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    posted a message on SC Expanded: melee mod

    i know terran has more factions than the rest of the protoss and zerg factions, but i feel this faction should be included anyways. its like not having crash and spyro in ps3 all stars, it doen't fell right.

    UED Faction

    Hurricane

    • Model based on the Hurricane battle cruisers
    • Does not have ion cannon
    • Instead of laser attack has missile attack (similar to the missile attack from the map “star battles”) where it will fire in a line about 6 missiles doing 10 damage every 4 seconds to ground or air units at range 6
    • Has an upgrade that increases to range 9
    • role: battle cruiser that does hard damage at siege range to individual targets. Replaces the regular battle cruisers

    Titan

    • a 33% larger Spartan goliath model
    • Replaces the Thor/Goliath
    • cost 200mineral/125gas and 4 supply
    • Has 250 health.
    • Does damage 25 ground damage (+2 upgrade)
    • Does 2x 10 (+10 vs. armoured) air damage (+2 damage)
    • Range 6 both air and ground
    • Ares-Class targeting System upgrade (+3air and +1ground range)
    • Mutli-Lock Weapon System upgrade (target air and ground at same time)

    Valkyries

    Medics

    • skibi's angel model
    • Advanced Healing AI, heals 2 units at once

    When UED faction is selected, all model textures should change from black\greyish to a more cleaner/whitish colour, white being the theme of the UED for units and buildings.

    infested Terran Blance

    • For sawrmhost to go and build 4 cacoons 75mineral each as many as they like, in early or late game when there is about 30 spawning every 6 seconds this can become overwhelming. its not a full proproof win(fire, cols, archons, lurkers) and i do like the hordes that never stop but its something to bring up for debate. if we feel this is not balanced should we have the aberration have instead be similar to the sawrm host so that when it is burrowed it produceses zombies every 6 seconds? aberration look like they would fit this role with that 'baneling bubbles' it displays like its serpose to hatch something or explode and do damage.

    For final polishes…

    In the arcade rather than having the 4 images of 9 different maps maybe show previews of in-game interface of how selecting factions/units/upgrades work and show off the new units(older units, custom models, faction textures). I don’t think size is too much of a deal if it doesn’t affect game performance after you download it “once”. Good maps are worth the wait. Sc1 sounds that should be implemented, in order of importance: Valerie, dark archon, Arbiter, Reaver, Dragoon (maybe), defiler (maybe), and scourge (right now they have no audio). Also custom models could use sc1 audio, to give that unit its own uniqueness. Would you ever consider recycling the custom war hound and battle hellion as a different unit into this mod or into hots? The battle hellion flamethrower looks more like a cyborg with gun/cannon mounted on top.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • When you change Mind Control, will you have it similar to infestor, where in this case your unit's don't attack the mind controlled unit? when units were mind controled they were attack the original allies, meaning even iif its temp dark archons could snipe enemy units and have there enemy units kill eachother. this does not happen with infestor.
    • How big can this map get? Is there a limit? does it efffect game preformance? or is issue with downloading and getting it? does it effect RAM useage?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    My thought:

    • Brutalisk with a ranged ground attack would indeed make it better, maybe claw animation when it is attacking at melee range.
    • the hybrid hydralisk, if they glow do their spines glow? Will the texture be applied to all units and buildings? Is there a golden coasair texture and dark Templar texture for buildings?
    • maybe an ability of a tentacle attacks by removing health and gives it to itself
    • maybe an ability that if it kills a unit turns it into a infested unit
    • lurkers are supposed to be fast so that they can outrun all other units and be at front, tank the damage as they burrow when they get close enough (range is 6 and 9 (tank is 12) and it is supposed to be a siege unit).

