@Zertoss135: Go
so your saying Sagaras which have dark templars and lose hightemplar can't make dark archons? just trying to simply the factions, 10+10+9, 29 factions is a lot and they should have content, not just one abilty and a loss of another (wow, added blink to templars, loss strom, feedback, and archons).
@FreezingAcidRain: Go Scout only replace Voids for Tal'Darim now. Are these 2 balanced?
And where would they come from? Larvae? Already wearing their Zealot suits?
I'd rather make them more interesting than combining them. Wouldn't Dark Templars become way more useful if they could Blink AND merge in Dark Archons?
Its an interesting suggestion. I agree with you here, some people do think its a standard melee map, and some reviews clearly show that. But I don't think changing the icons for the submenus will be enough. People can still quit before even seeing the buttons are there.
I'll wait for more Ravasaur feedback.
Burrow Charge was cut from melee, so I removed it too. It still appears in the campaign so I think I could make one brood unlock it through research.
Kraith's role is well defined in my head, I only need to receive enough feedback to tweak the stats. He's a slow but mobile unit for area control. Enemy players are discouraged to fight where he is, but can easily avoid him by taking other paths. But he can't be simply kited to death because of his charge ability. Right now I think the cooldown needs to be longer, but let's wait and see what happens.
Feel free to upload any map you want. I don't have any more file space, and I'll only keep ladder pool maps in my account.
I'll set the selection priority to be the same as the Viper's.
Usually spellcasting heroes will have the highest priorities. I don't think Fatties should have prority over Stukov.
A.R.E.S. won't be back in the game until its fixed, and I doubt it will be any time soon.
@nolanstar: Go So you mean they should look just like the Hybrid adepts.
@Zertoss135: Go I did a rushed search in order to fix this bug but couldn't find the source. I guess it might be caused by one of the dependencies and not the mod itself.
The colonists already have too many ships. The Zeus is going to be their capital ship and right now the spot is used by the Hercules even though its a mass transport ship. I won't give transport abilties to both, there's no need to overlap roles like that.
I didn't notice Kraith's attacks hit allied units. As I said we need enough feedback to start changing his stats.
As a matter of fact Sargas is led by Mohandar right now. Zeratul's folllowers doesn't exact form a separate tribe. Lenassa is just one of many smaller nerazim tribes (as are the Zer'Atai). In theory I could simply scrap Lenassa and leave Sargas as the only nerazim tribe in the mod, but it means that all nerazim changes will go to the same tribe, which isn't always the best choice for gameplay.
@nolanstar: Go Thanks I'll fix the MS Core. Why do you feel like Zagara? Did I miss something?
@FreezingAcidRain: Go Its a valid argument, but remember zerg broods were in a similar state before HotS. Should I scrap most of the tribes because we don't have LotV yet? And they still get Archons but I understand losing feedback is a serious issue, just like EMP for terrans. There abilities are suppsoed to deal with enemy spellcasters and there's nothing that replaces those abilties right now.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Anyone here feel Warbringer model is more realsitic/better feel than the reaver model?
Could lockdown cost 75 energy rather than 100?
Is grizzly still on the board? i was thinking high health (275-amoured), supply 4, 300minerail/150gas, a simple gunner attack of 10 every 0.8 seconds with an abilty to fire a missle/bomb with a cooldown that does splash damage to ground targets, like 20 but its a large radius or 50 but small area.
any plans of adding the longbow? ill say it will be like the goliath(low health, 125, but has range 6, 8 with an upgrade, with a week air attack with range 5. the look and that it is named longbow should have something to do with range, and looks like it could shoot missles like the thor. ill toss the idea of seige mode with the missles that taget air or ground at range 9.
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.
Giving a Plasma Barrage to one of the Battlecruisers.
Prometheus Company for the Dominion; Firebats, Hellbats, calling down merc Firebats from CCs, Perdition Turrets or Gas Turrets, Flame Turrets from Ravens and some sort of Medivac upgrade, along with the normal Dominion stuff.
Personally I would have the Colonists be light infantry and light vehicle based, having both the Barracks with some higher tech removed and the Bar. Add a light vehicle able to drop timed demo charges.
I read up on all included Zerg broods some time ago but I've forgot their specialization now, I would try to atleast have a 'Swarm' brood, a 'Subterran' brood, an 'Air' brood and an 'Infestation' brood.
