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    posted a message on [MOD] sc2ae

    @Kabelkorven: Go

    The map is locked. I take this decission simply to control the publication of modifications that may be confussing. I have no problem explaining how I did any of the abilities, but there are nothing special about them from a technical point of view. Thanks.

    Posted in: Map Feedback
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    posted a message on [MOD] sc2ae

    @ScorpSCII: Go

    My fault, sorry. I have added better quality images at the end of the post. Thanks.

    Posted in: Map Feedback
  • 0

    posted a message on [MOD] sc2ae

    @ScorpSCII: Go

    Thanks for the comments.

    The Stone Zealot has a melee attack to counter units only so it is very vulnerable to ranged attacks and air to ground attacks. Its melee attack damages friendly units too so mass Stone Zealots are not so effective (they damage each others). We think there are enough counters against it. Anyway we are open to feedback for the players saying the opposite.

    Yes, it is weird, but we are more concerned about the gameplay than the realism :).

    Posted in: Map Feedback
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    posted a message on [MOD] sc2ae

    Sc2ae is a complete mod for Starcraft 2 that changes some mechanics, adds new units and changes the stats for most units already in sc/sc2. The goal is to try a different approach in some mechanics of Starcraft 2: resource management, hard and soft counters, simplicity in upgrades and armour types (but complexity on units), strategy variety…

    Sc2ae is available in EU servers only. Search for sc2ae. We would be very grateful for your comments. Thanks to Blizzard for the best strategy game ever and the amazing editor and models.

    Main features:

    • Around 20 different units per race: This is maybe the most interesting point of this Mod. Every new unit has some particular ability that is really different from any other. There are lots of new units that use the available models from the editor. We design the Mod trying to do every unit lovable, funny and unique.
    • Resources:
      • Units cost minerals only.
      • Structures cost gas only, except supply depots, pylons and defensive structures like bunkers, turrets… Gas is gathering at double rate. Structures cost a lot of gas: main structure 800 gas, typical structure around 300 gas.
    • No hard counters in tier 1 units (at least we try to do so).
    • Faster start:
      • 300 minerals and 600 gas.
    • No armour for any unit, except as a special ability (Thor).
    • No armour types, except for structures. It means that a unit does the same damage to any other (non structure) unit. Sc2 units that heavily depend on the armour type (Immortals, Marauders…) have been remade.
    • Still hard and soft counters but not based on armour types. We try to do every unit different from any other, like in Starcraft 2, but without using armour types.
    • Probably more micro oriented.
    • Defensive structures are now stronger but every race has several hard counters for dealing with these structures.

    Some brief notes on decisions:

    • Technology (structures) cost gas and units cost minerals so you can not focus on tech only. When you gather minerals you have to spend those minerals on units so this should encourage aggression.
    • About the start :
      • No hard counters for tier 1: It is harder to lose because a bad scouting.
      • More minerals: you can build units faster.
      • Strong defensive structures no perfect counters vs structures in tier 1: It is easier to defend your base.
    • Stronger defensive structures:
      • Higher cost for attacking defensive units without the proper counters.
      • Easier to defend your base in late game: we hope there will be less trade base games.
      • Harder to win in the first minutes of play.
    • New strategy:
      • Attack structures: increases the pressure over gas resources.
      • Attack units, pylons or supply depots: increase the pressure over mineral resources.
    • Units cost minerals only: easier to compare the efficiency of two different units. It allows mixing different kinds of units without restriction (this is a balance problem but increases the strategy options).
    • No armour upgrades: Because how the upgrades work it is very hard to balance a game with armour upgrades. It is also very difficult to accurately predict the effect of the upgrades when battle different kinds of enemy units.
    • No armour types: This is hard to explain, let’s say that the more armour types you have the more different units you need. We think that it is also less intuitive to know which unit counters what.
    • No upgrades: This simplifies the game further. Some units are systematically upgraded, e.g. psy storm for high templars, so in practice the upgrade only adds a few delay. You can do the same by increasing the building time of the structure that allows high templars. Sometimes people just wait for upgrades to use some units, slowing down the pace of the game. It is harder to know when an upgrade is not useful or it is skipped because it costs additional resources. Anyway it is clear that some strategy choices are lost with this decision.
    • Some attacks and abilities are especially useful to deal with units in choke points.
    • Some attacks and abilities are especially useful vs big groups of units. It is also easier to harass the enemy base.
    • Some abilities and units are only useful if they are used in the front of your army, allowing different kinds of positional counters (e.g. outflank your enemy can be very useful in these cases). Abilities like the red void for void seekers can create artificial choke points or prevent tactical withdrawals.
    • Several units in the same race can have the same purpose but with important differences. For example, in sc2 marines have a clear purpose. In sc2ae reapers can be used as an alternative for marines: less cost effective but they have advantages under certain circumstances. Marauders are also an alternative to marines: better vs defensive structures, better range, can attack air and ground units at the same time but less damage, less mobility and worse vs melee units. Other possible alternatives to marines are: scorpions, silkies… They all share a common purpose but with mayor differences, allowing different strategies.

