I could buff the Mohican somehow, even as a temporary change in order to plan something else later.
I made some tests before releasing the Cerberus, yes it loses on a 1v1 battle, but as numbers goes up focus firing Cerberi will win, not counting Yamato fo course. Remember they are not necessarily meant to counter Battlecruisers though.
Laserdrill needs a buff, yes it is supposed to be better vs bigger units but siege tanks already have a bonus vs armored targets. I'll make a few tests and try to think of a buff when I can.
I think Tosh's Reapers get the Battlefield Awareness upgrade don't they? They are supposed to be the best at scouting, and avoiding get killed because of that.
Spec Ops was a simple addition during the early WoL days of this mod, I thought I could promote some tactical Ghost drops or whatever. I'm not too worried about it right now but who knows, I may think of a buff for it.
I'm not a big fan of Predators to tell you the truth. I used to have them in the Infested faction for some reason. A few factions have used them including the Dominion so I have some freedom to decide that.
The Bunker Monster is unfinished, and by that I mean the attack isn't final, it does need to be balanced, its just there to be tested and played with so we can decide its role for Infested mech, basically I feel it should be the cannon fodder unit, good armor and life, very slow, and used to prevent damage to more expensive units.
No, I run the mod all by myself since day one, and I'd never be able to make that happen.
Cool, just played vs the AI with a friend, the APCs were good value for money thanks for doing that!! I think their speed needs a debuff though, or they will be too good offensively.
"I think Tosh's Reapers get the Battlefield Awareness"
I personally find it somewhat useless, your reapers are expendable so it's not a big deal to save one or two of them from dying. I find the D8 charge really useful because then you can exterminate static defenses like cannons and take out enemy expansions.
The laserdrill tank probably needs a better bonus vs massive. Like +100% or something so it would hard counter ultralisks.
If you're going to have a unit that's only good against one thing, it had better be REALLY good vs that one thing.
Actually I suppose it would be good vs Thors and Archons too, but still that's pretty niche compared to siege tanks which are good vs everything on the ground.
It would make me very happy to have one terran faction where I had access to what are basically mechanical zerglings... but they need to be cheap on gas. The Predator could have been cool in the campaign if it hadn't been 100 gas a pop. They need to be throwaway cost, at most 25 gas each.
I find that if I use a group of bunker monsters to soak up damage, the enemy eats them up without taking many losses, and because of their large size, the rest of my army just can't shoot. Now you could combine them with siege tanks which have long range, but then why not just have more siege tanks and melt the enemy army with massive splash damage?
I recon infested would be cooler if they didn't have the siege tank. It would make them more unique and quirky. Perhaps the bunker monster could fill the defensive role of the tank, but in a different way; give it some splash damage and make it a bit slower, better armoured and harder hitting. Also stop it from hitting air.
Anyway with the siege tank and the aberration available, I can't really see why I would want a bunker monster in its current form. Maybe I just don't get how infested work though.
@geonchodeomi: Go I don't know this "keep corpse" mod, could you explain it?
@ColonistLover: Go I'll consider your suggestions here for future updates. The Bunker Monster discussion is interesting, the unit needs to get a role before we can talk about any balance changes. I agree it is too big but I can't change size too much since it is an infested moving bunker, and as it uses gauss rifles I think it would be streange to limit its attack to ground units only.
@FreezingAcidRain: Go Yes, it would be possible. It would take me a lot of time though because I'd have to change all requirements used by the game. One issue is the command card, several additions and replacements use the same slot, and I'd have to come up with a solution before even starting this mode.
The AI Only uses Akiale and Hybrid slave as protoss, Hybrid slave as zerg or Dominion as terran or non at all (Tested this over 10+ full games) Also when they do pick one they dont use any of the special units or upgrades they get for example, The Protoss will not use dragoons, even when they replace stalkers, they just build sentries and zealots then a crap load of immortals and archons. And the optional units, the A.I always picks the same ones, Zerg always take baneling/Infester. Can we get some diversity for the AI? Like Infested faction terran, Primal zerg etc? That will actually use goliaths/ raptor strain and whatnot.
Edit I havnt tried to mod SC2 but i modded 1 and Warcraft 3 for a long time, if the A,I editor works anything like the one in warcraft 3, with your permission i could probably work on some A.I unless youd prefer to do it yourself, Id make one for each subfaction with mixed units and pre-set optional's depending on the faction.
