Hey guys, at first, I am not sure if this is forum only for players-teams recruitment or even makmaping team recruitment, however I am so desperate that I am writing here. I need 1-3 people who will help me with final changes of my mod FreeCraft, and some distributors on other servers(Latest version on EU, 0.1 on NA thats all I have in moment).
I am in final phase of my work... so what am I looking for?
1) Some small, if smart even big ideas which could help some way to achieve goals of MOD(way more reactive play, with easier defence).
2) Buttons Fixing (which I am just working on now)
3) Bug Hunting/Fixing
4) Balance ideas
Thanks a lot for reading and for answers...
FreeToss
Watching the videos now. I might be able to upload to NA for you if you want.
EDIT: When you refer to banshee being good in battle what do you mean? Do you mean by themselves? Banshee are already a good harass unit and in a battle if in a group. The cloak was kind of the reason it was good for harass. I'm not sure where you're going with that unit.
Not sure if you meant to do this but the hellion replacement is good against light where as hellions are good against bio. I rarely see hellions used in anything except TvZ due to that. But giving terran a unit that's good against light might make it a little overpowered. They already have marine marauder which is amazing against almost everything. If they want they just have to throw in the Vulture thing(I forget the name) to really not have any problems.
Also the reason terran doesn't use much detection in TvT is because they have an orbital and will be able to detect anything easily so most people don't find it beneficial to get units that cloak. Since all they need is one scan and the marines can take down a banshee being much cheaper than the banshee. It's more cost effective not to get a cloakable unit in TvT. Ghost aren't as useful because there aren't many units to emp.
Really like the shield battery, obelisk.
I haven't played but I think the sentry ff time going down might be bad. Sometimes it doesn't feel like the ff last long enough in the current melee matches.
The increase to archon air range seems useful but a little too much. I think 3 is a good number for both. It's not that far on the ground so melee units can get in close still after taking one shot. But air units like mutalisk wouldn't stand a chance anymore. That's almost the length of a stalker range. Which that range is good because it doesn't do bonus against bio. I'm thinking more pvz here since archons are more useful in there than pvt or pvp.
Not sure whether the movement speed change is good for DT since I always find them never being able to run away unless I run at the right time, after a few attacks or take down a supply depot or something then run. But against zerg outrunning an overseer is almost impossible. So it might be good but might not be, can't tell till I use them.
Seems like you took out the colossi's counter, viking. So I think even with the nerfs and buffs he might be too strong against terran. Also why does he do extra damage against armored? It makes more sense against bio or light since it's a burning laser.
The anti air immortal strikes me as odd. Maybe since I'm use to normal melee where they shoot the ground and can absorb high damage. With their range increase blizzard did immortals became more useful since they could be at the same range as a stalker and not getting targeted as constantly. Especially since there's the void ray, stalker, phoenix, archon, etc.
The scout seems kind of pointless as the ability either nullifies the reason for an observer or the observer nullifies the reason for the ability. I'm not exactly sure what scouts were used for in bw, never used em much.
I don't want to do zerg because I don't know enough about them to really have a valid opinion. Also I rather get my hands on this mod to be able to test it out.
Eagless purpose is to support BioBall, but you need factory tech for that, and with MMM nerfs, I think they are more forced to somehow get something but Bio to their ball, rather than being it pleasant possibility.
Terrans had problems using banshee as part of army vs toss cause of feedback. Having them buffed, but moved to T3 (Armory + S-Port) makes them better to use in composition.
In TvT, you can take out enemys vikings with wraiths cloaked quite fast, and they are so damn good at retreating once scan lands...
Obelisk really helps in small engagement, and help bit with big ones. Thats their main point.
However obelisk + FF would be so sick that I was forced to nerf them. Obelisks kinda took FF defence power on themselves, while weakening offensive use of forcefields, which sometimes was too sick (Sentry elevator with only full energy sentry = 60 seconds of FF on ramp)
Archons changes are conected with divided splash... if you use mutas for harass, well, archons are better than, however its compensation for push situations, where, if they attack mutas, their splash does not affects ground units, and when attacking roaches, mutas are not damaged.
DT movement speed was small change... Overseer is way slower than DT till overlords speed, observer never catch it up etc.
Viking is still in game... I just havent touched him much till later patches (where its damage got changed from 10+4 to 9+6). Collosi still are in game, however their - anti light role was stolen by Warbringers, while they are better vs armored upgrades)
Immortal is still in game...
Eternal... is positioning tool vs light air units(actually vs all of them). Its slow, have long range but it cannot attack ground, in order to force you to make decision how many of them you really need.
With Mantis, I wanted to give less riskier gate-stargate openers in PvX. When enemy have DTs in PvP... you still can be in game, when open with stargate... In BW scouts were never used... they were not worth their cost...
Sorry for answer to criticism, I just wanted to point out that I have most problems you pointed out solved by other changes...
Hey guys, at first, I am not sure if this is forum only for players-teams recruitment or even makmaping team recruitment, however I am so desperate that I am writing here. I need 1-3 people who will help me with final changes of my mod FreeCraft, and some distributors on other servers(Latest version on EU, 0.1 on NA thats all I have in moment).
