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    posted a message on SC Expanded: melee mod

    dark swarm has a different tooltip for when it is applied to a unit versus the command box.

    wraiths are super expensive. spec ops dropships should cost 200 minerals, with cloak researchable. because they're functionally shuttles.

    tech reactors could only work if fusion core enabled them, and if they cost something absurd like 125/75.

    I still havent played against competent humans but Goliaths are fairly strong at 2 supply. Probably won't be warhound bad.

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    posted a message on SC Expanded: melee mod

    Scourge are missing? Vipers are being worked on i assume.

    Lurkers with cliffwalk would be interesting...T3 harassment however is quite silly.

    I haven't tried it out but do spec ops drop ships cloak? they probably should.

    Moebius faction should get tech reactors (after armory?)

    if you choose to make a hybrid terran group they should gain access to pygalisks.

    Scouts could be buffed and placed into only Tal'Darim and Dealaam factions if they see little use in the future. http://starcraft.wikia.com/wiki/Scout says those are the groups that still use them.

    also i'm glad you're so actively updating this mod.

    got a bug when attacking carrierrs, sentries and stalkers only. gave the location and name of the units and said something about their attacking, but the carrier still died. perhaps that +2 shield upgrade was the issue?

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    posted a message on SC Expanded: melee mod

    playing against very hard ai on cloud kingdom i set up a rip field generator in his natural and left my army elsewhere. my probe got stuck and i could not target the rip field generators with my cannons, probe or army. perhaps i was clicking in the wrong spot, in which case that space needs to be bigger.

    the drones of the computer were regenerating all damage because they left the field long enough to be mining. i added a second generator to actually kill them and i must say regardless of how i won that game the rip field generators are not strong enough to see use (against zerg) in this fashion.

    shrike turret rushes are stupid and shouldn't work, no fix needed, just saying PF rushes work better.

    colonists overkill units. please fix that though. errr. raiders specifically.

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    posted a message on SC Expanded: melee mod

    -unable to attack my own rip field generators. with only one active drones regenerated all hp from the effect, with 2 it took 20 seconds to bring them down to 1 hp ( i guess)

    - preservers ... need to be debugged, i spammed their foresight while in an opponents base (cause i'm testing vs computers) and it just handed out warnings.

    also the preservers, though made from gateways do not use up the cooldown of the warpgate, i had 8 warp gates, made 8 stalkers, turned around and made 8 preservers. I dont see it as a balance issue because preservers cant attack but that seemed a bit odd.

    as a request please try to work in drop pods (terran AND zerg) from the campaign. as for original ideas on units: a zerg harass unit that creates a tumor when it dies? terran chem trooper cause for some reason only zerg uses acid

    all i got this time

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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    tank stacking phase shift needs to be on biological only, and with that should cost less energy. i found that when burrow charge is upgraded, you cannot manually burrow your ultras.

    the factions that get dragoons outright win a 4gate vs 4gate against those that do not take dragoons. to remedy this i suggest (and the lore would) that the dragooning factions must use gateways instead of warp gates. the mothership and its counterpart for the hybrid faction are able to use their abilities when they begin warping in even though they can't move or regain energy. this could be abusable if the mothership core weren't so slow.

    oh and a ton of the merc compound tooltips don't show the required minerals, gas or supply.

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

    hybrids should cost 8 supply and be able to steal life from allied units. infested zealots are unable to be used by defilers. there should be a similar research for defilers then. lurkers are fucking terrible. should do more damage and should not have a + to armored or anything (except maybe light, zerg has almost nothing +to light) nullifiers abuse tank stacking. reavers are unable to hit allied units, and i feel the model is a wee bit too small.

    other than those things, fun to play, buggy for now, when hots gets released will look back into this.

    Posted in: Map Feedback
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