Here's an idea for the Laserdrill Tank. Right now, it's useless compared to the Thor cause it does the same thing, arguably the same with the Siege Tank. Buffing up its damage or its bonus damage is still going to be pretty iffy, because their range is kinda close and they're and not exactly durable, so by the time they've hit maximum damage, they're wiped out.
Drop the increasing-damage-over-time. Terrans don't need a Void Ray. Instead, make it reduce the armor of whatever it's hitting. I mean, it's a mining drill with wheels on it. It should be able to tear through anything, or better yet, help other units tear through anything. It shouldn't reduce shield armor, just normal armor. Its damage should be mediocre, but something like a -3 or -4 armor debuff on whatever it's shooting. Not armor over time, but immediate.
I think that reducing enemy armour would not actually be that useful on the laserdrill tank.
First of all, it's a useless ability against small stuff (zerglings, marines, etc). It's also useless against the big things that fly (Battlecruisers, etc). So you wait for a big thing on the ground like an ultralisk. Then, if you have other things that are normally good against ultralisks (thor, tank, marauder), it's still a useless ability because they do enough damage per shot to not lose much DPS to enemy armour anyway. So you need a situation where you have a laserdrill tank, and the enemy has ultralisks and you have some low attack damage unit like marines as well. Then you would get a decent benefit.
In the heat and chaos of battle, mixing two ingredients which are each useless on their own is going to be hard to pull off, especially when the one ingredient (marines) is perfectly countered by what the enemy has.
But wait - it's micro dependent as well! If the enemy has 5 ultras and you have 5 laserdrill tanks and 40 marines, you have you make sure that each ultralisk has at least one laserdrill tank on it, and avoid a situation where the marines are attacking ultralisk #1 and the tanks are attacking ultralisk #2 or the tanks are attacking something else. In a big fight you would have a lot of trouble.
Also the marines and the laserdrill tank are made from separate production facilities and use separate upgrades, so if you are going mech, then you won't have the barracks to build lots of marines, and even if you do, the lack of bio weapon upgrades will completely negate the advantage you get from the laserdrill tanks: 3 more damage because the enemy has less armour, 3 less damage because your marines are 0/0. There is no mech equivalent of marines that would benefit from the armour debuff.
---------
I think the laserdrill tank should just be GOOD against ultralisks, plain and simple. Give it a bonus vs massive so that when it goes up against ultralisks it wins cost for cost.
---------
Edit: I did a test today. Did you know that ONE unsieged siege tank has the same DPS versus an untralisk as ONE laserdrill tank, but the laserdrill tank is more expensive?
I did a test today. A gas turret does about 1 (ONE) damage per second, only vs ground, and has a very limited range. It loses 1v1 versus a queen ;-(. The damage from multiple turrets doesn't stack because the "poison gas" debuff can only be applied or not applied.
So I claim that this is grossly underpowered compared to equally costed base defences (perdition turret, for example).
To fix it I think the DPS of the poison gas debuff needs to be really brutal. In a serious attack, the turret will not be alive for very long. I also think the hit points of the turret needs an increase. Numbers wise, I'm not sure, but AT LEAST 5 DPS in my opinion.
------
EDIT: Actually I think you'd need more than 5dps, given that the damage doesn't stack. 10 DPS would mean that zerglings and banelings wouldn't be able to freely run around in the gas. A zergling has 35 health, so at 5 DPS it would have 7 seconds of life in the gas, which is long enough for a group of lings to kill the turret. 3.5 seconds would mean that zerglings would die before they kill the turret, so you would at least have a gas turret that can't be killed by the ONE unit it is best against.
@geonchodeomi: Go I'll check it and see how its done. Depending on how easy or fast it would be to add it to SC Expanded I'll add it to my to do list.
@sickNsane810: Go Yes, the AI is very limited. Editing melee AI directly is extremely complicated, and I'll give it a shot later. What I added was merely to fix the issues related to unit options, and a few faction choices just to make it feel like the AI isn't playing 100% standard starcraft. I'm not that good with triggers but I think its possible to force the AI to make new units this way.
@ColonistLover: Go Yes it is underpowered. I never actually decided what the gas turret was supposed to do. The perdition turret is the AoE turret, I wanted to make the gas turret something different, maybe giving a debuff, but not like the psi disrupter.
@Vultorask: Go I agree with what ColonistLover said about the Laserdrill, it seems an armor reduction wouldn't be very useful in this case. Right now the best option to buff it is to remove the ability and increase damage vs massive, maybe just armored?
I would actually suggest looking at my mod, I put the newest version on mapster so when its confermed you should take a look at the trigger library titled A.I.
