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    posted a message on SC Expanded: melee mod
    • no Fenix, but early tier protoss zerg buster hero?
    • "won't add generic upgrades that give +stats to multiple units.", so you are getting rid of the terran upgrade that increases health and attack speed right?
    • brax zerg primial hero (ultralisk), if you burrow that unit, you can make more!
    • primail swarm host; what if they unleash creeperlings/banelings?
    • merchant BC should get siege mode (star battles: destroyer ship ability)
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    the Hyperion/nuke drop for raiders, I want it removed for next patch. it kills a planetary fortress in like 3 seconds, kills everything and can be lunched from a distance and moved slowly into place. its op, special on the new 1vs1 winter map where the time you go around its too late. Hyperion should be a hero unit, like the leviathan.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • for the pirate ship that replaces BC (Cerberus ship?) attack rate should really be decreased. I mean its op at 8range, 0.65s attack rate, 10 targets. attack should be rasied from 4 to 10, attack should be raised from 4 to 10, increase attack rate to 3seconds. now unlike the tempest it will focus fire dealing 100 or take on 10 targets and deal 10 damage.
    • dominion faction, I think war hounds and ghost range should be extended to all sub races. archangel could be more of a regular unit rather than a hero, unless you are planning on adding some abilities to it.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    scouts and tempest upgrades double bug. remaining protoss upgrade bugs:

    • scouts; double all
    • tempest; double shield
    • shield batteries; double shield
    • no shield upgrades for rip field
    • no shield upgrades for new photon cannon
    • destroyer hybrid double shield and attack, and make attack range 6 singular damage.
    • should there be a difference between the two ultralisk hero's and for the factions that have the hero, what about the regular ultralisks?
    • ultralisk torrasque should have revive ability? not limited to just one?
    • if 2 heroes, give stank burrow charge cause its got that undead zombie theme going on but mainly because its hard to move around with its great size and give torrasque the revive ability,
    • else if as a replacement for the regular ultralisk, Stank would have burrow charge, more than 1 ultralisk torrasque with revive, brood that's themes "sneaky/stealth" burrow charge, brood labeled "scary/cannabis" would have ultralisk noxious with the +2 amrour upgrade replaced with the noxious upgrade and maybe l2d regular ultralisk with stank as hero.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • speaking of ultralisks strains, I think the stank should get Tissue Assimilation upgrade, where it replaces the +2 armour upgrade with Tissue Assimilation upgrade that reduces damages by a percentage (25% reduction). From the campaign I thought the upgrade increased health by 40% of projectile attacks,but looks like it gains 40% from the damage it inflicts on the enemy.
    • for zerg broods there's 2 broods with a ultralisk as a hero, should one have the hero as a replacement for the regular ultralisk? (or even both, meaning no hero)
    • see nothing wrong with the increase of 33+33 to 50+25. 2 hits rather than 3 at the price of 2 armour.
    • Drop-Pods are fine and work.
    • for a faction, can bio rally work like protoss warp? only with a rally point and the animation of drop pods on spawn. this is addition to the drop pods that are built. tosh and nova do the same when they spawn
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • impaler should be able to one shot shield marines, slower attack speed than crawler.
    • juggernaut armour upgrade for firebats. they need 25gas, need to be a bit better than hellbats
    • so them droppods, anyone yet get 4 call downs without waning on mineral lines yet? would be more practical for rally point for lesser units like marines and marauders. if all units were applied it would needed to be coded so they are not dropped near mineral lines (hellbat/widow mines be op) but first choice be better, would only need deal with 2-6 marines when they spawn at barracks rather than 20 marines or 8 firebats/6 widowmines at once.
    • are dark scouts being added to the dark protoss? asked but not answered.
    • some maps have the xelnaga watchtower/Folsom cannon. can the Folsom tower auto attack units nearby and be immortal? I feel the rip field should be an upgrade for the nexus (like terran planetary fortress and prevents cheese) and the model used like the Folsom tower but provides the effects to the unit that's nearby it.
    • swarm guardian, capital ship, 400minerail/300gas, good vs light air and grounds units and does splash to ground? countered by armoured air unit.
    • for shadow guards, I think they should have emp and hack replaces snip, where hack targets buildings or mechanical units.
    • old queens should cost 200 gas
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • lets see, current stats is 150minerail/75gas. does 7 range, attack rate is 2s and does 30 damage vs heavy and 15 vs light, only attacks air and has 120 health, armoured. Its the weekest unit in the game for mech, low attack rate (siege tank , warhound, goliaths area much better), easy to counter by almost most units. its purpose should be to be a heavy ground assault unit, or weeker unit but can target air units.
    • terran predator, should cost 100 minerals rather than 100/100gas. there like hellbats, just faster with no range.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • solution to the Spectres/Shadowguards EMP ability: Ultrasonic Pulse removes energy.
    • shadow guard has explosive round, kind of like cod black ops with the crossbow, hits targets and three seconds later explodes. or to simplify it radius of 1.5 (I mean smaller than emp) that does simple damage of 10 + 10 vs armoured and its a round or hand grenade.
    • Diamondbacks campaign stats would be more fair than current stats. with the current nerfs an anti-air buff is needed (enabling aa attack should be a quick thing for next update?). there weaker than the goliaths.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • I like the Marine Warfield idea of replacing the white star. like infested stukov it could calldown marauder kill team and have a leadership bonus of 1 armour or something.
    • for the (Heavan) Colonies, seeing as there independent from everything I feel they should have standard terran units with the add on of the bar, transport tank, ship, and everything else an addon.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    I still hope to see the Shadowguard/Umojan Marine and the sc1 original marine make it into this mod, just hope the poly count isn't that high, they would still need to have team colour display, just like the zerg hybrid which lacks it. some errors to report the current version:

