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    posted a message on SC Expanded: melee mod

    What to say...hm...I already said everything, just got to play the waiting game.

    • Don't suppose devourer stats, speed and attack can go back to default?
    • Zertoss135, game mechanics man, I don't care too much on lore if it ruins game mechanics. example drones from nexus; well no. But stuff that looks like it can blend, yes; like the longbow.
    • Promethuses brood; second faction if your "reading" factions, could be an infestation theme brood. it could have a evolve for the roach that has roach lings and have the infested bunker (is that a unit? is it deep, hidden within the game?) could replace the infestor with the fatty and have aberrations. ("alien" themed brood)
    • Primail hive looks more like a unit than a building.
    • Torrasque, remove head charge, its a useless ability, damage needs to be checked.
    • SC1 hydra model for hunter killer or use the Impaler hydra model.
    • Primail roach and hydra scaled downed.
    • roach that's slows enemy's; tiamat brood (with hunter killers)
    • Kukulza; use model of the viper mutalisk but singular heavy damage, with poison maybe. tiament brood, I think time should be set at default, I mean they do cost more and you don't want all ins if they take a while. mabey special larva.
    • xp zerg and se ultralisk, tiamet.
    • primail upgrades
    • we should have tournaments at a set time
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SheogorathSC: Go

    • on the % chance, blizzard has used it before for units on higher ground in sc1, just saying. what's the harm for special ops with no speed ability? its not like it can attack and medevac is better for the fact it can heal, but that's my gameplay and not everyone else.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @Zertoss135: Go

    • reason for longbow, variations. but mostley beacuse it exists, and some factions need more content. warhound is antimech, lets have a mech that has long range ground [vs units], or has cloak (theres lore for cloak mech?). mabey knockback.
    • thor's punisher should include ground for a faction.
    • fatty speed needs to be nerfed to 2.25, not 2.5: they go headfirst and die
    • goliaths aa upgrade...do want.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • can the goliath be more like the sc1 version, doesn't need the tech lab, you can use the reactor, and faster attack rate (1.5 is too slow, 0.86 would be better lower attack to 12.
    • you know how zerg has blinding clowed, can terran get an abilty named smoke grenade that does something similair that blinds targets? mabey for shadow gaurds.
    • but the longbow looks sexy. for anyone wondering what the long bow is:
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • Anyone here feel Warbringer model is more realsitic/better feel than the reaver model?
    • Could lockdown cost 75 energy rather than 100?
    • Is grizzly still on the board? i was thinking high health (275-amoured), supply 4, 300minerail/150gas, a simple gunner attack of 10 every 0.8 seconds with an abilty to fire a missle/bomb with a cooldown that does splash damage to ground targets, like 20 but its a large radius or 50 but small area.
    • any plans of adding the longbow? ill say it will be like the goliath(low health, 125, but has range 6, 8 with an upgrade, with a week air attack with range 5. the look and that it is named longbow should have something to do with range, and looks like it could shoot missles like the thor. ill toss the idea of seige mode with the missles that taget air or ground at range 9.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @Zertoss135: Go so your saying Sagaras which have dark templars and lose hightemplar can't make dark archons? just trying to simply the factions, 10+10+9, 29 factions is a lot and they should have content, not just one abilty and a loss of another (wow, added blink to templars, loss strom, feedback, and archons).

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • Could the dark protoss hybrid get the dark scout
    • Should zerg hybrids be able to train (not by infestor) infested zealots?
    • Could the faction with blink and dark archons be combined?(can't remeber if i mentioned it before)
    • For the options list, when people first play they think its a standard ladder game (they might bypass the info), just saying what I noticed from other people. For the 3 icons the "heads" are confusing, first icon from left to right should be a flag, shows factions, second one should be a unit with a gear, to show unit options, and the third should be science image(one used by terran), to show upgrades/research. also for the options colour coded might help, example lurker and infestor would be colour coded red, banelings and raptors would be colour coded blue, and same thing for the units.
    • Ravasaur, its rapes everything
    • what ever happended to ultralisk burrow charge?
    • Kraith, for such a high attack, it shouln't have 1000 health and tank 5 amour.
    • Artesia Prospect custom map, its an interesting map.
    • ancient queen selection priority should be set higher, hydras/hunterkillers overwrite this
    • selection priority for stukov should be lowered, mainily beacuse of fatty
    • a.r.e.s, cannon should do 16 rather than 12(hydralisk attack rate), and the upgrade could do air and ground targets at long range, but losses the abilty to move.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • Yea, Tal'darim and Hybrid Adepts can remain seperate.
    • Could scouts be added to the hybrid adepts?(addition, not a replacement)? Also could protoss reaver be disabled as there is no dark texture for it while there is for the immortal.
    • Fortress roach, mabey for breeding grounds? That roach could use +2 along with the 200 health).
    • which dargoon??? so ghostnova dragoon is a newer model that is unrelated to the one in the mod? dragoon (and mabey old reaver for auir base)variations for factions? or not
    • any news on the a.r.e.s, choker(this easy?), or valkerie? will the valkerie and a.r.e.s be added to the Umojan Protectorate? will the abilty to increase health and attack rate for every weapons and amour upgrade be removed from terrans and protoss? could the Umojan Protectorate get both the fortress and the ComSat station, meaning the ComSat station is a addon like in sc1? if protoss nullifiers can remove from play a unit for 50 energy for 16 secs, shouln't lockdown for 100 enegry last for 32 seconds? why am i the only one hating (or rather bringing up) the upgrade that increases all terran and protoss health and attack rate by 15%?
    • keep an eye on that Ravasaur unit.
    • could you copy the attack of the valkerie from sc1b mod?
    • for some faction you change the texture of the voidray, why not the corsair?
    • should brutalisk have towering ability? lots of units get in the way with its size.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @Zertoss135: Go

