Reaver seems to do more damage to itself (pass 100 when it supose to be 85ish, i know beacuse attack a building at point blank the reaver dies and it's shields is 100, so from full health down to 35 in one attack)
I like the old one better for the reaver. older one looks more like it came straight from sc1 into a 3d world, this one in the game looks too tall and long.
Disruption Web looks bigger than it is
Infestor speed upgrade should it be switched for the abilitie to use abilities when burrowed? the green ball projectile is important so that the enemy knows where the infestor is and where the slim is coming from. this would help the players manage the location of where infestors are on the battle field and make mind control a bit more feasable.
as for the BattleVulture could the moddler who did the battlehellion redo the battlehellion so that it look more like the vulture. seeing how the hellbat has flame thrower, mabey BattleVulture could lunch multiable grandes at a time that do extra damage to amoured units.
theres a new sexy tank model that got released on assets, is there room? mabey have a terran faction or split option for a new kind of siege tank that has no transformation but instead has range 9 and does heavy damage to a singular amoured target. mabey smart ai that only targets other enemy siege units first? like siege tanks, cols, and ultralisk
(updated)
Zergling and roach seem to be misssing attack animation. there are times when i do miss zerglings wings for regular zerglings
@rickmary: Go
What you suggested sounds a lot like the diamondback (when will they attack air?)
@SoulFilcher: Go
I would love to see zerg being able to build Creep colony (sc1) without the need of creep to build. This would help zerg vs zerg matches to be able to block ramps in early game and prevent zerg/hellion rushing with spine crawlers being able to open the gate. Colony could either add supply or be a better turret than spore or spine crawler. Remember how sunken colony could one shot kill marines?
Speaking of dark Templars, it would be interesting to separate the two models. The one with the scythe I feel is the regular sc2 unit and the one with the singular blade more of the sc1 unit. It would be cool if for Zeratul’s Faction dark Templar had the orginal SC1 sounds (voice and attack sound) only used the sc1 model (or Zeratul’s model if it’s not being used) have more health/shield and could use Void Prison.
I know I said this multiple times on gliderlings as an upgrade, however have I ever suggested a zerglings “zealot charge”(Tier 2 or 3)upgrade, thoughts?
For the zerg faction that is more into space roles, thoughts on giving an upgrade to mutalisk where there two bounce attack does full damage as an upgrade in tier 3? with it being week to anything that can shoot air, it would be a nice buff.
@SoulFilcher: Go
Colossus speed is 2.25 and has range 9 splash; making gardians a bit faster at 1.6 1 than brood lords won't hurt too much. Before i gave a link on the ideal gardian model, idealy the attack rather than a "slow constant moving big glowing sphere" that is overused for attacks on the map L2D, its has a "greenish comet tail" behind the ball and i think, though i might see it wrong, acceleates or moves faster. if your removing the zerg tunnel, should there be a faction that benifits from it, such as rapid unload and extra stats? Although hots should have this. Hercules bug not op, and a pain vs darkarchon, I tested the choker, i like the 4 tenticals but problem is the hotkey is t, same as infested terran.
EDIT (about Jim and Colonies)
Jim's health should be 200, and I based this number on the SC1 stats. Kind of surprised there’s no revive on this unit. Rebels don't have an attack rate at 0.8x, rather its slow and at random. I haven't tested it but do these guys even work as a group vs. zerglings/banelings/roaches/zelots/stakers/cols/marnies with stim in real scenarios? Be nice if they had real guns rather than beer bottles that explode. A much weaker version of the marine with less damage, less health, and no stim. I like the idea of the Grenadier from the prisoner unit, I just don’t like the idea of a half-naked man with no visible weapon out vs. zerg/protoss. Couldn’t one of the rebel models (there’s more than one with a backpack?) be used to replace the prison model but use bottles as the grenade? Also the rebel size could be a bit bigger; they look too small and cluster too close. Then seeing as rebels have a cheap all round unit, should the bull marine get a buff closer to the stats of a ghost/elite unit? It would be nice if the texture of the Goliaths was normal and constant and if wraiths ground attack could shoot faster. The “Colonies hellions” attack is missing an explosion sound on impact? Don’t know if I like there bright textures they produce at random.
