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    posted a message on SC Expanded: melee mod

    Lol, I just got a hilarious idea:

    Make a mode for that game that enables as many units and upgrades for each race as possible. You still get the standard unit/tech choices, otherwise there'd be overcrowding on production buildings. Faction choices would be disabled, since most of them would be integrated. Honestly, I think this would be really fun, because then even by the end of a long game, tech trees could still be in progress. Just a thought.

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

    Here's an idea for the Laserdrill Tank. Right now, it's useless compared to the Thor cause it does the same thing, arguably the same with the Siege Tank. Buffing up its damage or its bonus damage is still going to be pretty iffy, because their range is kinda close and they're and not exactly durable, so by the time they've hit maximum damage, they're wiped out.

    Drop the increasing-damage-over-time. Terrans don't need a Void Ray. Instead, make it reduce the armor of whatever it's hitting. I mean, it's a mining drill with wheels on it. It should be able to tear through anything, or better yet, help other units tear through anything. It shouldn't reduce shield armor, just normal armor. Its damage should be mediocre, but something like a -3 or -4 armor debuff on whatever it's shooting. Not armor over time, but immediate.

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

    Probably because we haven't seen that much for Protoss specific stuff, whereas Wings of Liberty focused on Terran and Heart of the Swarm focused on Zerg. I figure Protoss will get the same overhaul after Legacy of the Void releases.

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

    Alright, tried the fortified terran guys out... I'll have to try gas turrets another time, but anywho...

    The Vanadium Plating upgrade, whatever it is, isn't available from the Engineering Bay or the Armory. Sounds like it's supposed to be awesome, I just don't know what it is. Fire suppression system and the +life to turrets are pretty awesome.

    Something I think would be cool for these guys is disable the structure armor upgrade (that +2 boost) and then give them their own set of structure armor/weapon upgrades, so they can go all the way to +3 armor (albeit at a slower pace for getting to 2). The upgrade pace of each upgrade should be a little bit faster than normal weapon/armor upgrades.

    I'm pretty sure this isn't a base game bug, but the Hellbat for this mod is not receiving any damage upgrades, save for the blue fire of doom.

    EDIT: Okay, tried gas turrets out, they're pretty cool, but it doesn't state how much damage it does.

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

    Crops can't be manually targeted, thar's the issue right there, lol. My computer is more than capable of running the game, it's just..... when you stack 100 of them attacking at once, it'll lag no matter what.

    For Hyperion, just make it so you can blow the thing outta the sky. 1000 hp, keep the damage as is. It's a deterrent, but it's not a guaranteed lose-a-base every time it's dropped.

    So the super Mothership with the Planet Cracker ability is completely useless.... unless it's supposed to be able to move. It takes like 10 to 15 seconds to charge, and by then, there is no one stupid enough to stand beneath you. Even if you attack a base, I guess it'll hurt a bit, but given how slow that thing is, they'll be able to mobilize and blow it up before it starts doing any damage. The only way it is possible to be useful is if you have an allied Protoss use vortex on them, and then charge planet cracker next to vortex while you wait for it... which they'll probably dodge to the other direction so it's still useless.

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

    Hmm, here's one for Brakk. Frontal Shield (whatever you wanna call it). Rather than advancing rapidly at the enemy, given his massive size, toggle this on and he'll have reduced movement speed, but he takes much less damage. He can't attack while it's up though, so you can't just get on top of them and be immune to damage. And if you want an active ability on him, he could have a wide area Taunt that lasts for 2 to 3 seconds. Which is all you'd need for your army to get close while he takes the brunt of the damage.

    If anything, the Ravasaur feels like a cheap Colossus, except for a massive price difference and the build time is a joke. Sure it's slower, can't kite, can't walk up/down cliffs, but it's so spammable that you don't really feel a need to save them, unlike Colossi. They should probably have a price increase, at least on vespene. Make it so they don't feel so expendable yet so powerful.

    Not sure about the overlord replacement either. I would guess some sort of structure, not necessarily the primal hive. Depends, what's your goal with the primals? What should they be good at, what roles do they specialize in, etc.?

    ........

    In other news, tryin' the Colonists out cause wynaut. The Command Center, once upgraded to the Bio-Dome, has a borked icon, and the worker indicator over it is gone. I really like using Sow Crops at the bottom of ramps I'm defending, it makes tryin' to attack me (or allies) rather difficult without air, which is nice. Though, there should probably be a way to take them down... especially if you screw over the entire map by using sow crops on every location ever for the lulz. Well not for that, but there are times where I want to use it for just a bit, not permanently in a location.

    Rebels cause lag. Like, really badly. I don't think it's the projectile, but rather, the explosion on impact. Probably needs to be toned down. Also, they should totally gain a loot upgrade from killing Terrans, even if it's something like range increase by 1 or damage increase by 1.

    Any chance you could add an auto-cast for Miners? Or at least throw a 10 second cooldown on the ability, so I don't have to individually click through each one at a time when I want to swarm the minerals with a batch of 8 of them.

    For the APC, the moment you load one unit, you can't see how much damage it does. Not sure how much its damage is being increased as a result of loading some guys in there.