Some of the stuff is WIP but the zerg and terran AI work.
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.
@ColonistLover: Go Yes it is underpowered. I never actually decided what the gas turret was supposed to do. The perdition turret is the AoE turret, I wanted to make the gas turret something different, maybe giving a debuff, but not like the psi disrupter.
It could simply do what it does now, but more. Currently it's -1 armour and 1dps to biological. You could just turn up those numbers a bit.
If you wanted something wacky, you could have it apply a control debuff like the "incite rebellion" power on the Blimp - biological units that stay in the cloud for at least 5 seconds are turned into neutral units. Maybe even have that as an upgrade - Hallucinogenic Gas Dispersal?
You could do a bit of everything - the gas could debuff armour, slow the enemy slightly, slow their rate of fire and do a little bit of damage. You could have these some of these debuffs progressively get worse as the victim gradually chokes to death.
It terms of strategy, this weapon system targets only biological ground units - and is only relevant against those that have a very short range, or in a situation like a run-by where they want to get close. Therefore it is unlikely to be relevant in TvT or TvP matchups - if the protoss sees that you have invested in gas, they will attack with something other than zealots. TvT is dominated by trench warfare with tank lines - the gas turrets would just get focused down by tanks. So it's a TvZ only weapon, and there it will only really hurt zerglings and maybe banelings if it can slow them. Roaches and Hydralisks outrange it so they don't care, ultralisks are only marginally affected by anything this can do because by definition it is an AoE attack and ultralisks are strong against AoE.
One could increase its relevance by allowing it to target air so it becomes anti-mutalisk, and increasing its range to the point that it threatens marines, roaches and hydralisks, but then it would have to be less powerful for balance.
What *should* it do? In my opinion it should mean that the enemy has to use different tactics against a Terran who chose to use gas turrets. Perhaps push the enemy away from melee or short-ranged units - so a slow + armour debuff + damage over time + rate of fire debuff would make sense. The more of a slow there is, the more it will hurt ultralisks. The more damage it does, the more it will hurt zerglings. Debuffing attack speed will hurt both lings and ultras.
This obviously leads to it being quite similar to the PSI disrupter, because slowing the zerg is a very effective tactic. You could leave out the slow and just debuff attack speed to give it some uniqueness, and keep some damage over time. Something like -40% attack speed and 6DPS would work in my opinion. Bear in mind that with its short range, a lot of Zerg units will be able to just snipe it. And if there's no slow, it will be weak to Banelings, which is counterintuitive for the player. Still, a smart player will back it with siege tanks to discourage baneling busts.
Personally I would give it the following debuffs: 4 DPS, -25% attack speed, -25% movement speed. And if it was easy to code, I would make the DPS double after 10 seconds in the gas, and then double again each subsequent 5 seconds, representing choking to death.
@ColonistLover: Go I don't like "a little bit of everything" debuffs. The effect must be focused on achieving something, and as you said, I also don't want it to overlap with the Psi Disrupter so I'd like to stay away from movement/attack speed debuffs if I can. But I liked your suggestion to let it affect air units, so it could be used to zone out Mutas a little. Thank you for the detailed feedback, we can get to a good result this way. I think I can enable air targets and buff the damage a little for the next update.
Now about the AI. Using Nolanstar's mod as a guide I managed to get dominion using Warhounds, but so far the AI won't replace them when they die. I know triggers will have to get complex if I want to adjust their quantities the way they should work, so I'm not sure I want to keep trying the trigger solution or finally go back to testing galaxy script changes. It seems that the exact same triggers won't work for the protoss hybrid, maybe because they compete in production with workers. I think that at least for the next update I'll have Akilae using Dragoons and Dominion using Warhounds, then I can start thinking of new faction/brood/tribe options for AI.
EDIT: In fact 2 different AI trained Hybrids in a match, but so far I haven't seen Dragoons. I'll be adding Zagara's brood (with Brutalisks) and Kel-Morian Combine (with Laserdrill Tanks) to AI's list of choices.
I got them to use stuff from the main base,(brutalisks, APCs ) you could always add them to a unit group and make the unit group a bully that replaces itself indefinitely.
But I do notice the AI doesn't exactly follow, which is nice. It uses the triggers as a guide based on the situation.
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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@ColonistLover: Go Yes, it is live now.
I could buff the Mohican somehow, even as a temporary change in order to plan something else later.
