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    posted a message on ReForged: melee mod

    Are you on the North American sever with game-setting set to lotv in options? Because it's there.

    Posted in: Map Feedback
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    posted a message on ReForged: melee mod

    Reforged is a melee mod that adds more units, upgrades, and abilities to current races and implements (for now) two new races: Tal'darim and Primal. Currently the mod is available on the North American sever. Searching for feedback and discussion. Come & join the chat channel group.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Scout's actor may be causing scout to move incorrectly. Its not the model or unit. But I can't find the field.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    On the subject of the scout, did it change with lotv? Guess I shouldn't be vague; the way it moves on command seems spazy.

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    posted a message on SC Expanded: melee mod

    Was referring to the soul hunter, the beta unit with the surfboard that is a nerazim. The vindicator is a unit that walks, has a chain gun, and is khala protoss. There not the same. I was sugusting a retexture soul hunter only beacuse it looks robotic and is missing a face. Gameplay wise it could be a unit that attacks on the move like the diamond back

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    posted a message on SC Expanded: melee mod

    If the soul Hunter is being added, are you thinking about re-editing the model to have attack animation or life movement? (meaning not static floating). It could be a purifyer that is as made at the robotics facility that is anti air.

    For a protoss ability, in the lore it was said twilight archons could control gravity or teleport objects. Could you (or someone you know) make an ability that causes any unit to move from point A and slides to point b? kind of like the viper but.

    Is grapple for herc complete? If not are there plans?

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    posted a message on SC Expanded: melee mod

    I was playing around with the mod and flare has an interesting bug. Works if the unit is stationary, flare is dogged by the unit if the unit moves. Could it be fixed where if its dodged the missle does not hit ground and keeps going forever? The idea of it being like r avagers interests me where they can be dodged. Edited: quick fix would be change mover's timeout from 30 to the magic number 1. 3.

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    posted a message on SC Expanded: melee mod

    Should zerg old queens be more refined? Know how they have webs? Remember warcraft 3 crept fiends? (Undead spider) where they cast a web to lower air units to ground? Could that be a thing with the new warcraft assets?

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    posted a message on SC Expanded: melee mod

    I have map editor questions, you (or someone) may have answers.

    • how do you make banelings have the move animation while burrow moving?
    • how do you apply the roll to the hunter baneling? (upgrade works but no roll), also how to apply to zergling
    • how do you unlink a sound (ex. replace immortal sound that is used by a dragoon with a new sound)
    • tutorial on how to recreate the defiler (abilities and possibly portrait)

    help with this would be greatly appreciated, step by step screenshots would make me very happy

    thanks

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    "Not target massive units kills most of its utility of mind control if it was perm", what about targeting siege tanks, immortals, voids, medevac's, mutalisks, and so on. problem is it lasts for a minute and it either ends up killed by your units because its attacking you or the enemy's unit after they retreat and focus fire. with infester mind control you get a chance to recover the unit by focus firing on the infestor, but problem is its range is too short so when targeting anything useful it dies due too low health of 90 and that it gets blocked by friendly units. is burrowed infestors with mind control op?

    "So a Cerberus attacking a target would completely paralyze it? Not a good idea." what about science vessel? all I'm saying is replace the current emp/lockdown shockwave with a yamoto cannon that applies the emp shockwave to the unit its target with the yamoto cannon (its a yamoto cannon + lockdown ). right now the regular attack is a purple yamoto cannon firing. its like if the regular ghost attack used nukes instead of sniping.

    thoughts on replacing warhound anti-mech missles with an ability similar to the revenger?

    on the topic of mods within the mod, any chance of a zombie mod or with the release of warcraft 3 units, an invastion mod with orc/undead factions that attack periodically waves have more units and unique units.

    for the overhaul for LotV, a better interface for selection. picking a faction of 8 is straight forward, but why is there 2 subtrees with both of them having 8 buttons with a total of 16? and its not even a real split, its an alternative where half is just the regular stuff, nothing "new" is added. it should be you select your command center, even if your upgrading to an orbital the gui can still be selected, one button to go into the select the factions, and a second button that should display 8 buttons if you want them replaced.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    will the lotv be merged with sc expanded as an addon, mod, or parts?

    I tried nolanstar's mod, and I like his dark archons, and it seems to be the most completed. mind control shouldn't have a timer, it should target any unit with a cost of 50mana "and" full shield. this means any damage to the shield prevents the archon from using mind control and is vulnerable to be killed with only 25 health. because ultralisk and broodlord are immune to mind control, I think the abilty should only target non massive units. I would say biological units but stakers and that maelstrom needs a perpose. I think feedback is replaced with psi attack in sc mod, good. another thing I like was no requirement's for upgrades, but that's up for discussion.

    they say the herc overlaps with the zealot/hellbat. my prediction is they will be a anti unit vs massive targets, use grapple like blink. they be good vs terran "titans".

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    posted a message on SC Expanded: melee mod

    diamondback never got buffed yet? They stand right now as: Attack speed 2 ground attack only 15 damage, 30 vs armoured. 150 minerals and 75 gas 125 health

    and under moebius faction.

    costly, low health, low damage. and never buffed for over a year(s)...

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    the HERC seems like a firebat the swarm host could have a split between hots stats and lotv stats, same with the immortal with the shield, and the tempest attack. disruptor seems like a reaver, that could be a split too. cyclone seems to be a goliath/Diamondback hybrid. looks like infestor is getting that overlord ability scourge and corrptors are worlds apart lurkers seems to be coming back, seems the reason is to make the game more about micro.

    a thought ceribus, should its stats be like the regular bc and have the current attack (purple) like the yamoto, but does't have the 3s pause, weeker attack, but causes emp/lockdown for 4 seconds?

    not sure if mentioned, but psi tower/spiral from hots as a protoss version of scanner sweep?

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Can there be an unlock mode? where all units/buildings/upgrades are made available in the tech tree? minecraft "forge" if you feel me.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    ghost nova (and tosh, I don't know) has broken the game. a ghost with 200health, 3tier upgrades (4 armour), high damage attack that can cloak, take over a unit, and be called down anywhere on the map near mineral lines...was any thought given into this? and this was mentioned...somewhere is the past posts if your looking for a date. you say that call downs for units was never used because they could be dropped on minerial lines but you have this, and I think this also goes the same with tosh (didn't check) . I finial get a team game going and 6mins into the game I get a nova drop and being protoss it's gg...except its not.

    Posted in: Map Feedback
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