    Summary of units.

    All stats are changed for almost every unit due to the lack of armour and armour classes. If a unit is marked “like in sc2” it means that it serves the same purpose that in sc2, not that the stats are exactly the same. Most of the stats are generic because the purpose is to show the intended idea of the unit not the current balance values. All defensive structures are stronger (spore colony attacks 3 units, photon cannon has a faster attack, missile turret has a slower but stronger attack).

    This is a summary of the units in sc2ae. In parenthesis the main differences with respect to sc/sc2.

    Protoss.

    Units like in sc/sc2: Probe(attacks 3 units), zealot(shield), stalker, dark templar (faster), high templar (high impact), colossus (-range), observer, phoenix (+range, disruption web), void ray (3 levels, works a bit different), carrier (half life, same damage), warp prism (mass recall), mothership (planet cracker, no attack, more life).

    New units: storm archon, sentry, preserver, immortal, void seeker, archon, stone zealot, scout, urun.

    Terrran.

    Units like in sc/sc2: scv, mule, marine (less range), reaper (cheaper), ghost (no + vs organic, prison shield, consumption), medic (+range, does not heal while in combat), hellion (-range, +life), vulture, tank, banshee (+life), dropvac (transport only), Hercules, battlecruiser (less range, stronger attack, speed assault).

    New units: marauder, predator, silky, scorpion, warbot, thor, viking, wraith, raven, science vessel.

    Zerg.

    Units like in sc/sc2: drone (ranged attack), zergling, roach, overlord, overseer (no special abilities), queen (stronger antiair attack), baneling (slower, less life), scourge (slower), mutalisk (-life, slightly + damage), infestor (fungal growth, neural parasite), lurker, corruptor (melt structure, devourer attack), broodlord (no damage on broodling impact), ultralisk.

    New units: hydralisk, slime, mantilisk, parasite eel, feederling, groth, guardian, leviathan.

    ---------------- Protoss ----------------

    Techtree.

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    Units.

    Nexus. Time warp: Like in sc2. Energizer: Gives double life and triple damage to a nearly non massive unit. Healing light: Used over a pylon it heals some life of all surrounding units (while not in combat) and structures. Expensive.

    Photon Cannon. High firing rate. Stronger than in sc2.

    Probe. Like in sc2. Has a melee attack that can attack up to 3 nearly units.

    Zealot. Like in Sc2. - Charge: Like in sc2. - Shield: The zealot suffers less damage from ranged attack but loses the charge ability and the movement speed is drastically reduced.

    Stalker. Like in sc2.

    Storm Archon. Ranged ground/air attack. Its attack does 100 damage every 6 seconds. Very low life and shields.

    Sentry. Can not attack enemy units. - Attack allied unit: Increases the range of attack of the allied unit in 2. It does not work in melee units. - Force field: Like in sc2. - Power Shield: Increases the damage of nearly units by 50%. The sentry is immobilized while using this ability.

    Preserver. This unit attacks with an invulnerable orb. The orb goes for an enemy (non structure) unit and starts attacking it. The preserver can run far away to a safe distance and let the orb alone damaging that enemy unit. It also has a melee attack mainly used vs buildings. The orb attack consumes the energy of enemy units dealing damage for each point consumed.

    Immortal. Totally remade. Ground ranged attack. His attack move away enemy units, except massive and burrowed units.

    Void Seeker. Tactical unit. Very short range air area attack. The void seeker can fly. While flying no attacks or abilities are available. - Void hole: enemy flying units are attracted to the centre of the void seeker maximizing the splash damage of the void seeker attack. - Red Void: Creates a ground area that can not be crossed without suffering high damage (even for your own units). The creation of the red void is clearly announced with a graphical effect before activation, so it is hard to use as a direct attack spell. It can be used for creating artificial choke points.

    Dark Templar. Faster than in sc2. Stronger attack.