Soul already have Naktul brood... What about adding the malignant creep to one of the faction available with an upgrade??I also noticed that ultralisk CE skin was still on your Map,all ok with reward XP models that don't appear,Zerg mercenaries need Hots evolution models,because they are only basic models but more big
@FreezingAcidRain: Go The Warbringer could be used for a "merc" Reaver in the future.
Lockdown is the Science Vessel's most powerful ability, I don't think it should cost 75.
Yes the Grizzly is still an idea, but not a priority right now.
Longbow? You mean GhostNova's model right? No, its not from SC universe.
@Zertoss135: Go I doubt I'll make more than one type of BC avaiable for a single faction, but I do plan to add more BC types to the mod. We have many units in a tech tree, and many factions to receive the variety so it makes no sense to give variations of the same unit to the same faction. If BCs cover all the roles a player wants he only needs to build BCs, but they compete for resources and supplies because they are all very expensive.
You just gave me a very good reason not to merge them. Sounds like the combination could be imbalanced.
@SheogorathSC: Go Plasma barrage is interesting, but BCs strong role is vs ground units already. We know most air units will either kite it to death or simply kill it, with the exception of the Phoenix, and that's why I gave it the Hurricane missiles, because Yamato isn't the best option to deal with mass air units. I have to think about it, but I would only use it if it replaced Yamato/Hurricane.
Yes, Prometheus company is already in my list. I also want to add Sky Fury Squadron with the Archangel as the hero.
I see no reason to keep both the Bar and Barracks. The idea is that they survive without having access to most military units. This is the faction to experiment and try to change everything. Right now the rebels seem to be working fine as the standard infantry unit and I think its awesome, so I on't plan to give them Marines.
Those specialization are either in the game or planned to be added in the near future. But infestation is a special case since we have it as a faction, not a brood.
@Zarxiel93: Go Don't include the Destroyer, that one isn't decided yet.
@DEFILERRULEZ: Go Malignant creep is a good idea. A possible change is to replace the bonus speed on creep with something else, like bonus regeneration on creep. Ohhh thank you, I have to remove the Ultralisk CE skin too. Yes I plan to change their models, but I don't want to make those strains all green or purple :-/
can the goliath be more like the sc1 version, doesn't need the tech lab, you can use the reactor, and faster attack rate (1.5 is too slow, 0.86 would be better lower attack to 12.
you know how zerg has blinding clowed, can terran get an abilty named smoke grenade that does something similair that blinds targets? mabey for shadow gaurds.
but the longbow looks sexy. for anyone wondering what the long bow is:
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@FreezingAcidRain: Go The Goliath didn't need a tech lab when I added it. But in the first match with it one player overran everyone else with mass goliath + SCVs. Mass Goliath is very strong vs air compositions and does very well vs ground too, so I decided to add the tech lab requirement and then make them an option to Thors. I won't revert that as long as they're one of terran's options.
Medics have Optical Flare. The only feedback I received was that duration was too long, causing it to be extremely effective to units like Siege Tanks and Colossi, so I nerfed it to the current duration.
@nolanstar: Go I won't use both XP and evolution zerglings or CE and evolution Ultralisks, they are too similar. Doesn't matter they aren't exactly the same, in the middle of a combat you won't have time to go check which unit it is, and that's the whole point. I can finally change the appearance of Tiamat units to avoid that issue.
Why would I use 2 different units, with the exact same appearance, for 2 different roles? How many times I'll have to say I'll add only one of them?
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.
reason for longbow, variations. but mostley beacuse it exists, and some factions need more content. warhound is antimech, lets have a mech that has long range ground [vs units], or has cloak (theres lore for cloak mech?). mabey knockback.
thor's punisher should include ground for a faction.
fatty speed needs to be nerfed to 2.25, not 2.5: they go headfirst and die
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
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.
@SheogorathSC: Go
I see no reason to keep both the Bar and Barracks. The idea is that they survive without having access to most military units. This is the faction to experiment and try to change everything. Right now the rebels seem to be working fine as the standard infantry unit and I think its awesome, so I on't plan to give them Marines.
They have access to the Barracks in the campaign.