Leviathan: based of the new (epic) trailer. Add a long range “zerg pod” attack where 6 pods every 3 seconds are lunched at long range (12ish) and do 15 damage and for each pod a zergling is spawned for a limited time. This and a load all zerg and unload rapidly with fit this unit well.
Onegoal: things I liked from, it was the corruptors “slime corruption” where a channelled ability causes 20damage a second and if unit is killed spawns broodlings based on the supply. The counter would be too move the unit out of range. Also I liked the Viking transformation time buff upgrade and its diamondback stats. (Am I the only one that feels the Viking should shoot faster than 1 to make it more useful?)
starbow: things I liked from, the hydralisk tier 1 stats and the “acid spine” attack. It’s a very cool looking animation. Also the new concept of a brood lord where healh and cost is lowered but there attack is 12 and the what they shoot is a very cool bio missle (first time I see it) where it does 25 damage and stats on s unit or building so that when it dies broodings are spawned.
Brutalisk seems a little bit too good. Long range, air and ground attack, fast rate attack, high damage of 40 with health set at 500: it’s better than the ultralisk.
-Maybe damage down to 30 (two shot kill marine in two seconds) have the ultralisk amour bonus to include the brutalisk, and health down to 350 (same as Colossus). But I haven’t had anyone good enough to test them.
Lurker speed at 2.5 is alright, but I prefer the original 3.38. Right now they move faster than the hydralisk which I like because it means they are in the front where u can burrow them where there be most useful. But after speed upgrade they fall way in the back, like way back where they are blocked by roaches and hydralisk attacking and not close enough. Look closer, you will see a “sprint/jump” animation it does every 6 seconds showing that they are meant to move superfast. Immortals, siege tanks, air is what counters this tier 3 unit.
-Would an upgrade to allow them to move off creep at 3.25 work?
I like the new Guardian model, and feel it’s more feasible now. Right now the speed is 1.5 , what if you try to spate more from the brood lord we increase the speed between 1.61 & 2.0? Add the green tail attack animation and I would say this unit be complete, (without the splash).
The Devourer speed at 2.0 is too slow, the only thing faster is the bc and carrier, and that’s it. Speed should be at the very least 2.95, the lowest speed of the corruptor. I know the model was updated, but was the animation also updated? Looks funny as it moves compared to “SC1BW fighting spirit” which I consider the best current build (including everything on the attack, wouldn’t mind a faster rate of attack though 5.xx is long, but I think of it more as a passive spell caster reducing amour and there attack rate).
The old guardian model with the tail would be interesting as a new capital ship that can either:
- Lunches broodings at ground or air (this would require a flying brooding that attacks melee on a ship.)
-shoots acid balls (like the current attack or could be the devourer attack, though that attack looks more like a psi laser attack, something a hybrid would spit out) that does splash damage to ground and maybe air.
Dark Terran texture I mentioned earlier for Mobius foundation. Thought it would fit well, you know, if you connect all the dots.
There is a dark terran texture theme; it would fit the Mobius Foundation nicely but I don’t think it includes the diamondback.
A.R.A.S. Rather than have a mode that does nothing, have only 3 rather than 4 so it takes only 3 seconds to switch weapons than to do 3 seconds to basic mode…wait…than pick the 3 modes. Also the 3 mode icons rather than displaying the machine mode it should show fire, cannon, or missiles, to clearly show that the mode does. The displays are confusing
The DT bug. You remember how kaboomers merge you require mineral and gas? Well when you try to merge two dark Templars, it’s asking for mineral and gas but the values are "negative". Oh… just realized the glitch, why does it display mineral and gas to begin with when merging dark Templars? You could say this glitch is “PowerOverWhelming”
For the rebellion, shouldn’t the model of the miners with guns be used to replace the marine? The units that throw beer bombs, I’m think of the miners with guns as the counter parts to zerglings and the beer throws as units that are usefull vs heavy armoured/buildings, or as is.
What of having Hyperion as a unit like the white star but with the same "type" of attack and the abilty to call down a nuke? for the merchant "hero BC" what of an abilty to give it siege mode? without ghost how does terran counter storm?
the grizzle role: base on the wiki, ill say short range of 4 that fires missiles similar to the marauder (in look and functionality) and either does supper heavy damage or splash damage or tremendous bonus damage to structures. question is as a different unit with an upgrade to load units or replace the medevac.
