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    posted a message on SC Expanded: melee mod

    The current devourer is great but adding a slowing attack would make the devourer a little OP unless it lowers attack speed by 5% or something or else it would be too hard to counter in groups.

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    posted a message on SC Expanded: melee mod

    @FreezingAcidRain I don't think extra armor damage and the ability to slow down attack speeds and armor would be balanced as one could destroy a lot of enemy flyers without ease with just that unit as you target their big expensive ships and completley wreck them without them doing anything and it wouldn't be very expensive with little Micro Work to make them effective

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    posted a message on SC Expanded: melee mod

    @Miles07 I guess it is op, but it could work if there is a long time before they teleport but its up to soul, I soul doesn't want it then I'm ok.

    @nolanstar The Valkeries to fit in the mercs because mira had some in that mission but those where different versions.

    @FreezingAcidRain The Vulture it horrible due to a game bug from the campaign that prevents the vulture from building spidermines with the rebuild button meaning its that '3 mines and done' stuff which is horrible compaired to the hellion that can easily fend for itself and until blizzard fixes that bug vulture isn't really that good besides the fact they cost 75 instead of 100.

    I think the APC is already strong enough and Soul has said he isn't going to make a upgrade for the Heracules to make it attack, don't you read other post beside replies to you?

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    posted a message on SC Expanded: melee mod

    Eh i like tosh's faction, its so easy to make protoss players rage quit cause you just stun their death ball, has there been complaints about that? Anyway is their plans to make any more tribes? maybe add selendis to a tribe? what about the shield of aiur?(the mothership artanis was in in the mission in utter darkness)

    Goliaths/thors should get a upgrade for a faction maybe mobius? like the Multi target system or weapon range upgrade for the goliath and a upgrade that increases the thors attack speed for the thor.

    Also Hellbats can transform to hellions without a upgrade only a armory.

    Vultures aren't worth it over hellion as the only good thing is the spider mines, they are horrible at attacking maybe add Cerberus mines for a upgrade?

    For the lenassa tribe maybe add a piercing effect for the stalker?

    Maybe for the brood with building armor upgrade add the special attack and armour upgrades and name them like 'Genetic sharpen blades' for the melee 'High pressure glans' for the range and 'sealed hides' for the armour each increasing that upgrades benefits 5%

    How about add a warp drive to a faction which is for all ships that are made, your flying units makes a warp jump to a visible targeted location but it takes 15 seconds to activate and can be attack at either end meaning you can attack the place it is warping to. I am aware of the all the warping but i think all the other protoss units should be able to do a warp jump maybe for just capital ships like the carrier, tempest and void ray?

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    posted a message on SC Expanded: melee mod

    @FreezingAcidRain

    The reason the longbow would be imbalanced is because it is a siege unit that can target air meaning brood lords and tempest are useless which is a big drag for the enemy player, didn't you read the entire paragraph i wrote? siege tanks kill everything on the ground making the combo unstoppable (unless cloaked unit come in and the terran player doesn't have detectors) Also just like nolanstar said soul isn't adding anything non lore related just because the model is available. This mod was built on lore.

    Ancient queens injects the target with broodling eggs which hatch killing the host and coming out to attack everything else.

    Primals shouldn't have a difference between their regular counter parts unless their is a reason.

    Also most people want ultralisk priority select as it is really good for making sure the ultralisk become strong meat shields. Also press the tab button to cycle through different types of units.

    Further more from one of your old posts, how would one do poison? use the effect of fungal but allow the victim to move? That would be tough to counter, because Kukulza is already a tough challenge to kill.

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    posted a message on SC Expanded: melee mod

    @FreezingAcidRain Isn't the tribes, factions and broods based of lore? Well thats lore and the longbow thing you keep talking about is covered by siege tanks, which is the long ranged unit of the terran, their is obviously no need to add another long ranged unit to the terrans as that would be unbalanced and the roles would over lap which is a bad thing for game play and since you mention they could attack air then if a terran player invested in money for those two units then there is no reason to have any other unit to win. Plus the long bow looks like something that came out of starwars not starcraft and honestly doesn't blend at all and where in the world did you get the drones from a nexus from?

