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    posted a message on SC Expanded: melee mod
    • since the something dependency got removed.
    • Brutalisk did not get Upgrades fixed, least on the 3vs3 inferno map
    • for maps go, I don't like any of the 4vs4 maps
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • mothership core is missing, and having it morph to mothership at full health even if core is damaged would be a plus.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @rickmary: Go

    so can psi storm. anyways can't dark Templar have the option to morph into regular archons and dark archons?

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

    dark archons should get the archon attack; this tribe is crippled vs. mass mutalisk

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • that Ultralisk bug sounds(or looks with the red line) burrow charge related
    • are dark archons limited to only one faction? no archon and dark archon combo?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • brutalisk has double attack and defense upgrades
    • terran vehicle upgrades has 4 (ship plating) rather than 3 for all factions...and unselected factions
    • arbiter static prism upgrade still exists but does nothing
    • protoss reaver, I think the damage to allies units should be removed, become problematic with melee units.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • kinetic overload for tempest shows (does nothing, but might overlap with scout speed)
    • primal mutalisk needs an ability (needs health regenerate or a replacement)
    • dark protoss lacks news content, hybrid acts like an archon, I would like too see it act more like a long range fighter. the bio heal upgrade its a bit limited, its very slow and applies only to zealots (thigh and dark Templar), I would suggest increase to the rate to mutalisk or extends to stalkers. whats the reason dark scouts are not included?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • Lurker 6 range attack looks the same as range 9.
    • Also, what graphic settings is required to display the dark archon? lowest its blue (like regular archon), but at some higher setting it black/red.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    could you PM me the instructions too please? locust upgrade is missing. do you know anything on ghostnova hybrid assets? played sc Universe and there's a lot of potential.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • there's now a siege tank upgrade (tank does not have it at default) and it overlaps widow mine.
    • I like the idea of the leech upgrade. also primal hydra speed is 5 with the upgrade and primal hydra and roach scale has to be lowered to match regular roach/hydra, or buffed for the increase size.
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Before you mentioned other people publishing on other custom maps, where is the current build? zip file I see dates back to Oct 12 ,2012. also, can the hybrids get the harvester/hydra/zealot unit?

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • Hurricane missiles would be more useful if it targeted ground units, which I mean the air attack is limited to mass air and it can be somewhat avoided by air units. yamato cannon can be used twice and instant kill the target even if the unit goes out of range.
    • how is melee stun overkill? only asking for a stop to the ai runaway from attack from invisible units.
    • add more units to tooltip, I would like to be able to change the tooltip to my preference and some are not showed
    • scv has auto repair enabled, I don't believe this is auto enabled in regular multiplayer; I get rushed, try to attack with scvs, then notice when half are dead they are repairing themselves
    • bannelings still do 40 damage, I thought this got fixed?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • add a dark Templar passive "Cripple ability" that prevents the attacked unit from moving. a more effective assassin
    • lurkers range 9 does not work
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    things that cause rage quit

    • tosh and nova drop pod rush
    • specter's stun
    • Zagara rush
    • Cerberus ship

    thoughts

    • specter's stun should only target certain type of units, not all units
    • specter should cost less, mabey down form 150 to 100 gas
    • archon mind control should be perm, but only takes over certain units or has a con with it
    • nydusworm audio spawn glitched (I think its the campaign version)
    • will the scourge evo splits be added to this mod?
    • what ever happened to the hybrid hydralisk?
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    • Hydralisk: Upgraded speed fixed....NNNOOOO (should be 3, not 2.81 off creep...this still makes them slower than stalkers, and they don't get speed upgrades)
    • couldn't replace Zagara's Deep Tunnel with swarm host's deep tunnel? or mabey allow it to be active at lair tech?
    Posted in: Map Feedback
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