    Ideas

    • dark archons seem mighty strong with mind control and they don’t look different. They should lose all shield/die when taking over a unit, like a bc, thor or carrier for example or limit on non-massive units and replace the nerf with a very week attack that does not splash, or attacks every 4 seconds, 2 seconds stuns.
    • Infested terrans could have an infested battle-cruiser, inable the capital ship to attack
    • what of a battle-cruiser from sc1, same stats with a mod that removes the top bridge?
    • the brood with the +2 building amour could use some love. that zerg cannon rather than taking an area of 9 squares mabey use the standard 2x2 area; its not that powerfull and maybe should cost no gas, mabey on the +2 amour include an attack upgrade. It could include the zerg queen from sc1.
    • There are three interesting custom models; zerg tyrant, zerg hulk and protoss vindicator. Thoughts on these three?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Devourer (my thoughts)

    • Faster than corruptor’s speed
    • High attack damage (26, +2 ), area of effect, (I wonder if it stacks)

    New miniZerg hybrid

    • what about a new unit to go with the hybrid faction? A zealot size hybrid (say 150mineral /75gas, 3 supply) does Dark Templar damage, and has a unique ability of teleport charge/ hardened energy shields with 50shield/ 200health

    Guardians

    • Do they do splash damage yet?

    Dragoons,

    • Siege range of 8? With high damage of 22 vs. amour and lowered attack rate from 1.7216 to 1.5?

    Viking

    • my imagination, they only get +1 per upgrade right? at max 17 (2attacks) and not 20 (2attacks)?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • Stank missing attack/def. upgrades and +2 upgrade
    • Hunterling missing attack animation
    • for example if lurker is selected with zerglings and hydras and I hit burrow, lurkers burrow (burrow not researched). If infestor or defiler is grouped with lurker, I hit burrow (purple), nothing happens when in theory lurker should burrow and infestor or defiler are main caster.
    • spotter does not have spy, and it’s contaminate could be unique, it could: -Have increased range -Last longer or cost less -damage building -make money
    • Hunterling missing attack/def upgrades, autocast leap,
    • kaboomers missing attack/def upgrades
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    errors

    • Coasiar and carrier have same hot key
    • leviathan I believe if you set rally for attack, it stops and tries to attack but doesn’t unless you move it closer manually
    • infested terran have no melee upgrades and ranged upgrades do not apply to melee
    • deep tunnel could be autocastable and display range
    • if swarm host (beta infestor) and aberration are selected, aberration is chosen over swarm host as caster
    • What does lesser glands do in leviathan faction and why can’t I see them? Does it stack zergling attack speed?
    • all hybrids discharge at once when ability clicked once.
    • should kaboomer have an explode animation?

    Ideas

    • an upgrade that enables the hatchery to attack like a spore crawler to air and ground units (terran got fortress, protoss got core, queen’s don’t count for zerg) from the “mouth”
    • kaboomer speed upgrade
    • terran upgrade that heals all mech units slowly
    • not too fond of the terran upgrade that increases attack rate and rate of fire for all units not once, twice, but three times where the 3rd is more than the first and the units cost the same, Vikings attack rate from 2.0 to 1.7 is a huge change, is like zergling’ gland of 20% but its +15% . mercenaries and feederlings cost more to chang stats but these upgrades cost nothing and vs mirror without would be win.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • ARES do not reieve attack and def upgrades
    • Folsom Cannon should autocast attack
    • marines, being a core unit with a rifle should be included with colonies.
    • spectres missing the "aim motion" when calling down a nuke, for example when they call down a nuke they look like there only standing there.
    • update NA :D
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    For the zerg ultralisk what of a new ability that enables it to walk over units freely and alows units to pass under it freely much like the colossus. This is to make them more effective so they won't be blocked by allies or could be microed to go right on top of the enemy. because of the double layer of ultras and zerglings could the ultralisk include an area of effect where it can block/soak up splash damage for units beneath it?

    An ability that allows zerglings to move while burrowed for surprize attacks. unburrowing units beneath other units help break up the death ball and increase the area and would go well with roaches.

    titan reactor from 150/150 to 100/100

    Terran ARES, what of changing the tower mode so that not only does it target air units but it is also able to target at long range mechanical ground units (to counter siege tanks) and can’t attack at close ground ranged.

    showdown guard are listed in help but do not appear in game .

    lockdown and matrix does not work (it can’t turn error?)

    lurker’s be able to clime wall was mentioned, I like the idea but don’t remember being any feedback on it

    I feel lockdown for ghost would be more useful, mabey a split upgrade?