    • Vehicle and Ship Plating Level 1: should cost 100/100 and not 150/150
    • baneling should cost 25gas, not 15gas and not solid 40 damage
    • infestors "says" 38 damage over 4 secs, I think in a recent patch is down to solid 30 (no 40 vs armoured units)
    • science vessel matrix is not too usefull, add +3 armour to the shield like tosh's shield.
    • whitestar model should be used when missle pod is upgraded, (and same for matrix model if matrix is ever applied to this mod). whitestar model could be replaced with the hyperion model. I don't believe defence matrix of missle-pod bc models have yamoto cannon animations.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • For a 3 supply, 250 mineral - 150 gas that's in the 4th tier with an attack that's slower than the tempest, I don't understand the need of the speed nerf. or not have reduce both attack speed and armor. there's many way's to counter them; anything that's a ground unit, modern voids rays fair well, casters, mass Vikings, and tempest and corruptors do better because of there bonus damage to massive units. also note they don't do much damage to light air units. At the least have speed at 3.5, can't have them slowing down mutalisks or look funny as they fly. one could also argue voids rays, widow mine, sawrmhosts, and war hounds are op but there still in the game with no nerfs.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Devourer animation attack and default settings: graphic setting at high effects, everything else low effects

    • Health :250
    • Armour: 2
    • Damage: 15, 25 vs Armoured
    • Attack Speed: 3.5
    • Attack Effect: reduce attack speed and armour
    • Speed: 3.25
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • Ghost snipe does not mention 50 damage to light targets, needs to be updated •Astonished people like hellion over vultures. for 75 mineral you get a unit with range 6, good vs light units + 3 spider mines that could be spammed everywhere or used for harassing.
    • below is the 2 new zerg split textures organized as two races. The one on the left look more purplish and although I am missing the xp overlord they all have extra spines that make them unique. One on the right is more greenish looking and more, radioactive/mutant, fitting for the baelrog brood if it was still around. The purple brood would fit well for Tiamet Brood while the green looking brood could be a brood of itself, or mixed and matched, (l2d).
    • that ultralisk limited edition skin seems to go through
    • Umojan Protectorate armoury upgrades are all messed up.
    • zombies, only difference from swarm host is you can spam a lot of them everywhere, no supply, a building, and 6s respawn rate. more of a massive meet shield that doesn't die as you use funga or anything else to attack from afar as everything is focused on the zombies. now I simply had a bad game in a free for all but there needs to be break in the waves. maybe they should be treated as mines, a cap on how many a infester can make, or maybe is allowed to make only one and if it dies then allowed to make another one. do infested terrans get claws upgrade?(far as I know they don't)
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • if the ravens only have 1 upgrade, why does science vessel have 3?
    • if queens don't do 250 damage, why can I kill colossuses?
    • if thors have long range aa (and ground) why don't goliaths have long range aa (and ground) at default. •(UPDATED) reason of the 9 range, void rays would be the biggest issue. voids have range 6,250 health, and do 32 (max 38) damage per second to armoured units and goliaths have around 140 health. now these voids have range 6 and have a fast rate of 0.5, which can easily kill 2 goliaths every 0.5 seconds, they just melt on contact. goliaths have same range and voids shoot on the go. voids can focus fire in a tight ball as one unit, goliaths can't because they are spread out. also note protoss/zerg got an air buffs with the overcharge and health regain rate, terran air got no buffs(you would think faster ground attack in hots for vikings). also all air would form a tight ball allowing them to focus fire while the goliath can not. goliaths are meant for an alternative aa style though mech rather than marine, stim and medic. also thor can somewhat hit broodlords with splash range, goliaths with range 6 can't and die more easily. I do play test a lot. goliaths suck vs protoss because lack of range, don't do good vs mass mutalisk because lowered damage vs light units. terran never goes air. thors are better vs ground, 60 damage every 1.3 seconds: good vs zerg ground, protoss, amd terran. goliaths don't dish out the damage and are week. hopefully somewhere answers that question, anyways +3000 career games, I got a good feel of the game. you might say Vikings for voids, but it just doesn't work out that. also thors do aa splash, goliath's don't
    • Zertoss135, wow, for real? tab does that? that's something that should be in tips start-up, my gameplay will never be the same.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @Zertoss135: Go

    • so your saying there's no way to make the longbow work?
    • This unit would be more like the war hound, only difference is it would have +2 range(9, no 7) and dell less damage, 15 every 1.5 seconds. difference is it would have a missile attack that would target massive units on the ground and in the air rather than mech units. This makes the longbow different than all other mech units.
    • siege tank by the way has range 12( funny they can't see that far) and does splash, its more anti mass stalkers/marines/locus unit.
    • zerg has 2 long range, protoss has 2 long range (3 reaver), terran only has 1 vs ground and that's the siege tank.
    • there's a second version that reminds me of a lego exoforce model, called the invader and that's an example that wouldn't fit. the longbow has the texture and block-shape and it was inspired by the goliath, so yea it does fit. MechWarrior's would have been a better describe than starwars...
    • True, hunter killer does have model that's a larger version of the hydralisk, but 1.3 scale it hard to recognize, and the emplayer or lurker strain hydralisk might fit better as they are unused.

    @Miles07, no xp versions of units at default, only when taimet brood is picked I believe.

    • when hero dies and comes back, you get a dead icon of unit and living icon, 2 select button of the same unit. also tosh is missing this select button
    • hunter killer gets double attack/armour tiers for every upgrade.
    • primail ultralisk, damage is same as regular ultralisk.
    • queens don't do 250 damage, they autokill with broodlings to any ground target
    • lurkers should have priority over ultralisk for selection.
    Posted in: Map Feedback
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