    High Templar. - Psy Storm: Like in sc2. - Feedback: Like in sc2. - High Impact: Causes damage to a single enemy massive unit.

    Archon. Mid-range ground/air area attack. Life: 450/10 Disables enemy units for a few seconds. Every attack consumes 20 points of shields.

    Colossus. Like in sc2 but causes more damage and has a maximum range of 7.

    Stone Zealot. Very long and powerful ranged attack vs structures. Strong melee ground area attack vs units. This attack damages friendly units too.

    Observer. Like in sc2 but expensive.

    Phoenix. Like in sc2 but range 5 and a new ability. - Graviton Beam: Like in sc2. - Disruption web: Disables attacks in an area. Can be used from a long distance.

    Scout. Ground attack. When the scout attack a ground unit a little spot is showed in the ground. It is that spot what causes damage if a ground unit walks over it.

    Urun. Ranged ground/air attack. Enemy units attacked by an urun will burn and suffer high damage for a few seconds. An urun can not attack a unit already burning.

    Void Ray.[/i Like sc2 with a few important differences. 3 damage levels. Level 3 is lost when the target unit dies or the void ray changes the target (returns to level 2). Level 1 does very low damage, level 2 does good damage, level 3 does really awesome damage. A single void ray can easily destroy any structure if not countered before reaching level 3.

    Carrier. Like in sc2 but with some important changes: Aprox. Half life and shields for the carrier and the interceptors, but same damage. Less expensive. Carrier is not longer a massive unit.

    Warp Prism. Like in sc2 but it has the mass recall ability while in phase mode and can transport 4 units only.

    Mothership. No attack. Very, very high life, low shields. You can have more than one. - Cloak field: Like sc2. - Vortex: Like sc2. - Planet Cracker: Ground area attack that causes high damage.

    ---------------- Terran ----------------

    Techtree.

    Units.

    Bunker. +1 range. Stronger than in sc2.

    Missile Turret. Very high damage. Slow firing rate.

    Planetary fortress. More range, same life than command center.

    SCV. Like in sc2.

    M.U.L.E. Like in sc2.

    Marine. Like in sc2 but less range and can not be healed by medics while in combat.

    Reaper. Like in sc2 but cheaper.

    Marauder. Very long ranged attack. Minimum attack range. Can attack ground and air units at the same time. Less cost effective than marines but can attack defensive structures from a safe position. Can not be stimmed. Better cost effectiveness when ground and air enemy units are involved in a battle.

    Ghost. Not bonus vs organic units. - Nuke Strike: Like in sc2. - Cloak: like in sc2. - EMP: Like in sc2. - Prison Shield: Disables an enemy unit (organic or not) for a few seconds. - Consumption: Kills an allied unit and transfers its life into energy for the ghost.

    Medic. Can heal organic units from distance. It can not heal units while in combat; this is, while being damaged.

    Predator. Melee fast unit. The damage inflicted by a predator is increased with every predator attacking the same unit. It is organic and mechanical at the same time so it can be healed by SCVs, medics and science vessels.

    Silky. Silky does ground damage to all enemy units in the red circle around it. Can not attack structures. The standard attack of the Silky disables the abilities of the enemy units for a few seconds but does not cause damage.

    Scorpion. Strong ground/air attack. Every attack of the Scorpion consumes energy. When there is no energy left the scorpion can not attack until the energy is recovered.

    Hellion. Lie in sc2 but with a shorter attack range and higher life.

    Vulture. Like in sc/sc2.

    Tank. Like in sc2.

    Warbot. It has a shield that slows down and destroys most of enemy missiles, except roach like missiles, lasers and beams. The shield consumes energy. Can attack ground units.

    Thor. The single unit in sc2ae with armour. It has very high armour. It has not as much life as in sc2. Can attack ground units (splash damage). It has a minimum range of attack. - Strike Cannons: Causes great damage to an air unit for a few seconds. The enemy unit can be moved out of range to avoid being damaged.

    Viking. Very low life ultrafast unit. Strong melee attack in hunt mode. Medium range ground attack in assault mode. - Stim (assault mode): Greatly increases the speed of the attack but also greatly reduces the speed of movement. If it is outranged is easily destroyed but if not it can deal good damage. Can be turn to autocast.

    Wraith. Decent ranged air attack, weak ground attack. Low life. - Defensive Matrix: The wraith activates a shield that greatly increases the life of the unit. It also increases the damage deal by its weapons. It last a few seconds.