    Also the Promethuses brood is not really related to lore in name but the name Rokarr's brood would work as Rokarr's brood was seen with a bunch of infested buildings in the mutalisk evo mission, but i don't think infestors should be replaced by fatties as the infestor is the infestation specialist which infests building like in the mission on skygirr.

    The hunter killer already has a model which is a giant hydralisk.

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    posted a message on SC Expanded: melee mod

    @Sheogorath The DT dodging upgrade would make the lenassa tribe a lot better as the only thing going for the lenassa tribe is the ability to blink stalkers and DTs up cliffs with oracle support. Well I guess Soul could disable the marauder option, but to make the Prometheus Company good soul has to put a bunch of upgrades to make them better like maybe a upgrade called 'Increased Incinerator gauntlets' which would give the firebats +5 vs mech +15 vs light to allow fire bats to be able to even deal good damage against mech.

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    posted a message on SC Expanded: melee mod

    Soul, since you fixed the useless terran bug, no A.I would pick any of the choice units or the upgrades which makes it harder to play with A.I (which i do often since my internet is a piece of junk) Also for the battlecruisers maybe add a gorgon class battle cruiser which is a bigger version of the behemoth battlecruiser and has extremely high hp and very good attack power but costs 1000 minerals and gas per ship and the weapons have to warm up before they fire meaning the gorgon is less likely to go in alone, it can only target 3 targets at a time and if the enemy retreats then the weapons go into a cool down stage. This is just a idea if it is to complicated then its ok besides its your mod.

    @FreezingAcidRain The Warhound was a HoTS beta unit which is why soul added it, I think siege tanks cover the long range part and i assume you are talking about the Banshee Cloaking device, well that was custom made for the banshee and if a banshee went down a team will go out and recover or destroy the device so others don't get their hands of it so i think it's very unlikely that a mech with cloak would be possible.

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    posted a message on SC Expanded: melee mod

    Thanks Soul for listening to my opinion on why you shouldn't merge the to factions together, I really appreciate it. But for a different variation for a battlecruiser could have the ability to do a warp jump like the hyperion could in that mission on hots. Also soul what about

    @SheogorathSC Isn't there a upgrade in this mod that allows the special ops dropship to evade 30% of damage if detected while cloaked? The Prometheus Company does sound like a good dominion faction but the only problem is that firebats are a option to marauders and the hellbat is available to every faction, also unless there's good upgrades to the firebats to make them stronger then it would not be worth it just to get merc firebats as the mercenary faction already gets them.. Also the flaming betty is Exclusive to Raynors raiders because only Rory Swan made the flaming betty. In my opinion the Prometheus company would be quite useless without Very good upgrades late game unless your foe is going mass hydra or Zealot which is very unlikely firebats will be useless and hellbats might become useless to if there are masses of roaches.

    @FreezingAcidRain Do you know what reactor goliaths can do? Goliaths are so far one of the best all around units in this mod but the thor does a better job killing mass marines.

    Whats with you and this Longbow?

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    posted a message on SC Expanded: melee mod

    Soul could it be possible to make a heavy BC faction for the terrans? cause i feel like the current bcs are boring and you could add to this faction different variants of the bc like maybe one that can attack multiple targets like the hyperion can but its attacks are not that powerful but is used to take out multiple ground and air units; also maybe a BC that attacks using tac fighters. But it's your choice, I'm just here to support you and give you ideas like everyone else here.

    @Soulfilcher Zeratul is currently not apart of the sagaras right now, but I know its kinda stupid to lose High Templar, feedback and psi storm but maybe the Lenassa (Zeratuls followers) could get a ability to use a DT version of Feedback and maybe a upgrade to allow DT's to have a 30% chance dodge attacks or the a DT ability that increases DT health and/or shields and add Zeratul as a hero it would increase the tribes value, plus if you merge the tribes together then it is basically the ultimate protoss harassment tool, if combined with a bunch of oracles then it will be hell in the mineral line with DT's blinking up cliffs and merging together into Dark Archons and stunning all those workers so the oracles can get massive worker kills and if the enemy comes with his/her army just have the Dark archons stun them all and have DTs blink for a sneak attack on the side resulting in a insta-win, just my theory of what would happen if the tribes merge.