Tauren Marine is ridiculous. But having Heavy Infantry but not Marines at the Bar or the Barracks would be weird aswell.
Them having access to something like the Fusion Core whilst not a Barracks could also be seen as strange.
Isn't there a upgrade in this mod that allows the special ops dropship to evade 30% of damage if detected while cloaked?
If so, I would seriously recommend against it, negative chances are the problem and in a multiplayer game a positive chance for one player is negative for another one and they will end up feeling they lost fights to coin tosses, do we really want to give bad players mroe excuses to rage?
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.
Picking Colonists also override some unit selection I believe, nothing against the unwritten rules of SC expanded. And yes, it's hard thinking up unique stuff for them, I guess they would have alot of anti-bio and mobility besides their fire fetish.
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@Zertoss135: Go so your saying Sagaras which have dark templars and lose hightemplar can't make dark archons? just trying to simply the factions, 10+10+9, 29 factions is a lot and they should have content, not just one abilty and a loss of another (wow, added blink to templars, loss strom, feedback, and archons).
@DEFILERRULEZ: Go Not yet.
@FreezingAcidRain: Go Scout only replace Voids for Tal'Darim now. Are these 2 balanced?
And where would they come from? Larvae? Already wearing their Zealot suits?
I'd rather make them more interesting than combining them. Wouldn't Dark Templars become way more useful if they could Blink AND merge in Dark Archons?
Its an interesting suggestion. I agree with you here, some people do think its a standard melee map, and some reviews clearly show that. But I don't think changing the icons for the submenus will be enough. People can still quit before even seeing the buttons are there.
I'll wait for more Ravasaur feedback.
Burrow Charge was cut from melee, so I removed it too. It still appears in the campaign so I think I could make one brood unlock it through research.
Kraith's role is well defined in my head, I only need to receive enough feedback to tweak the stats. He's a slow but mobile unit for area control. Enemy players are discouraged to fight where he is, but can easily avoid him by taking other paths. But he can't be simply kited to death because of his charge ability. Right now I think the cooldown needs to be longer, but let's wait and see what happens.
Feel free to upload any map you want. I don't have any more file space, and I'll only keep ladder pool maps in my account.
I'll set the selection priority to be the same as the Viper's.
Usually spellcasting heroes will have the highest priorities. I don't think Fatties should have prority over Stukov.
A.R.E.S. won't be back in the game until its fixed, and I doubt it will be any time soon.
@nolanstar: Go So you mean they should look just like the Hybrid adepts.
@Zertoss135: Go I did a rushed search in order to fix this bug but couldn't find the source. I guess it might be caused by one of the dependencies and not the mod itself.
The colonists already have too many ships. The Zeus is going to be their capital ship and right now the spot is used by the Hercules even though its a mass transport ship. I won't give transport abilties to both, there's no need to overlap roles like that.
I didn't notice Kraith's attacks hit allied units. As I said we need enough feedback to start changing his stats.
As a matter of fact Sargas is led by Mohandar right now. Zeratul's folllowers doesn't exact form a separate tribe. Lenassa is just one of many smaller nerazim tribes (as are the Zer'Atai). In theory I could simply scrap Lenassa and leave Sargas as the only nerazim tribe in the mod, but it means that all nerazim changes will go to the same tribe, which isn't always the best choice for gameplay.
@nolanstar: Go Thanks I'll fix the MS Core. Why do you feel like Zagara? Did I miss something?
@FreezingAcidRain: Go Its a valid argument, but remember zerg broods were in a similar state before HotS. Should I scrap most of the tribes because we don't have LotV yet? And they still get Archons but I understand losing feedback is a serious issue, just like EMP for terrans. There abilities are suppsoed to deal with enemy spellcasters and there's nothing that replaces those abilties right now.
maybe you could add a notice at the begining to tell players to choose a faction
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
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.
@Zertoss135: Go
Nothing in multiplayer SCII should be luck based, so no dodge chances.
@SoulFilcher: Go
Here have some ideas:
Well for the brood he want add this:
Soul already have Naktul brood... What about adding the malignant creep to one of the faction available with an upgrade??I also noticed that ultralisk CE skin was still on your Map,all ok with reward XP models that don't appear,Zerg mercenaries need Hots evolution models,because they are only basic models but more big
I know Soul already made a Naktul brood, but I answer to Sheo because he want a "subteran brood" and I told to him we already have (Naktul brood)
@nolanstar: Go I'll think about that.