    • isn't it hinted somewhere the tal'darim are recruiting from the main protoss, the hint being on Shakuras? this fine detail on void and stakers not being used could be overlooked, and i doubt the average (marjority) player knows that, i didn't know that till now. and yea i know tal'darim are not a dark templar, rather i say they become more like the dark templar with the drug's effect (wasn't ulrezaj a dark templar?). voids are a bit different now than scouts, 2 suply difference and the new voidray powerup. mabey tal'darim staker is a modified staker(it is shaped differenly), for pun call it Prowler or Tracker. there's already a clone faction of the tal'darim and it has shield batteries.
    • launch multiple drop pods at once, i asked for this one once. its a bad idea though, means you can drop mass widow mines, hell bats, or you entire army at minerial lines with every scan without much warning.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • textures from matchups are overwriting textures in the game, example protoss hybrid pylon will be the golden new pylon and speedlings will look just like gliderlings
    • is the dragoon model the same one ghostnova created?
    • tal'darim and hybrid combination, I want it. i think void rays and stakers can be used beacuse a) they have the dark texture thats rdy to use b) there were pressent in all vs protoss campains c) Nerazim were only the dark templar, they may of been used only for a game mechanic in a campain. the lore doesn't make sence, as the tal'darim do become the dark templar with the sundrop/tarrazine, and it would be easier on players if it was voids + scouts, as players will often focus on one, or rather there perfered build. I mean if a dark dragoon does not exist, use the staker for now.
    • below is some ingame footage of tosh faction vs protoss hybrids, (free to use, high graphics)
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @nolanstar: Go

    • beacause there an undead human thats underwent mutations and has explosives attached to it.
    • not sure if was said but did golitaths 2x upgrades for weapons ever get fixed?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @Zertoss135: Go

    your just saying its op with no explaination. marines are ranged and people don't find them op. zealots are op vs zergling. zealots are good vs marines (in generial) and zealots are good vs zerglings. all i am saying in the vindicator sould behave as a marauder, just good vs light units; marines, zerglings, equal to zealots, and week vs heavy units; spine crawlers, queens, roaches, marauders, and stakers. they would have a powerfull attack, but be very week, like 30/30 or 25/25 with no amour with a slow run speed (equal to zealots), meaning easy to kill. the fact it has range is irreleative to being op. it can work, it just needs lots of testing. the drop pod is whats op now beacause of widowmines popping out of the mineral lines, you can store 3 you know in every pod and its not very good if you don't have dectection.

    infested terrans

    • terran predator health is 140, 200/200 and 6 supply, why? for a late tech unit its should have 200 health, 150/75, supply 3.
    • arrbrations, they seem kind of week. raise attack to at least 20 from 10 + 5 vs heavy. minerail cost down from 200 to 150.
    • infested marines, rather than stim, they should have frennzy that acts like stim.
    • suicide firebat at the factory would make things interesting as a replacement to the hellbat as the hellbat has no infested model, yet.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    • zergling morph... scourge? lurker? infested terrans from eggs? that flying locust based off today's onegoal mod. i got nothing
    • standard structures and use primal units, yes.
    • vindicator could work as a replacement for the zealot, 100 mineral a week unit with a powerfull anti light/bio ranged ground weapon, range 5. in a nutshell, 16 vs light per 0.86 and 8 vs amourd. upgrade that increases weapons damage vs light, attack rate, or something. health 40/40, 2 amoured
    • now that i cleaned the right button to my mouse, when is that new update?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @Zertoss135: Go

    vipers abduct and queen's brood attack do the same think, example siege tanks. the zerg faction that has hunter killers and breeding grounds and primail zerg shouldn't be the same. primail should be like a texture pack like infested terrans or dark protoss. only thing i can think of to make them interesting is poison attacks for some units, Guardian being able to shoot air and ground (capitail ship), primail ultralisk thats smaller, health to 400, cost 200/200, plus a speed upgrade.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • old queen and viper as an option; sounds good. They both can kill a ground target (viper kind of does this with focus fire) and one reduces enemy's range to 0 while the other reduces movement and attack rate, also fits the tech tree very well.
    • nano repair for Umojan Protectorate science Vessel (not op.. it can work, them vessels be mighty costly and cost supply, the rate of healing can always be changed) i mean medivac can heal at a fast rate muraders, think about it.
    • I like the idea of infested (sucide) terrans as an option to banelings, I approve if the infested firebat model (ghost nova) is used.
    • primail; is there going to be regular zerg + primail or just primail? primail zergling could have speed with the replacement of attack speed with health (i like the tier 1 and 2 upgrade with regards to the number of "fins", one fin means health, second fin means more health/speed. mutalisk could fire out poison where unit(s) take on small damage over time, and more small changes to other primail units to make them more unique or the the same.
    • a split upgrade for the zerg could be extended time limit of locust or an additional locust for (15s?) the same time limit. meaning attack from afar where there will always be locust on the map or have mass amounts of locust for a short time then wait 10secs after thry die to respawn.
    • tosh, alpha, first brood, that brood with the brutalisk, tribe with the dragoon and tribe with the arbitor are my favorite in the current build.
    • the protoss reaver does not seem to do "major splash" damage to enemy units, i think its ok if we remove the damage to allie units and itself as this kind of is a turn off for the reaver.
    • no errors to report yet unit next (revamped) update
    Posted in: Map Feedback
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