    @FreezingAcidRain I like the current reaver model, the other one could be used as a merc version if Soul has plans to add a merc tribe for the protoss

    Lockdown is pretty powerful at a good price of energy for a ability like that.

    What is this longbow? It doesn't sound starcraft-like and if it can go into siege mode and attack air then screw siege tanks and just put those all around your base. 125 hp is too much like the Marauder with the ability to go long rage and attack air and it is kind of stupid how a biological unit has the same amount of HP as a mech.

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    posted a message on SC Expanded: melee mod

    Soul have you even thought about the REALLY annoying medic glitch that causes its healing beam to stay in one spot. Also why not add the button for the zeus lander to the starport instead of replacing something? Maybe the Zeus lander can't load as much units as the heracules because of its weapons? maybe it can only carry 8 units.

    @FreezingAcidRain The ravasaur doesn't rape everything, anything that flies (except vikings) can kill it and even a army of stim marines can overrun a pack or ravasaurs so can everything else.

    Kraith kills anything and everything in its path even your own units and allies, and its attacks miss single targets most of the time, isn't that already enough to nerf it.

    The Sagaras tribe and the lenssa tribe shouldn't merge because lore doesn't say so and plus the Sagaras follow Zeratul who is not apart of the main dark templar tribe.

    Wait is the A.R.E.S in the game? that would be a awesome transforming unit that could morph between forms and pwn enemies ground and air alike but it would take like 8 seconds to morph between forms.

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    posted a message on SC Expanded: melee mod

    Soul could you add a 15% increase upgrade to the zerg? so that all races have a 15% increase upgrade? it is better then removing the 15% upgrade.

    @RezE11even

    All the Factions/broods/tribes are even in some way, because if they were not then soul would fix them. they each have their advantages, Raynor's raiders can just penetrator round your opponent then summon the hyperion to pwn everything with the multi-targeting batteries.

    @nolanstar

    you can load the hercules with fully loaded apcs and now you have a battlecruiser that can attack while moving. (Soulfilcher please don't fix this bug, its awesome and gives the colonist a good unit)

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    posted a message on SC Expanded: melee mod

    Abberations have 250 hp, is that suppose to be? Maybe there could be a brood for the first brood mother you encounter in the mission after back on the saddle? Maybe she could have the Greater Nydus worms.

    @Freezing acid rain Yeah maybe the fortress roach model for the roach from the breeding grounds.

    @soulfilcher Erm I said that i saw that you said you wouldn't replace regular hatcheries/lairs/hives with primal hives.

    @nolanstar I agree with you it would be awesome if soul could do that

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    posted a message on SC Expanded: melee mod

    DEFILERRULEZ what would the supply be? plus a self defending base? OP also I read through some post in the thread and didn't Soul say he wasn't going to replace hatcheries/lair/hives with primal hives?

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    posted a message on SC Expanded: melee mod

    @FreezingAcidRain Well the Tal'darim are kind of a rouge group of protoss, and you are right they are like dark templar because of the effect of sundrop, which removes their connection to the Khala but they still hate dark templar deeply. Ulrezaj was a Dark Archon terrorist and wasn't apart of the Tal'darim but introduced sundrop to them, especially the ones in Aiur. The tal'darim are considered a really religious tribe that still follows the Xel'naga and belieave in a lot of mumbo jumbo about them which is why they protect their artifacts and terrazine (which they say is the 'breath of the gods')

    @Metalking1417 The Tal'darim hate the Dark templar more than anything and wouldn't use voidrays or the void because of that hatred. Some Tal'darim protoss are vulnerable to infestation because of the effect of sundrop, which remove the khala protection but there still are Tal'darim Protoss who are connected to the Khala.

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