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • hunterlings cost to much for health of only 80. leap is not autocastable. also, as they "fly" they seem to move a bit slow and be able to be killed in mid flight. also what was unique to the hunterling was its abilty to stun its target, hence the hunterling. also hunterlings make that ( global?) sound, anyway of muting it?
    • the L2D overseer (spotter); you can make as many as you want, there is no cap and it can attack (the no cap with the attack is problem)
    • Reavers still can't damage friendly units, well they can target and kill friendly units but does not do splash damage to friendly units
    • drop pods; it seems gliched when trying to call down more then 1 at the same time where only one will come down after commanding them all to come down.
    • wriaths ground attack, beacuse its slow and does not do a lot of damage perhaps at range 6 or 7 so if its with ground units its not the first unit to be taken out at the front.
    • you could say Kukulzas are done, it just missing that minor attacking motion when it fires its missle.
    • valkeries still seem op, if you got 6 you can easily snipe capital ships and it does splash, that how powerfull they are at the moment.
    • before you mentioned about tech paths for zergling "leap charge" and how the rapters fit in. tech path would be lair and raptors could fit as the roll of the reaper and have the abilty to stun units.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    I am able to play on the NA servers, it takes a long time but 1vs1 manageable. I would like to see the ohana map and maybe more 2vs2 maps where 1vs1 is manageable and would it be possible when in the arcade to display the actual maps? Its tedious to look up the name to know what the map look likes for unfamiliar names.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • terran infested suide SCV just like sc1 along with its tech path (mabey new overseer abilty, infestation)
    • starcraft diamondbacks don't get the armour and attack upgrades. also i feel beacuse of there lower stats and that its the meat of a faction they should be able to target air
    • rip field still can not be targeted by enemy units (you can select them, i think, from dragging left to right)
    • as for drop pods, what about as it was used in the campain? able to spawn in a second anywhere on the map. kind of like warping in units
    • for the scientist unit, should there time ability effect ranged attacks speed?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • Wraiths that cost 150/150 mineral/gas with only 8 ground damage and range of 5 for both attacks seem underpowered. I feel buffing the weapon damage/rate would make the unit more reliable, or decreasing the cost
    • thoughts on SpecOps being able to heal as well as cloak?
    • Defiler’s plague should be hot keyed to "f"; same as the infestor fungal because hot key "L" is on the other side of the keyboard and it’s like using your right hand when your left-handed.
    • defilers when selecting a mass group should be the primary caster (if you know what I mean; if I select roachs and defilers roaches become primary casters which make no sense as it should be defilers. Also I never like that blizzard had queen as primary over infestor if you select both of them.
    • looking forward to the next update, don’t forget the guardian’s slash damage
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • "The "being built" one,"; meaning as you create the building with the drone, it shows both the "|in process egg with the drone going around and the completed building at the same time until it is completed
    • going back to the leap abilty, what of a upgrade that is exactly like protoss charge, they leap onto their enemy's, but remove the abilty to go up and down cliffs?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Gardians still don't do splash

    For the breeding mounds:

    • hydra's take time to build
    • as it's "building" is building it shows both the "building" and "being built building" at the same time unit it is complete
    • Torrasque can only be build once (no respawn when it dies? I don't like the this idea. for example when the livathians or heros die you can't respawn it, meaning back to square 1 except you can't pick a faction and its means a "perm" lost, this is like saying you can't rebuild the mothership core)

    kukukas (larger mutalisk) shoot from the "ground" to ground units and up at air units, also missing that attack animations when it does attack.

    overseers have an abilty to, opposite from a protoss oracle, prevant the mining of gas?

    can queens larva have autocast?

    when you think of leap for raptors, do you think being able to leap over cliffs is op or is leap to close the distance on enemy's op?

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • I like the idea of Bile Ducts as an option to Tunneling Claws
    • can raptorling's cost of gas be reduced to 25 gas? 50 gas i rather go hydra.
    • please post when gardians do area damage
    Posted in: Map Feedback
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