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    posted a message on SC Expanded: melee mod

    @Quirriff: Go

    • blink stalkers and marine stim aren't already strong vs capital ships? i tried marine vs bc, marine win when vs cost and goliaths and dragoons might be nice vs protoss mass voids. though i agree that capitail ships should be end game material thats good vs everything, there still needs to be counters.
    • mabey rather then choices, turn all choices into addons and "expanded"? but include factions choice for only special cases like infested, hybrid, primail, L2d and heros. more units means more ways to counter each other right? anyways in 4vs4 or teams the options seems irrelevant as a team could combine any unit/upgrade composition. mabey a seperate mod has everything available which i can't find anywhere, yet.
    • if keeping as is, which I like where you can acturaly customize your own race, consider choice selection of range vs stim rather than range vs health.
    • keep up the good work and start combining/overlaping thous options to simplyfy things.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • warcraft 3 there was this unit called the crpyt fiend. if this is within reach, the zerg tyrant unit would be a great addition. its the only custom orginal unit that i know of the looks great and its animation is based on the fiend. it should attack like a fiend and being able to autocast webs to turn air targets to ground targets would be interesting.
    • the old sawm gardian, new unit with a new roll? the "green/purple spray" attack may look for releastic, or the red ball attack; don't know till i see demo. a regular unir or a capital ship, should it have a effect that slows attack rate, decreases armour, or slows movement speed (does the devourer decrease attack speed? it it alright to give it similar effects?)
    • for the two air zerg from hots, yea they got potential, but who's good at coming up with animations? for rolls i was thinking siege range, corpser effect (spawn a unit on death), a brood lord that fires sawrmlings, where the first hit does no damage but the sawrm links are buffed melee. mabey a carrier zerg.
    • Need screenshots of factions/units in action? mabey another image of what i posted but more units that are introduced? whats the image limit? size? resolution? should it have text explaniation on the imagefile itself is there a place for text on the arcade.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • the hero ultralisk for the breeding mounds can't be killed, health stays at 1.
    • vipers abduct cost 25 mana.
    • spectrs stun, people are finding it op cause there death ball can't attack. but the energy cost should cost more than 50for what is presently does
    • for one of the subcover image preview do you think having a layout of new units would help promote the map?

    (UPDATED)

    • hybrids can attack air, not an issue just saying.
    • hybrids have this ability that gives player 350 gas and minerals and gives it 3000 health
    • no hybrid hydras yet?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    So, while were on the topic of different marines, how about different hydras and zelots? zerg buster (zealot) slow but heavey damage and armour, a zergling with increase attack rate (bw crackling, come on make it happen) the zergling with the fin could have more health and the one with wings able to hop off cliffs. right now model rewards from matchups are in the game, bit confusing if you wondering if those are speedlings or gliderlings. bw factino could use the cheap hydralisk based of onegoal.

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

    Will the campain roach splits, impaler, queen campain stats, ultralisk splits, and swarmhost splits be added? the mutalisk that is the viper could shoot spines and be a option for the mutalisk or a faction where it does heavy damage bonus.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • protoss bio? protoss vindicator that good vs ground bio, cheap, and like the marine with range but different.
    • changing standard Marines, not much I can think of except mabey cost ratio, attack rate, removing stim, range, health, and mabey an abilty from bfme (if anyone ever played it) where a unit would have a timed ability of periodic attack that would do more damage. poison bullets (murcery bullets) where does damage overtime, can't think of anything else except mabey a barricade mode where they unload sandbags and gain more health/range but can't move.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @nolanstar: Go

    1; yes 2; lol ; 3 to 5; yes 6; sc1 lockdown and i do agree another model shouldbe used to replace the ghost.

    @SoulFilcher: Go

    gliderlings, i hate and love them and i got the replays. can't they be upgrade where they "glide" rather than fly up, like flying squirrels or like real insects when there the size of your hand. loolaway from your base for a second, and it's over runned with zerglings in large mutiplayer. zerg has no issue as it can't block and has spines that draws attention, protoss has cannon, terran has...tur-no, widow-no, fortress-no cause orbital.