I made some tests before releasing the Cerberus, yes it loses on a 1v1 battle, but as numbers goes up focus firing Cerberi will win, not counting Yamato fo course. Remember they are not necessarily meant to counter Battlecruisers though.
Laserdrill needs a buff, yes it is supposed to be better vs bigger units but siege tanks already have a bonus vs armored targets. I'll make a few tests and try to think of a buff when I can.
I think Tosh's Reapers get the Battlefield Awareness upgrade don't they? They are supposed to be the best at scouting, and avoiding get killed because of that.
Spec Ops was a simple addition during the early WoL days of this mod, I thought I could promote some tactical Ghost drops or whatever. I'm not too worried about it right now but who knows, I may think of a buff for it.
I'm not a big fan of Predators to tell you the truth. I used to have them in the Infested faction for some reason. A few factions have used them including the Dominion so I have some freedom to decide that.
The Bunker Monster is unfinished, and by that I mean the attack isn't final, it does need to be balanced, its just there to be tested and played with so we can decide its role for Infested mech, basically I feel it should be the cannon fodder unit, good armor and life, very slow, and used to prevent damage to more expensive units.
No, I run the mod all by myself since day one, and I'd never be able to make that happen.
can you add 'Keep corpse' expand mod? like BGH i wanna real war field
@SoulFilcher: Go
Cool, just played vs the AI with a friend, the APCs were good value for money thanks for doing that!! I think their speed needs a debuff though, or they will be too good offensively.
"I think Tosh's Reapers get the Battlefield Awareness"
I personally find it somewhat useless, your reapers are expendable so it's not a big deal to save one or two of them from dying. I find the D8 charge really useful because then you can exterminate static defenses like cannons and take out enemy expansions.
@SoulFilcher: Go
Laserdrill Tank
The laserdrill tank probably needs a better bonus vs massive. Like +100% or something so it would hard counter ultralisks.
If you're going to have a unit that's only good against one thing, it had better be REALLY good vs that one thing.
Actually I suppose it would be good vs Thors and Archons too, but still that's pretty niche compared to siege tanks which are good vs everything on the ground.
@SoulFilcher: Go
It would make me very happy to have one terran faction where I had access to what are basically mechanical zerglings... but they need to be cheap on gas. The Predator could have been cool in the campaign if it hadn't been 100 gas a pop. They need to be throwaway cost, at most 25 gas each.
Bunker Monster
I find that if I use a group of bunker monsters to soak up damage, the enemy eats them up without taking many losses, and because of their large size, the rest of my army just can't shoot. Now you could combine them with siege tanks which have long range, but then why not just have more siege tanks and melt the enemy army with massive splash damage?
I recon infested would be cooler if they didn't have the siege tank. It would make them more unique and quirky. Perhaps the bunker monster could fill the defensive role of the tank, but in a different way; give it some splash damage and make it a bit slower, better armoured and harder hitting. Also stop it from hitting air.
Anyway with the siege tank and the aberration available, I can't really see why I would want a bunker monster in its current form. Maybe I just don't get how infested work though.
Can there be an unlock mode? where all units/buildings/upgrades are made available in the tech tree? minecraft "forge" if you feel me.
@geonchodeomi: Go I don't know this "keep corpse" mod, could you explain it?
@ColonistLover: Go I'll consider your suggestions here for future updates. The Bunker Monster discussion is interesting, the unit needs to get a role before we can talk about any balance changes. I agree it is too big but I can't change size too much since it is an infested moving bunker, and as it uses gauss rifles I think it would be streange to limit its attack to ground units only.
@FreezingAcidRain: Go Yes, it would be possible. It would take me a lot of time though because I'd have to change all requirements used by the game. One issue is the command card, several additions and replacements use the same slot, and I'd have to come up with a solution before even starting this mode.
@SoulFilcher: Go
dead unit's body remains in map forever battlenet://starcraft/map/1/242509 (NA server)
The AI Only uses Akiale and Hybrid slave as protoss, Hybrid slave as zerg or Dominion as terran or non at all (Tested this over 10+ full games) Also when they do pick one they dont use any of the special units or upgrades they get for example, The Protoss will not use dragoons, even when they replace stalkers, they just build sentries and zealots then a crap load of immortals and archons. And the optional units, the A.I always picks the same ones, Zerg always take baneling/Infester. Can we get some diversity for the AI? Like Infested faction terran, Primal zerg etc? That will actually use goliaths/ raptor strain and whatnot.
@SoulFilcher: Go
I have been trying out the zerg broods. They're really fun! Looks like you did some great work there.