FreeCraft ChangeLog + explanation: here
FreeCraft Terran Trailer:
FreeCraft Zerg Trailer:
I am in final phase of my work... so what am I looking for? 1) Some small, if smart even big ideas which could help some way to achieve goals of MOD(way more reactive play, with easier defence). 2) Buttons Fixing (which I am just working on now) 3) Bug Hunting/Fixing 4) Balance ideas
Thanks a lot for reading and for answers... FreeToss
Watching the videos now. I might be able to upload to NA for you if you want.
EDIT: When you refer to banshee being good in battle what do you mean? Do you mean by themselves? Banshee are already a good harass unit and in a battle if in a group. The cloak was kind of the reason it was good for harass. I'm not sure where you're going with that unit.
Not sure if you meant to do this but the hellion replacement is good against light where as hellions are good against bio. I rarely see hellions used in anything except TvZ due to that. But giving terran a unit that's good against light might make it a little overpowered. They already have marine marauder which is amazing against almost everything. If they want they just have to throw in the Vulture thing(I forget the name) to really not have any problems.
Also the reason terran doesn't use much detection in TvT is because they have an orbital and will be able to detect anything easily so most people don't find it beneficial to get units that cloak. Since all they need is one scan and the marines can take down a banshee being much cheaper than the banshee. It's more cost effective not to get a cloakable unit in TvT. Ghost aren't as useful because there aren't many units to emp.
Really like the shield battery, obelisk.
I haven't played but I think the sentry ff time going down might be bad. Sometimes it doesn't feel like the ff last long enough in the current melee matches.
The increase to archon air range seems useful but a little too much. I think 3 is a good number for both. It's not that far on the ground so melee units can get in close still after taking one shot. But air units like mutalisk wouldn't stand a chance anymore. That's almost the length of a stalker range. Which that range is good because it doesn't do bonus against bio. I'm thinking more pvz here since archons are more useful in there than pvt or pvp.
Not sure whether the movement speed change is good for DT since I always find them never being able to run away unless I run at the right time, after a few attacks or take down a supply depot or something then run. But against zerg outrunning an overseer is almost impossible. So it might be good but might not be, can't tell till I use them.
Seems like you took out the colossi's counter, viking. So I think even with the nerfs and buffs he might be too strong against terran. Also why does he do extra damage against armored? It makes more sense against bio or light since it's a burning laser.
The anti air immortal strikes me as odd. Maybe since I'm use to normal melee where they shoot the ground and can absorb high damage. With their range increase blizzard did immortals became more useful since they could be at the same range as a stalker and not getting targeted as constantly. Especially since there's the void ray, stalker, phoenix, archon, etc.
The scout seems kind of pointless as the ability either nullifies the reason for an observer or the observer nullifies the reason for the ability. I'm not exactly sure what scouts were used for in bw, never used em much.
I don't want to do zerg because I don't know enough about them to really have a valid opinion. Also I rather get my hands on this mod to be able to test it out.
@Keyeszx: Go
Hellions have not bonus vs Bio, thats why they are too good vs mineral line (if they did I would be safe as Protoss Player): http://wiki.teamliquid.net/starcraft2/Hellion
Eagless purpose is to support BioBall, but you need factory tech for that, and with MMM nerfs, I think they are more forced to somehow get something but Bio to their ball, rather than being it pleasant possibility.
Terrans had problems using banshee as part of army vs toss cause of feedback. Having them buffed, but moved to T3 (Armory + S-Port) makes them better to use in composition.
In TvT, you can take out enemys vikings with wraiths cloaked quite fast, and they are so damn good at retreating once scan lands...
Obelisk really helps in small engagement, and help bit with big ones. Thats their main point.
However obelisk + FF would be so sick that I was forced to nerf them. Obelisks kinda took FF defence power on themselves, while weakening offensive use of forcefields, which sometimes was too sick (Sentry elevator with only full energy sentry = 60 seconds of FF on ramp)
Archons changes are conected with divided splash... if you use mutas for harass, well, archons are better than, however its compensation for push situations, where, if they attack mutas, their splash does not affects ground units, and when attacking roaches, mutas are not damaged.
DT movement speed was small change... Overseer is way slower than DT till overlords speed, observer never catch it up etc.
Viking is still in game... I just havent touched him much till later patches (where its damage got changed from 10+4 to 9+6). Collosi still are in game, however their - anti light role was stolen by Warbringers, while they are better vs armored upgrades)
Immortal is still in game...
Eternal... is positioning tool vs light air units(actually vs all of them). Its slow, have long range but it cannot attack ground, in order to force you to make decision how many of them you really need.
With Mantis, I wanted to give less riskier gate-stargate openers in PvX. When enemy have DTs in PvP... you still can be in game, when open with stargate... In BW scouts were never used... they were not worth their cost...
Sorry for answer to criticism, I just wanted to point out that I have most problems you pointed out solved by other changes...