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    posted a message on SC Expanded: melee mod

    Infested has no macro ability.

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

    Got an update for Abyss and Ruins, they still aren't up-to-date.

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

    Frontier and Cloud Kingdom.

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

    The US verison I play STILL isn't updated.

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

    Ideas for some Toss tech options:

    The Carrier idea would work nicely, making it a tank-like air unit v.s. making it a glass cannon.

    Observer: Increased speed or increased sight range.

    Immortal (If it becomes stand-alone) increased damage or ability to attack air, but at reduced damage

    Zealot: Charge or Precognition (Has a chance to negate damage)

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

    Ok, I'm gunna focus on Zerg things cause, well, Zerg ftw. Also, keep an eye on this post, as I will update it a couple of times.
    Mercenary Brood: In the Breeding Mount, it says:
    It says Devouring Ones spawn in sixes. They spawn in fours. They cost minerals to burrow.
    Hunter Killers cost only supply, and don't receive speed and range upgrades. It says they spawn in threes. They spawn in fours.
    Prowlers have no increase in damage compared to their lesser cousins, unlike their brothers.
    Torrasque has no limit, and doesn't receive the armor upgrade (I don't think they get the speed upgrade either) Idea: Replace model with Stank?
    Speaking of the Breeding Mount, when you start building it, it has the "No model" ball. and two health bars.
    Idea: Lurker Mercenary: Guardian

    Jormungand: The Health+armor/Damage+attack speed upgrades for them, my opinion. Maybe some new unit?

    Choker receives no ranged damage upgrade.
    Ultralisks' Burrow-Charge doesn't work, and they can't burrow.
    Baelrog Overlords don't have Frenzy and it says their queens have ensare.

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

    I remember there was an option on cortex roleplay that could make it so that your units could just move through everything. And yeah, Impulse is fine.

    Posted in: Map Feedback
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    posted a message on Mapster Madness Hero Creation

    Ok, new Stealth unit.
    Edit: Replaced some of the other stuff on him.

    Name: Agent Soren
    Model: Gesalt Zero http://www.sc2mapster.com/assets/ghostnovas-mods/files/17-gestalt-zero/
    Roll: Stealth

    Passive
    Auto-Rifle: Replaces Soren's standard sniper with a Assault Rifle. Fires faster, but has reduced range and slightly less damage. (Equipment Requisition required)
    R.C.U: Cloaks when enemies are 20 yards. (No research)
    TMJ Rounds: Soren's weapon can hit an addition enemy per shot due to Bullet Penetration. (Specialized Rounds required)

    Active
    Psionic-Storm: Spawns a small psionic storm in the area. Lasts 5 seconds, cooldown of 30 (Psionic Training required)
    Explosive Rounds: Replaces standard rounds with rounds that cause a small AoE at anything hit. Cooldown of 40, lasts 16 seconds. (Equipment Requisition required)
    Poison Dart: Fires a dart that paralyzes a target for 10 seconds (15 for Heroes) Cooldown of 40 seconds (Gauntlet Shooter required)
    Psionic Mine: Deploys a small mine made from psi energy. Cooldown of 60. Does extra damage against Heroes. (Psionic Training required)

    Special
    I.C.T.S.: Soren marks a target. After a few seconds, the I.S.S. Ganithor fires it's planetary cannon at the target, burning anything in the marked area. Cooldown of 120, channeled for 8 seconds, takes 8 seconds for Ganithor to target the area. Cannon is the Purifier's Planet Cracker. (Maximum Clearance required)

    Posted in: Map Suggestions/Requests
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    posted a message on Mapster Madness Hero Creation

    @michaelknives:

    Then you have to make a model for their burrowing, change the command-bar to the right to include it, then change it for it's underground verison, time need for burrowing......... Eh. Cloaking works better for me, it doesn't make your unit immobile, and it's easier to put it. But, then again, I don't really use the editor, so......

    Edit: Going to throw in two more characters soon XD Then I'll be done.

    Posted in: Map Suggestions/Requests
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    posted a message on SC Expanded: melee mod

    Quote from SoulFilcher:
    In general I like the idea of giving Shadowguards to Umojan. But will they have Nukes? By what we are thinking they'd loose EMP and probably Snipe too, so as to make room for the new ones.
    ----

    You can give them nukes, but I think a super D-8 charge, which kills a building instantly, would be nice. That, or a G-4 cluster bomb.
    Hallucination works, and maybe some form of a scouting ability (Memory Read or something like sight parasite)

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

    The slasher's weapon reminds me of Monster Hunter.

    Shadowguard are expert intelligence gatherers, with telepathic abilities and a psiweave, which can change their appearance to whomever they choose. They can read and influence minds, and don't suffer from Neural Inhibitors  like normal ghosts do.

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

    @SoulFilcher:

    Ok, had to pester him a bit for it, but I found out what my friend suggests for the Protoss Hybrid.
    He askes (Optional) for a slight increase in shields regen, and the Hybrid Armor's rating to be changed, moving that one point in armor over to his shields armor rating.

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

    @SoulFilcher:

    Hybrid Reaver (Zerg Hybrid): No, Consume DNA doesn't life-steal, which is annoying.

    Hybrid Destroyer (Toss Hybrid): Yeah, that does make sense. Wait, they used to have four abilities?

    Loot: Well, either way, it still doesn't work. Even autocasted, they do not get a boost at all, even when one Civilian manages to kill an enemy (At least, it doesn't for me.)

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

    @SoulFilcher: Ok, heres my bit on the Hybrids.

    Hybrid Destroyer: Although it has the most health among the slaves (400 points), it is stumped by the Colossus in damage and mobility.
    Possible ideas: Replace it's Shockwave with the Campaign Destroyer's Void Blast, and possibly increase the speed a bit.
    Up the damage of the shock, and add blink.

    Hybrid Reaver: Seems pretty good, but compared to it's cousin within the Protoss camp, it is powerful. However, compared to the Ultralisk, it is MUCH better.
    Ideas: I think that it needs to be a bit closer in health to the Brutalisk.
    That, or consume DNA could have a bit of life-steal.

    Thats just my two cents.

    Edit: What was the Civilians' Loot Dead Body ability supposed to do?

    Posted in: Map Feedback
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    posted a message on Mapster Madness Hero Creation

    Ok, now for my stealth hero.

    Name: Viraus
    Model: Infested Zealot
    Type: Stealth

    Passive
    Creep Enhancement: Increases damage and adds a permanent cloak while on creep (Deep Infestation required)

    Active
    Bio-camouflage: Enables cloaking for 15 seconds. Cooldown 30 (No requirement)
    Assassination: While cloaked, attacks an enemy, dealing 125 damage to a target and automatically uncloaks. Cooldown 30 (No requirements)
    Infection: While cloaked, attaches a parasite to a target, draining their health. Spawns a mini-roach when the target dies. Cooldown of 40, roach has no timed life. (Parasitic Injector required)
    Swiftness: While cloaked, speed can be traded for damage, increasing speed and dropping damage. Cooldown of 30 (Protoss augments required)
    Dark Swarm: Spawns bugs that decreases ranged damage to units under it. Lasts 15 seconds. Cooldown of 50 (Internal Nesting required)

    Special: Spawns two clones of himself, each with 40% of his health. They last 50 seconds, Cooldown of 120 (Templar Training required)

    Posted in: Map Suggestions/Requests
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