Gas turret
Seems a bit underpowered but I will need to test it. The DPS is not great. Does gas damage from multiple turrets stack?
Here's an idea for the Laserdrill Tank. Right now, it's useless compared to the Thor cause it does the same thing, arguably the same with the Siege Tank. Buffing up its damage or its bonus damage is still going to be pretty iffy, because their range is kinda close and they're and not exactly durable, so by the time they've hit maximum damage, they're wiped out.
Drop the increasing-damage-over-time. Terrans don't need a Void Ray. Instead, make it reduce the armor of whatever it's hitting. I mean, it's a mining drill with wheels on it. It should be able to tear through anything, or better yet, help other units tear through anything. It shouldn't reduce shield armor, just normal armor. Its damage should be mediocre, but something like a -3 or -4 armor debuff on whatever it's shooting. Not armor over time, but immediate.
@Vultorask: Go
I think that reducing enemy armour would not actually be that useful on the laserdrill tank.
First of all, it's a useless ability against small stuff (zerglings, marines, etc). It's also useless against the big things that fly (Battlecruisers, etc). So you wait for a big thing on the ground like an ultralisk. Then, if you have other things that are normally good against ultralisks (thor, tank, marauder), it's still a useless ability because they do enough damage per shot to not lose much DPS to enemy armour anyway. So you need a situation where you have a laserdrill tank, and the enemy has ultralisks and you have some low attack damage unit like marines as well. Then you would get a decent benefit.
In the heat and chaos of battle, mixing two ingredients which are each useless on their own is going to be hard to pull off, especially when the one ingredient (marines) is perfectly countered by what the enemy has.
But wait - it's micro dependent as well! If the enemy has 5 ultras and you have 5 laserdrill tanks and 40 marines, you have you make sure that each ultralisk has at least one laserdrill tank on it, and avoid a situation where the marines are attacking ultralisk #1 and the tanks are attacking ultralisk #2 or the tanks are attacking something else. In a big fight you would have a lot of trouble.
Also the marines and the laserdrill tank are made from separate production facilities and use separate upgrades, so if you are going mech, then you won't have the barracks to build lots of marines, and even if you do, the lack of bio weapon upgrades will completely negate the advantage you get from the laserdrill tanks: 3 more damage because the enemy has less armour, 3 less damage because your marines are 0/0. There is no mech equivalent of marines that would benefit from the armour debuff.
---------I think the laserdrill tank should just be GOOD against ultralisks, plain and simple. Give it a bonus vs massive so that when it goes up against ultralisks it wins cost for cost.
---------Edit: I did a test today. Did you know that ONE unsieged siege tank has the same DPS versus an untralisk as ONE laserdrill tank, but the laserdrill tank is more expensive?
@SoulFilcher: Go
Gas turrets
I did a test today. A gas turret does about 1 (ONE) damage per second, only vs ground, and has a very limited range. It loses 1v1 versus a queen ;-(. The damage from multiple turrets doesn't stack because the "poison gas" debuff can only be applied or not applied.
So I claim that this is grossly underpowered compared to equally costed base defences (perdition turret, for example).
To fix it I think the DPS of the poison gas debuff needs to be really brutal. In a serious attack, the turret will not be alive for very long. I also think the hit points of the turret needs an increase. Numbers wise, I'm not sure, but AT LEAST 5 DPS in my opinion.
------EDIT: Actually I think you'd need more than 5dps, given that the damage doesn't stack. 10 DPS would mean that zerglings and banelings wouldn't be able to freely run around in the gas. A zergling has 35 health, so at 5 DPS it would have 7 seconds of life in the gas, which is long enough for a group of lings to kill the turret. 3.5 seconds would mean that zerglings would die before they kill the turret, so you would at least have a gas turret that can't be killed by the ONE unit it is best against.
@geonchodeomi: Go I'll check it and see how its done. Depending on how easy or fast it would be to add it to SC Expanded I'll add it to my to do list.
@sickNsane810: Go Yes, the AI is very limited. Editing melee AI directly is extremely complicated, and I'll give it a shot later. What I added was merely to fix the issues related to unit options, and a few faction choices just to make it feel like the AI isn't playing 100% standard starcraft. I'm not that good with triggers but I think its possible to force the AI to make new units this way.
@ColonistLover: Go Yes it is underpowered. I never actually decided what the gas turret was supposed to do. The perdition turret is the AoE turret, I wanted to make the gas turret something different, maybe giving a debuff, but not like the psi disrupter.