    That's all I got for Colonists for now, despite how many times I play them, I still have trouble making 'em work well. As for other Terran units.... the Laser Drill tank is completely useless. The Siege Tank and Thor do what it does but better. And Tosh's AoE ability is silly. Either increase the mana cost or give it a cooldown, or else it's pretty much "spam 7-8 times, blow up half of enemy's army with one guy in one second." Oh, and the Hyperion being invulnerable feels busted. Just drop it down on a base, and if it's not stopped, you can rampage in with your army and there is literally no way for the enemy to fight back with Hyperion Strike slaughtering everything.

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

    Kay, I'mma just play this game one faction at a time, and then post my feedback/bugs/etc. as I go.

    Primal Zerg

    Pretty cool guys, I like that you don't have to deal with casting larva every 20 seconds since they can just reactor build everything.

    Primal Hive

    For a 100/100 structure, it may be your primary building source, and its damage isn't all that great, but it's got waaaay too much hp, not to mention it can move. Recommend dropping it to 900 or 1000.

    EDIT: Oh dear god, they also increase supply by 9 as well. Yeah, for its cost, it's definitely too strong. Either drop its hp/supply increase, or increase mineral cost. If it's supposed to gain a movement speed increase on creep, it's currently not.

    Ravasaurs

    I frigin' love these guys. I really do. ...... they're insanely OP though. The fact that they're this strong but so cheap is kinda the reason they're OP, but instead of increasing the cost, it needs a damage drop and its range should not start out at 9. Base damage needs to be reduced down to 20, and then increase its upgrade damage from 1 per level to 3 per level. As for range, reduce it to 7, and then give it a ranged upgrade at the Primal... upgrade center thingy that upgrades its range by 2. That way, it's not as simple as popping a few out with a roach wall in early game and auto-winning unless they rush air.

    On the tooltip for building them, they're listed as being able to shoot air and ground, but they can only shoot ground. I figure they're not supposed to shoot air, or else these guys are beyond OP. They've got issues trying to move up ramps though. If you try to attack-move while at least four are trying to get up a thin ramp, they'll block each other via poor pathing unless you manually move them. I guess the downside to these guys is that they're overly blocky and slow, making getting up a ramp nearly impossible, buuuuut their size probably needs to be reduced down to ultralisk size. At least then they won't have pathing errors up/down ramps.

    Slivan

    Only drops two creepers at a time, said creepers are super slow, die instantly, and don't do much damage. Standard swarm hosts are far superior in this aspect. Its snare/damage over time move could use a better tooltip, specifically stating how much damage/slow it does. It could also use a hotkey. Additionally, when burrowing Slivan while selecting it with other units, either only it burrows or everything but it burrows.

    Haven't tried the other two heroes yet. The building that builds the heroes says it's supposed to have upgrades for this race, but there's none on there. Anything planned for them?

    Brakk

    This guy is epic. Nuff said. Wish he had some sort of charge ability that lets him get up close, as he's not exactly fast.

    It'd be helpful if, when selecting which guy you want, the tooltips would at least say what unit they are/based off of.

    EDIT: Lol, here's a silly suggestion for Raptors. Hive-level upgrade, let's their leap ability jump onto air units. While doing so, for each raptor stacked on a unit, the unit will suffer reduced movement speed. Depending on the size of the unit, more raptors can jump on them at once. And because they'd be in the air, units that hit ground wouldn't be able to hit them. Makes them actually capable of taking colossi down if they get on top of them.

    I'll see if I can think up some alternative raptor units. Are you still looking for suggestions for alternate unit/research choices for Zerg and Protoss?

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

    For the BGH extension, you can't drop MULES directly onto mineral patches.

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

    Haven't played much starcraft in a while, finally decided to get back into it with this mod. Glad to see it's still around, cause I feel like this mod is a complete improvement over the game. I don't know if this has been suggested before, but rather than selecting the factions/upgrades from the supply depot/etc., could it possible to have then selected in a menu at the start of the game? Like a 60 to 90 second timer. I suppose the one downside of it is that you can't pick them in the middle of the game to counterpick against the enemy player, which I'm not sure is your intent or not.

    Gonna be posting up various bugs with regards to damage/armor/shield upgrades soon.

    Posted in: Map Feedback
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    posted a message on [Revived!] Map Night

    Unfortunately, I'll be out of this one too, EU side of it at least. NA side, might be able to join, depends.

    Hopefully I'll be back for next week's in full.

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    A bunch of people on currently. Fyi, it's the group sc2mapster, not the channel.

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Whelp, I'm in and there's only two others in the channel. No idea if they're in for mapnight or not.

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Sweet. I'll be on in.... I'll try to wake up in 8 hours, no guarantees. Here's to hoping this goes well!

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Right now, it is 6:49pm EST, so you're about 12 hours off. o_O

    So everyone just hop on during that timeframe and have a good time? Sweet. Poppin' on tomorrow probably half the day then, lol. I'm assuming EU server, since that one is going to be more active initially (noon as opposed to early morning laziness).

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Well, the time listed in the first post seems fine honestly. Evening/nighttime for EU people, lines up about late morning/afternoon for NA players. Might possibly be better for Saturdays though, dunno.

    Posted in: General Chat
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