Leviathan: I’ve been thinking, its tentacles attack ground units at random until they die. What of adding the passive ability of the attack to pull units towards the leviathan as it attacks? It could affect air units as well, bringing them in at point blank into the zerg death ball. Most factions that allow hero units have that extra custom units or abilities, sine this faction only as 1 hero, it should be unique and have more perks.
the devourer model, I have played the brood war: fighting spirit map and it appears the animation and model itself has been updated… I think. It’s a good reference, looks and attacks exactly as in brood war.
I mentioned the zerg hulk custom model before, what of giving it the stats as SC1 ultralisk (20 damage per second, 400 health, fast movement, 200mineral/200gas, 4supply) lore wise say it was from an assimilated from an alien ape like creature. It could help fill in a faction that’s missing something, and I do like its animation (ref halo wars).
before you said you won't make a UED faction beacause there not an influence in the sector. theres a good chance they will comeback come back and theres still some in the sector. I should note you have around 5(more or less) zerg factions that are tectonically dead. I must assume you are waiting for heart of the sawrm or lotv to pump out new units for the UED or want to give the factions that already exist some tlc.
Terran Dominion Grizzly bomber…”soooon”?
Miners could have a mode to switch them to have rifles. This would make them an ideal core unit.
Dark Templars, when you create them they give you more gas than it takes to make two dark Templar. It gives back 2xx mineral and 275gas, which means unlimited gas, in theory.
swarm host “zerg fatty” are unable to make the zombies because of the “can’t build here”. There was a similar minor error with this when making multiple cocoons at once, but now it’s impossoble
I believe Corsairs do splash damage, it was low damage at 5 per 0.7 sec in brood war. if you think about it in brood war each race has had a new flying unit that did some kind of splash damage (Devourer has area of effect). as for creep tou
didn't think Banelings were too spammy, if you run them into a turtling terran, they will die on first blast before they reach. the splitering(a much weeker version) would help banelings be not just a one time use, and would compete with the lurker. don't forget 1 baneling in gas will cost the same as 1 roach.
sorry, i ment when you kill an enemy a creep tumor will spawn on chance, in tier 2
Marines building bunkers: not in tier 1 but more into tier 2
broodlords: 300/250, supply 4, can target air(this cost is close to a carrier). i don't know... i always felt broodlords were week vs the pricetag it comes with. having a small upgrade with the broodlings to increase first attack or spawn an extra one couldn't any major changes could it? this would fit well with a zerg faction that's specialized for air units.
most of my ideas are aimed at filling in the zerg factions. each one should be as good and desireable as the other.
dark archon Meal storm area of effect should be bigger, maybe equal to the size if infestor or high Templar.
corsair, in game they get a + vs. light units (12), not very fair if it’s rapid fire and does splash. Also web distortion field is too large and u can cast it twice per unit. Size should be like meal storm size; smaller or nerfed. The web was also an upgrade as I recall, though I don’t see any issues.
tosh faction: when playing wraiths don’t fare well with BC rapid fire and if thors are picked, its gg vs mass bc. This is what I feel
stone zealots, there weapons display attack speed 1.25 and 1.5, ?. also there supply count should be 6, not 4, as they still do the same damage, lost 3 range, but have + 100 health.
I did the math, lurkers speed is technically 3.30 in brood war. 2.25 are painfully slow as hydralisk, and there speed was above 3 in broodwar. It’s a zerg unit, it’s meant to keep up with the group, not fall way behind or block the faster units. They might have appeared too fast for you with the creep bonus. You mentioned “Hunterlings aren't that good as harass units after all”, not true…I was simply using the drone/queen block tactic. 3.30 is where it should be at, 3.00 would be fine as it will keep up hydra and roach at same rate.
Guardians and Devourer
Should note here the hydra speed upgrade was put down into lair tech (as it should be to make hydralisk useful).
Guardians and Devourer attack upgrades should be +2, not +1
Guardians and Devourer should be at total supply 2 and 2, not 4 and 3
link shows what the ideal guardian should look like with animation and attack movement:
Devourer, model is alright, wish the tail was more static, had only the “slow hover” motion with the wings being able to move. Was also excepting a “roach purple slim” for attack and a “purple fungal” to show which units are effected. Also ability should effect side units and d
if this faction is picked the ability to pick infestor or defiler is removed completely, unless you pick before picking this faction.