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

    @SoulFilcher: Go

    • before i mentioned the gardian attack was wrong...my mistake, the tail animation is on only when on high graphic settings.
    • i saw regular lurker and campain lurker with tier 6 upgrades, not sure how
    • how long does it take to update the maps?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • If goliath's dont have the upgrade, will the quick fix be increasing aa range to 9? (and ground range to 7)
    • I wonder what ever happended to the bc buff of increasing ground attack to 10 what was surpose to be in hots.
    • adding golilath, devourer, carrier 4 amoured, bc 10attack ground, templar achive the requriment for darktemplar, terran building upgrades gas requiment down to 50gas (be honest you never upgrade the bunkers do you?) would improve melee. zerg aa is solved, terran has an answer to voids, goliaths and devourers can handel the upgraded carrier, bc ands voids rays, terran building upgrades become vialable, dark templar and hightemplar become vialable, and everyone wins, except protoss should have a unit that counters something so that everyone wins
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    Quote from SoulFilcher: Go

    @FreezingAcidRain: Go Wraith weapon upgrades fixed, Devourer and Guardian armor upgrades fixed. Tosh got the Hold Fire ability.

    What Mothership hero are you talking about? The Purifier or Nyon?

    Since Thors lost their upgrade, Goliaths lost their's too. But now I have to check how these 2 stand as options.

    Yeah I guess the Primal Hive will have to lose the attack ability.

    I'll check what's wrong with the Arbiter's attack.

    • Purifier and Nyon have the same stats? just that one adds +4 shield and the other one nukes.
    • I don't think anyone used the thor's upgrade in the past too often; its a slower attack than thor's hammer gun. goliath with the range upgrade (9? can't remember) now that is handy. comparing thors to goliaths is like compaing bcs with wraiths. I like goliaths beacuse its a mech aa that terran is lacking in hots (vs. void, general air, all round unit if you don't like macroing with mmm. will it remain a choice with a upgradable research, added to the main(least add 1-2 to terran,zerg,protoss; sc1 expansion that deals with counters and what the present game lacks) or least favorite, under a faction.
    • Repluser field isn't centered and for 100mana (often its at 0 cause its used for training units) lasts for only 2 seconds? mabey it does aoe damage or should last longer, like 30secs?
    • when moving the protoss cannon off pylon raduis its unpowered and can't move. ("faster cybernetic and froge upgrades" is a poor choice of words, and why doen't zerg have this ability listed under a faction? (though unbalance)?
    • the updated post above
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • wraith upgrades seem to double for weapon
    • give tosh a hold fire, so hard to nuke if he gives away his location
    • why does the mothership (super hero version) have full tier 3/3 upgradfes? do you how hard that is to kill when all your units are at 0/0 and that think has 1600 health with 5 amour both amour and shield?
    • goliths need the aa range upgrade! infested, too many voids!
    • primail hives shouln't have an attack. seeing people mass produce them near base....1500health with 1 amour of an attack of 15.
    • zerg devourer seem to double with every armour upgrade
    • arbitors attack seems messed up.

    (UPDATED)

