
No, not in the game, because they are exclusive to the Tal'Darim and they aren't dark protoss.
I can make the Folsom Cannons invulnerable. But making them autoattack requires a few data changes I won't make right now. For the Rip-Field Generator I simply took the campaign unit and gave it to the tribe, then I balanced the damage. I don't think it should be a protoss planetary fortress.
I agree, capital ship is the only role possible for the Swarm Guardian. And all capital ships are countered by dedicated anti-air, the Guardian won't escape this fate.
I think allowing Hack to take control of mechanical units is too much. That's not what the ability was created for. I wanted Shadowguards to be more lore-based, but it's been hard to make that happen.
@nolanstar: Go Orange eggs? Never seen those, but yeah, we can always have multi-colored eggs...
Ohhh now I know the model you're talking about, but I don't think its the one in the BroodlingNest wireframe, it looks more like PrimalBaseDefense.m3.
I added Monarch Blades upgrade to the Ultralisk Cavern, but there's an issue: In the campaign Ultralisk's attack deal 15 + 20 vs armored, with a splash of only 5 to all units in the area (crappy I know). So Monarch Blades is a huge increase in splash damage. But in HotS melee the damage is 35 vs everything, with a splash of 33% to units in a 120 arc + 33% to units in a 45 arc. Which means that units close to the target take 66% damage. This system doesn't allow me to add a fixed amount to splash damage, so I decided to make the upgrade increase %. But I have to decide how to manage this. Right now it makes 50% + 50% so units close to the target take full damage, and I don't want it to happen. What do you think? make it 50% + 25% after the upgrade?