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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)...

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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?

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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.

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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.

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    posted a message on SC Expanded: melee mod

    it would be nice if an event was posted on the group, to have team games going or Tournaments to see which faction is the best.

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    posted a message on SC Expanded: melee mod

    zombie mod?!

    constant flow or intervals? and should there be a twist on I where the day comes night and rather than using infested use warcraft undead models?

    For the Terran Colonist Transport, that thing should be a mobile bunker the number of marines that is loaded increases the Colonist Transport attack rate. also slow moving but can attack on the move and push away units in front of it.

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    posted a message on SC Expanded: melee mod

    "zerg devourer"

    attack animation: is a purple ball and causes the enemy to glow that purple cloud

    default (editor when you open it for the first time) stats:

    range 6 (not 7) damage 15 and 25 vs. armoured (not 25 solid) speed 3.25 (not 2.5)

    reports have been slow, but there are a ton of things that could be updated

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    posted a message on SC Expanded: melee mod
    • in brood war and sc2 the old queen "time/behaviour" is switched for brood strike and green goo. ex. the queen should decelerate, come to a stop, and then lunch the broodings, but this does not happen. This does however, happen when lunching the green goe (but it lunches the devourers attack on ground level).
    • will devour stats and attack animation ever be set to default?
    • diamond back buff? increase attack rate?
    • guardians 3 supply with attack time increased to 1.9?
    • zerg bunker monster attack should be greater than a old hydralisk attack.
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    Which factions you never or rarely select:

    • Zerg; Niadra's brood and naktuls brood. Niadra's brood the moving underground baneling upgrade could also applies to zerglings, add ultralisk burrow, and mabey I may select it. upgrades never used are the infester speed. naktuls brood only upgrade I like is the purple slim from roach. now I notice the green and purple shades on zerg splits, and I think the reasoning was green is primalish zerg and purple is more Kerriganish zerg. for primal zerg ( ands its a list to choose from cause theres a bit) gas ultralisk, green swarm host split where locust fly or creepers, green zergling jump ability, viper enabled attack.) Kerrigan brood would unlock all purple tech splits, or there under the mercenary group. also the upgrade where zerglings take less 20% time to hatch should be replaced with instant spawn.
    • terran: Moebius Foundation and colonies
    • protoss, anything that does not include dragoon, arbiters or the increase in weapon speed /health bonus). more of a zerg player

    most protoss splits I don't use, except orb range. zealot cooking blades could have increase attack rate to be more useful (cause the melt vs. range) zerg splits I don't use except roach +6 vs light sometimes. terran +1 range if vs terran (I know cause sc1 diplo 7.7 ghosts vs marines) bunker turret is always selected, banshee area effect I like, yammoto cannon two shots anything seems better then missles where they run away cause it takes so long or not enough damage, be interesting if that was vs ground units.

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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    more of adding shield to marine or wings to ling; when medevac researches cloak it becomes Spec Ops Dropship (with heal)

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    posted a message on SC Expanded: melee mod
    • when dominion is pick it would be more authentic if Mengsk said "I will not be stopped" rather than referencing Jimmy.
    • Special Ops Dropship as an upgrade from medevac's? yes?, no? replaces turbo boost with cloak (or not, people's thoughts? I would like it as an upgrade)
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    posted a message on SC Expanded: melee mod
    • About the sc1 Queen, the detector ability is a nice alternative to overseer. They can overwhelm workers with the instant spawn 6 broodings, if you have 3 they can make 18 broodings - 3 units. the cost is 100 mineral and 100 gas, viper in comparison is 200 gas. they target all bio and mechanical units (and limit 250 damage think? sc1 could not target reavers, archons and probes, can they target cols?). the ensare and broodling stike in regards to time to activate seems switched.
    • that more gas for zerg upgrade applies to all zerg factions.
    • if an infested suicidal firebat that has the model of sc1 infested terran is not a good unit to replace reapers (not firebat/marauder, if that's what your thinking) , then what that is?
    • Dominion Holoboard; area of effect +1 armour
    • can warhound be applied to all dominion factions? doesn't matter what you put in the others... dat war hound.
    • you where thinking of reworking primal into subfactions that unlock a single (non hero) unit? I not too fond of that. I like sub factions for heros, but sub faction for units, that's just means more factions with less stuff added.
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    posted a message on SC Expanded: melee mod
    • Because last update was related to the infested faction and its being focused, what about adding infested ghosts and infested firebats? The model should exist somewhere and I see no reason to disable them. The fatty as a replacement is a poor excuse, and tech wise it's more of a factory unit. Where reapers are removed, can infested firebats that act as banelings be used?
    • Why is dominion split into 3 factions? Can't they be combined where it unlocks the hellhound, ghost range, and Viking transformation speed? let the split be on the hero, like primal. thor protocol and medevac cloak can be included or tossed into other factions that suit them, like clocked medevac's for tosh's pirates or raiders.
    • Predator (theory) could go under mercenary, raiders (jims or toshs), or Mobius/Dominion (in hots it was more of an Easter egg [5 colours]). I say put Predator under Umoja because its suppose to be a high tech faction and it fits the description (and they don't have to replace). Umoja lacks new units, ARES, Predators, and diamondbacks (needs buff) would make things interesting, lore sense, and balanced.
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    posted a message on SC Expanded: melee mod
    • drones can burrow without upgrade
    • The Nylon has the tier 6 weapons/armour bug. Its also op as its has 1400 health [leviathan is 1000] (+ 2 armour), 12x8 attacks and can use vortex 5 times (has 250 total, cost is 50) and the topping would be the addition +4 armour. I tested it vs. 2 elite computers and won with only the Nylon, with ease.
    • hybrids are not team coloured, in Thrikodias's Assets they are. On a side note on your hybrid hydra strain, if the hybrids are colour coded, should the hhs "glowing blue/white lines" be team colour coded, and will there be a hybrid lurker? may I suggest a more modified ghost nova's brood war lurker. *can *predator cost 125 or 150 minerals with speed/area damage as upgrades? something that can replace hellions/vultures for a faction (umojan)
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    posted a message on SC Expanded: melee mod
    • marine is 5 range, in bunkers its range is 6, but it can be upgraded to 7. for the attack speed, regular speed or stim speed?). should be powerful with its current size (its bigger than thor)
    • vulture and spider mines may need balance. vultures are cheap, move fast, extra damage vs. light, and they set mine then leave for your units to walkover and don't seem to be attacked when they unburrow. also, widow mines can be seen when burrowed (its right), spider mines can't ( I think, or its too small to see). I think vultures should cost 100 mineral, or* speed and widows as two upgrades.
    • for choker, can the mind control tentacle be replaced by the 5 tentacles? tested mass infester with roach vs protoss (zealots archons high Templar), didn't do too well, for zerg. I think funga growth should be put back in just to have that option of changing tactics. also if this unit is group selected the whole army can't attack rocks.
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