@FreezingAcidRain: Go The Warbringer could be used for a "merc" Reaver in the future.
Lockdown is the Science Vessel's most powerful ability, I don't think it should cost 75.
Yes the Grizzly is still an idea, but not a priority right now.
Longbow? You mean GhostNova's model right? No, its not from SC universe.
@Zertoss135: Go I doubt I'll make more than one type of BC avaiable for a single faction, but I do plan to add more BC types to the mod. We have many units in a tech tree, and many factions to receive the variety so it makes no sense to give variations of the same unit to the same faction. If BCs cover all the roles a player wants he only needs to build BCs, but they compete for resources and supplies because they are all very expensive.
You just gave me a very good reason not to merge them. Sounds like the combination could be imbalanced.
@SheogorathSC: Go Plasma barrage is interesting, but BCs strong role is vs ground units already. We know most air units will either kite it to death or simply kill it, with the exception of the Phoenix, and that's why I gave it the Hurricane missiles, because Yamato isn't the best option to deal with mass air units. I have to think about it, but I would only use it if it replaced Yamato/Hurricane.
Yes, Prometheus company is already in my list. I also want to add Sky Fury Squadron with the Archangel as the hero.
I see no reason to keep both the Bar and Barracks. The idea is that they survive without having access to most military units. This is the faction to experiment and try to change everything. Right now the rebels seem to be working fine as the standard infantry unit and I think its awesome, so I on't plan to give them Marines.
Those specialization are either in the game or planned to be added in the near future. But infestation is a special case since we have it as a faction, not a brood.
@Zarxiel93: Go Don't include the Destroyer, that one isn't decided yet.
@DEFILERRULEZ: Go Malignant creep is a good idea. A possible change is to replace the bonus speed on creep with something else, like bonus regeneration on creep. Ohhh thank you, I have to remove the Ultralisk CE skin too. Yes I plan to change their models, but I don't want to make those strains all green or purple :-/
Hehe i think that with torrasque and zergling u can use CE and XP reward models,and for the roach merc you should use the fortress roach
the xpr and evolution models are slightly different, however the ultralisk is the same
nydus nestroyers are anti building, so ash worms could be anti unit
behemoth battlecruisers could be nice for some factions
can you use the hercules tank for something
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@FreezingAcidRain: Go The Goliath didn't need a tech lab when I added it. But in the first match with it one player overran everyone else with mass goliath + SCVs. Mass Goliath is very strong vs air compositions and does very well vs ground too, so I decided to add the tech lab requirement and then make them an option to Thors. I won't revert that as long as they're one of terran's options.
Medics have Optical Flare. The only feedback I received was that duration was too long, causing it to be extremely effective to units like Siege Tanks and Colossi, so I nerfed it to the current duration.
@nolanstar: Go I won't use both XP and evolution zerglings or CE and evolution Ultralisks, they are too similar. Doesn't matter they aren't exactly the same, in the middle of a combat you won't have time to go check which unit it is, and that's the whole point. I can finally change the appearance of Tiamat units to avoid that issue.
Why would I use 2 different units, with the exact same appearance, for 2 different roles? How many times I'll have to say I'll add only one of them?
What do you mean by Behemoth BCs?
No Hercules Tank, that model is ridiculous.
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?
@SoulFilcher: Go
Behemoth-class Battlecruisers vs. Minotaur-class Battlecruisers. See here.
@Zertoss135: Go
@FreezingAcidRain: Go
or just give a faction wol old 250mm strike cannons [cooldown ability]
warp conduit for a protoss tribe, sort of like a nydus canal?
could you add dark tempest oracle
any thoughts on taldariem using dark protoss textures? in that case add dark mothership and core aswell
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
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.
If so, I would seriously recommend against it, negative chances are the problem and in a multiplayer game a positive chance for one player is negative for another one and they will end up feeling they lost fights to coin tosses, do we really want to give bad players mroe excuses to rage?
Picking Colonists also override some unit selection I believe, nothing against the unwritten rules of SC expanded. And yes, it's hard thinking up unique stuff for them, I guess they would have alot of anti-bio and mobility besides their fire fetish.