@Vultorask: Go I agree with what ColonistLover said about the Laserdrill, it seems an armor reduction wouldn't be very useful in this case. Right now the best option to buff it is to remove the ability and increase damage vs massive, maybe just armored?
@SoulFilcher: Go
I would actually suggest looking at my mod, I put the newest version on mapster so when its confermed you should take a look at the trigger library titled A.I.
Some of the stuff is WIP but the zerg and terran AI work.
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 That's great, thank you. I only need to check how they work, so if at least one race is working it will help me.
EDIT: I can't download the file for some reason.
It could simply do what it does now, but more. Currently it's -1 armour and 1dps to biological. You could just turn up those numbers a bit.
If you wanted something wacky, you could have it apply a control debuff like the "incite rebellion" power on the Blimp - biological units that stay in the cloud for at least 5 seconds are turned into neutral units. Maybe even have that as an upgrade - Hallucinogenic Gas Dispersal?
You could do a bit of everything - the gas could debuff armour, slow the enemy slightly, slow their rate of fire and do a little bit of damage. You could have these some of these debuffs progressively get worse as the victim gradually chokes to death.
It terms of strategy, this weapon system targets only biological ground units - and is only relevant against those that have a very short range, or in a situation like a run-by where they want to get close. Therefore it is unlikely to be relevant in TvT or TvP matchups - if the protoss sees that you have invested in gas, they will attack with something other than zealots. TvT is dominated by trench warfare with tank lines - the gas turrets would just get focused down by tanks. So it's a TvZ only weapon, and there it will only really hurt zerglings and maybe banelings if it can slow them. Roaches and Hydralisks outrange it so they don't care, ultralisks are only marginally affected by anything this can do because by definition it is an AoE attack and ultralisks are strong against AoE.
One could increase its relevance by allowing it to target air so it becomes anti-mutalisk, and increasing its range to the point that it threatens marines, roaches and hydralisks, but then it would have to be less powerful for balance.
What *should* it do? In my opinion it should mean that the enemy has to use different tactics against a Terran who chose to use gas turrets. Perhaps push the enemy away from melee or short-ranged units - so a slow + armour debuff + damage over time + rate of fire debuff would make sense. The more of a slow there is, the more it will hurt ultralisks. The more damage it does, the more it will hurt zerglings. Debuffing attack speed will hurt both lings and ultras.
This obviously leads to it being quite similar to the PSI disrupter, because slowing the zerg is a very effective tactic. You could leave out the slow and just debuff attack speed to give it some uniqueness, and keep some damage over time. Something like -40% attack speed and 6DPS would work in my opinion. Bear in mind that with its short range, a lot of Zerg units will be able to just snipe it. And if there's no slow, it will be weak to Banelings, which is counterintuitive for the player. Still, a smart player will back it with siege tanks to discourage baneling busts.
Personally I would give it the following debuffs: 4 DPS, -25% attack speed, -25% movement speed. And if it was easy to code, I would make the DPS double after 10 seconds in the gas, and then double again each subsequent 5 seconds, representing choking to death.
@ColonistLover: Go I don't like "a little bit of everything" debuffs. The effect must be focused on achieving something, and as you said, I also don't want it to overlap with the Psi Disrupter so I'd like to stay away from movement/attack speed debuffs if I can. But I liked your suggestion to let it affect air units, so it could be used to zone out Mutas a little. Thank you for the detailed feedback, we can get to a good result this way. I think I can enable air targets and buff the damage a little for the next update.
Now about the AI. Using Nolanstar's mod as a guide I managed to get dominion using Warhounds, but so far the AI won't replace them when they die. I know triggers will have to get complex if I want to adjust their quantities the way they should work, so I'm not sure I want to keep trying the trigger solution or finally go back to testing galaxy script changes. It seems that the exact same triggers won't work for the protoss hybrid, maybe because they compete in production with workers. I think that at least for the next update I'll have Akilae using Dragoons and Dominion using Warhounds, then I can start thinking of new faction/brood/tribe options for AI.
EDIT: In fact 2 different AI trained Hybrids in a match, but so far I haven't seen Dragoons. I'll be adding Zagara's brood (with Brutalisks) and Kel-Morian Combine (with Laserdrill Tanks) to AI's list of choices.
@SoulFilcher: Go
I got them to use stuff from the main base,(brutalisks, APCs ) you could always add them to a unit group and make the unit group a bully that replaces itself indefinitely.
But I do notice the AI doesn't exactly follow, which is nice. It uses the triggers as a guide based on the situation.
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.