Leviathan
total energy and energy cost should be cut in half.
have load ability so that it can carrier the entire zerg ground army? Included rapid unload
Zerg choker
I know you have a lot on your plate, will it be included in L2D brood with orginal abilities?
for the infestor, it would be interesting if it could attack like a broodlord, lunch a egg at a distance at the enemy (does or doesn't do damage) and then hatch into a infested marine. Probably will never going to happen.
Having an upgrade at cc named “savage” where you get a % from destroyed enemy buildings, I got no issues with that.
Automated Refineries, what’s the issue? Making these everywhere? What if making them only work if a cc is nearby, kind of like how a gateway needs a pylon.
Should be noted Hammer Securities is from this faction
Heros
You got Tosh, Nova, Mohannder, Warfield, that other Protoss hero in the phoenix, but you won’t put in Raynor, Zeratul, or infested Kerrigan? Hard to have lore included if there are 4 Tosh’s on the battlefield at once.
Infested marines (this is when selection units) > spellcasters & aberration
Hunter killers (this is when selection units) > spellcaster & lurkers. i dislike the pre-burrow upgrade for hunter killers as it will cause the whole group to burrow rather than only the lurkers.
Breeding mounds. rather than only having 1 and having to go to it every 20-30 second intervals, can it function like a barracks where you can click a unit 5 times and where you can build more than once. (right now you can build more than one, but the second one is useless beacuse of the timer). also model shows complete when building it...still :D
liviathan faction seems week,liviathan ground attack is slow and seems to attacj unit a, then b,c,d then back to a. vile sawrm i think should not justt be limmited to air. What are these "Lesser Adrenal Glands". is it an upgrade? a nerf? does extra speed or splits the total speed into lair? it does not appear in game.
I thought firebats owned hell bats beacuse firebats have heavy amour (and have stim) and hell bats have light amour? vultures do longer range than hell bats and do solid 25 light damage and have spider mines. terran options can remain the same
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@SoulFilcher: Go
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@rickmary: Go What you suggested sounds a lot like the diamondback (when will they attack air?)
@SoulFilcher: Go I would love to see zerg being able to build Creep colony (sc1) without the need of creep to build. This would help zerg vs zerg matches to be able to block ramps in early game and prevent zerg/hellion rushing with spine crawlers being able to open the gate. Colony could either add supply or be a better turret than spore or spine crawler. Remember how sunken colony could one shot kill marines?
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@SoulFilcher: Go Colossus speed is 2.25 and has range 9 splash; making gardians a bit faster at 1.6 1 than brood lords won't hurt too much. Before i gave a link on the ideal gardian model, idealy the attack rather than a "slow constant moving big glowing sphere" that is overused for attacks on the map L2D, its has a "greenish comet tail" behind the ball and i think, though i might see it wrong, acceleates or moves faster. if your removing the zerg tunnel, should there be a faction that benifits from it, such as rapid unload and extra stats? Although hots should have this. Hercules bug not op, and a pain vs darkarchon, I tested the choker, i like the 4 tenticals but problem is the hotkey is t, same as infested terran.
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There is a dark terran texture theme; it would fit the Mobius Foundation nicely but I don’t think it includes the diamondback.
A.R.A.S. Rather than have a mode that does nothing, have only 3 rather than 4 so it takes only 3 seconds to switch weapons than to do 3 seconds to basic mode…wait…than pick the 3 modes. Also the 3 mode icons rather than displaying the machine mode it should show fire, cannon, or missiles, to clearly show that the mode does. The displays are confusing
You should update the NA more often
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@rickmary: Go
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Balance
sc1 speed reference (key ratio is 1.77778)
From playing grey’s advance sc2
Ideas
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@SoulFilcher: Go
Lurkers
Guardians and Devourer
Leviathan
Zerg choker
@RezE11even: Go
Kel-Morian Combine:
Heros
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I thought firebats owned hell bats beacuse firebats have heavy amour (and have stim) and hell bats have light amour? vultures do longer range than hell bats and do solid 25 light damage and have spider mines. terran options can remain the same