    Banshee. Like in sc2 but with more life.

    Raven. Very low life. Slow. It has a strong long ranged anti-air attack. It can attack up to 4 structures from a safe position (outranges defensive structures).

    Science Vessel. - Nano-repair: repair mechanical units while not in combat. - Seeker missile: Like in sc2. - Bunker Shield: creates a shield in the ground. Ground units, allied or not, suffer half damage from enemy attacks. - Detector. - Shared Vision: Science vessels can attack enemy units. Its attack does not cause damage but the units attacked share they vision with the player for a few seconds.

    Dropvac. Transport 8 units. Manageable.

    Hercules. Transport lots of units. High life. Very slow.

    Battlecruiser. Very, very strong unit at medium range (4). Slow. - Yamato: Damages an enemy structure. Can not attack units. - Speed Assault: The battlecruiser moves at an amazing speed until reach a target structure. It can be used in structures not covered by fog only. The battlecruiser can not receive additional orders while the speed assault is on.

    ---------------- Zerg ----------------

    Techtree.

    Units.

    Spore Crawler. Attacks up to 3 units at the same time.

    Spine Crawler. Stronger than in sc2.

    Drone. Like in sc2. It has a short ranged attack.

    Overlord / Overseer. Overlord: Can be upgraded to transport units. It has a speed upgrade. Can create creep. Overseer: It detects invisible units. No abilities.

    Queen. Like in sc2. It has a stronger anti-air attack.

    Zergling. Like in sc2.

    Roach. Like in sc2.

    Hydralisk. Very fast low life unit. Ground/air attack. Recover life very fast (like a marine supported by a medivac in sc2).

    Slime. Ground range attack unit. Units attacked by the slimes suffer more damage when being attacked for any other unit. The slimes grow after attacking several enemy (non structure) units. There are 4 levels for a slime, from the weakest one to the strongest one. Can not be burrowed.

    Mantilisk. - Unburrowed: Ultra slow unit (while unburrowed). Recovers health when attacking enemy or allied units (except allied eggs, feederlings and hydralisks). Its attack also disables enemy units for a brief moment. Mantilisks born with less than its maximum health. - Burrowed: This unit is not invisible while burrowed. Fast. Slows down enemy units. Attacks all surrounding units.

    Baneling. Like in sc2 but lower life and lower speed.

    Feederling. Ultra low life. The feederling attack reduces the enemy range of attack. It can attack ground and air units. A feederling can not be killed in his normal form. When die the feederling is morphed into an egg, if the egg is killed the feederling die, but if not a new feederling with full life will be spawned from the egg. Feederlings also recover life fast while not in combat.

    Parasite Eel. Very low life unit with ground/air attack. When the last shot of a parasite eel kills an enemy unit a new parasite eel will be spawned from the dead unit for free.

    Scourge. Like in sc/sc2 but slower. No area damage.

    Groth. - Unburrow: Very long range attack. The spit missile of the groths move slowly to the target so it is easy to avoid it. It causes splash damage too. Useful vs defensive buldings, big groups of units that can not be easily micro and choke points. Can transport units. - Burrow: strong very low range anti-air attack. Groths can be moved while burrowed but they can only unload or load units while unburrowed.

    Infestor. - Fungal Growth: Reduces the damage of enemy weapons to 1 for a few seconds. - Neural Parasite: Like sc2. Infestors suffer 50% less damage while parasiting an enemy unit. - Infested Terran: Like in sc2.

    Lurker. Like in sc/sc2.

    Mutalisk. Like in sc2 but less life and slightly better attack.

    Corruptor. Every attack of the corruptor reduces the fire rate of the enemy unit being attacked. - Corruption: Enemy buildings are unable to train units. - Melt structure: Does a 15% of the current life of the structure on damage.

    Guardian. Similar to broodlords but they do direct damage to the enemies. Their attack also reduces the energy of enemy units. Are weaker and faster than the broodlords and recover life fast.

    Broodlord. Similar to sc2 but the broodlings do not cause damage on impact and they cause more damage with theirs attacks.

    Ultralisk. Anti melee unit with splash damage and very high life.

    Leviathan. A support unit. The tentacles corrupt enemy ground units for a while. If a corrupted enemy dies a little creep tumour can be spawned. Leviathans also have a ground/air ranged attack that irradiates enemy units. The irradiated unit does not suffer damage from radiation; only the nearest enemy units will be damaged. A leviathan can not attack a unit already corrupted or irradiated.

    Posted in: Map Feedback
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