    • something fishy's going on with the upgrades, bc and vikings get tier 4 upgrade, i don't know how or what sets it off. people check "help" after upgrading to test for this.
    • zombies missing attack animation
    • lurker's dont unburrow when abducted by viper when burrowed.
    • queens have 150health rather than normal 175, move 1.5 off creep, do campain damage.
    • firebat double tier attack upgrade
    • infestor says 60damage over 4 seconds and has 150 health. don't have the "campain" parasite
    • Kel-Morian Pirate ship is op; hits all targets at a high rate, air aa useless if the person knows how to use it correctly, shoots on the go, range 8 is the icing on top
    • rebels (still rapid fire splash) + droppod = no more workers
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • forgot to report ultralisk 3 amour as defualt, +2 with speed, no problem...mass ultralisk with amour of 5 to 8, theres a problem,
    • vipers cost 200/200 on the map, it should be 100/200gas
    • Tunneling Jaws work..somewhat. They can't stop, unburrow at command, and move in random direction.
    • lurkers get no upgrades
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    • right, lurkers "disappear" as in after they hatch from cacoon, they leave a shawdow and can't be selected and are invisable
    • 3. you right, its not necessary at this time
    • tosh had 3/3 at first, and upgrades stack, so at nd game 6/6
    • cerberus fires at any 10 enemy units, including rocks, no weapons upgrades, no tech reactor needed, should be bigger size? looks small. attack rate should be lowered, missels flood the screen wtih even 5 ships
    • sucken coloney attack speed should be increased to aim for the target,not where the target was. also they should get a health buff.
    • warhound does not get a amour upgrade.
    • reavers range to 9 rather than 8 (they should have seige range).
    • hybrid range form 2 to 6 or 5
    • i can see enemy shuttles anywhere on base
    • that protoss tower that is unused at the moment, mabey a building that increase sight like the xelnaga tower
    • Ocular Implants, in sc1 increase sight by 2 and nuke range by 2. also lockdown lasted 60secs and in this version does 12secs
    • diamondbacks attack speed buff/able to attack air
    • somewhere you should add ghostnova's model of a sc1bc (or Kailniris2 model but that would look nicer for the umojan protectorate) and add the sc1bc attack of 25damage, range 7 (they outrange bunkers in sc1) of a attack rate of 1.3 with the animation lazer from that past moive clip of marines with lazers.
    • I thought the carrier build time was decreased before hot (to bc time), but it reset to 120s?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    • screenshot of the map itself will help, I play a lot but i don't know the names of most maps.
    • it should mention split pick options and main factions.
    • screen shots of all new models in action.
    • hope this isn't too much trouble, but it would be easier to select the questionmark image icon and only the 2 options show up. for example you morph rather than deselecting you building/unit to pick another building to pick the upgrade cause you forgot and then you back all the options for that unit are on that said unit.
    • lurkers disapear,
    • when playing l2d, if infestor is picked nothing shows up, you can't build the infestor. l2d works, but kaboors should say they have an aoe and something disappeared for the hunterling, they funtion correctly is just the abilty shows blank (but button is there) also they don;t get ataack upgrade.
    • you already know this but queens is missing the slime and it would be nice if it was able to infest structures and make the 500 damage suicide units.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Primal

    • Daka op with health regeneration, also should be later tier
    • Primal hive should be later tier, it can base rush.
    • I don’t like the instant spawn (of 10 seconds per unit)

    Niadra

    • infiltration, if banelings tunneling claw is not universal, this faction (error; they don't move)
    • also for the infestor (or include this with defiler) replace the upgrade of speed with being able to cast while burrowed.

    Zagara’s brood

    • Zagara is immortal
    • deep burrow should only be placeable only on creep; prevents early rush
    • egg cluster adds a fine touch
    • all broods should say “name” brood. Like "Zagara brood”.

    Leviathan brood

    • attack is fixed. Maybe have leviathan and a subclass leviathan that’s smaller with bc stats

    Infested terrans

    • aberrations should have hots stats.
    • didn’t check but when’s the earliest this hero can be summoned?

    Terran Factions

    Some factions I think can be mixed in with other factions

    Rename alpha squad to The Dominion.

    Dominion would have:

    • Nova as hero (with/without white star)
    • there was a focus of a ghost program, so +1 to ghost range upgrade
    • in sc1 campaign there was a focus on nukes, make a nuke upgrade in the late tier that kills all buildings in the area, like 1500 to 2000damage.
    • Warhound. Should switch from anti mech missile to aa attack, so like an advance goliath with a use vs zerg in regards to the antimech missile.
    • Holoboard, it’s ugly and only applies to terrans. Have it as a buff to an area of effect, like the overseer, maybe +1 armour
    • immortal protocol
    • Valkyrie is not a good choice for this faction, I would say Grizzly’s would be better

    Umojan Protectorate (focus is on advance technology)

    • none of that upgrades that increase all health and attack rate. That’s op in itself.
    • the planetary fortress that can fly removed (is it already?), op because it can land at your base.
    • longer scanner sweeps
    • A.R.E.S,
    • psi distributors, effect all enemy movement speed rather than just zerg.
    • diamondbacks based off onegoal where its has an aa attack.

    Kel-Morian Combine Left as is but maybe use that new sc1 scv model there. Laser tank model could have a smaller turret and smaller laser beam and the animation attack looks funny. Reaper gains resources from attacking building and has the grenade weapon. They should get the miner unit!

    Tosh’s faction, either left as is or mixed into rayon’s factions (raider replaced with Spector and the raider as something else like a sniper unit. So two to three often unused factions are removed and added to the others.

    • For left 2 die when will the choker come back?
    • Will the reaver be updated to version 2.1? (teal coloured version)
    • any red/blacIk looking archons?
    Posted in: Map Feedback
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