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.
Great mod! I have a couple suggestions concerning some small issues though.
1. Is it possible to randomnize enemy AI or hell...even choose what factions they go at the start via some sort of menu? (detects probably whether they're Zerg, Protoss, or Terran than gives you options)
2. What does the virophage ultimately do? It doesn't seem to hurt enemy units and I haven't got it close enough to attack enemy structures as of yet.
3. To make the infested faction a bit more unique, ever consider slowing the Infested Marines down a bit like in the campaign but making them beefier and do slightly more damage?
4. Why is the ultralisk burrow charge autocast while for the Aberration you gotta cast it manually? It seems to do the same thing, but without damaging the opponent on resurfacing.
5. What happened to the War Pigs on the Mercenary Terran faction? I remember being able to get them in an earlier update.
6. Is there a possibility of the zerg drop pods returning but in a different fashion that's NOT OP? (I used to summon them on an enemy worker line lmao, lulz ensued)
7. Will Pygalisks make it into the mod? (Could act as an early-game ultralisk or maybe for the Moebius Foundation)
8. New Unit - Brood Mother = A large Queen (like at the end of the WoL campaign in the Belly of the Beast mission) that appears in one of the Zerg factions? Acts as a Hero unit maybe?
9. Tempest replace Carrier? Should that option be added for Protoss somehow?
Unless I missed something, corsairs SUCK! They do less single-target dps than a phoenix WITHOUT the bonus vs light, fare marginally better against armor points, are 25% slower, can't fire while moving and don't do bonus damage vs light. They trade all this for a pathetic AoE attack, and even that is outdone by the phoenix AoE option, which the corsair gets no compensation for! if you pick it. Vikings in particular can "magic box" without sacrificing damage output.
Since the phoenix has high mobility, how about making the corsair a slower, more resilient alternative with higher damage output? For their overload you could make a repulsor field (pushes enemies back/prevents them from entering) or a stun/movement+attackspeed debuff as corsairs take longer to kill single targets.
Similarly, have you considered making scouts a more durable, but less damaging option to voidrays? The problem is they really don't add anything new to the table, and already were lackluster in the SC1 days. Except in the beta, where they used the missiles against ground targets and pwned everything.
2. What does the virophage ultimately do? It doesn't seem to hurt enemy units and I haven't got it close enough to attack enemy structures as of yet.
7. Will Pygalisks make it into the mod? (Could act as an early-game ultralisk or maybe for the Moebius Foundation)
2. It's simply broken. I found two ways to fix it: a) Set the target type (Location+) to Point for the search and the missile launch, and to Unit for the damage and the persistent. This version will target the ground under the unit, causing it to miss if the target runs out of the AoE.
b) Set all target types to Unit and replace the missile mover: Make a short Throw type phase for the upward launch angle, then blend into a standard Homing phase. This is the standard for all missile-based attacks in the core game, but will look weird if a fast target escapes the AoE, as the missile will home in on the unit. Not worse than marauder grenades though ;)
7. SoulFilcher already said that he dislikes pygalisks for only being small ultralisks, nothing unique as is. They'll probably find their way to Moebius or the Infested one day...
@Velancious: Go Thanks man! I'll answer your questions one by one:
1- I don't know, it could require a lot of new buttons in a command card, or a custom dialog for it, something I'd rather not include, for the sake of simplicity. I know I need to make the AI choices better, but I still don't have a god system for it.
2- I believe it's broken.
3- If they were as slow as they are in the campaign it would be too easy to avoid them, and too hard for infested to rush as an example. Units in the campaign weren't planned for melee mechanics so we need to adapt them.
4- Because the Aberration's ability came first. We didn't know about the Burrow Charge ability by that time, so the ability was planned as a kind of Zerg Blink. And it works different from Burrow Charge as it can move through cliffs or any other kind of obstacle, while Burrow Charge can't.
5- Button was probably screwed, I'll fix it.
6- Yes, I have plans to bring back terran and zerg drop pods.
7- As Photoloss said Pygalisks wont bring anything new to te gameplay, and zerg has already a very good number of melee units, they would only clutter the front.
8- I have plans to add special Queens or even heroes, I just dont want to give them the basic Queen model, so I guess I'll wait for HoTS.
9- This is under discussion right now. As options at the Pylon? What od you think?
@Photoloss: Go The Corsair was added "as is" so I haven't actually tweaked it to match the Phoenix., your idea is good. And that's what I was thinking for the Scouts, but I'm not sure, as with all the planned changes protoss options would be air only, and that sucks. The tech option are already 3 air vs 1 ground, and unit options may change to add Carrier/Tempest removing Dragoon/Stalker, what else should I remove?
I would hardly consider warp prism tech an "air option". On the contrary, warp prisms are built around warp gate play, and both upgrades add in to this as well. Observers aren't airfleet combat units either, but they're independent units which everyone builds regardless of tech focus/army core.
Dragoons won't be missed gameplay-wise, and to be honest without at least their original death sound they don't have much sentimental value either (for me). Nullifiers don't seem ready for production yet, having only 1 truly unique ability. Phase shift should have more effects, as-is only archons benefit from it (WC3 Banish spell made targets unable to collide, attack or be attacked and/but increased damage taken from special abilities) ; Kinetic Impulse is a generic nice-to-have buff on protoss, but rips team games to shreds if your ally is another race *cough*Marines*cough*+33%DPS*cough*stacks with stimpack*cough*
You also have room for 2-3 more options and won't be running out of terran stuff anytime soon, so as long as there's something left for zerg...
PS You did read I managed to fix the virophage, right?
@Photoloss: Go You have interesting points to consider there. I didn't say I as going ot remove Dragoons entirely. They will replace Stalkers, but for specific tribes not as an option. For the Nullifier I wanted Phase Shift to allow units to move through structures too, but data won't allow me to. Do you have any suggestions for it?
Ohhhhh such an unforeseen consequence for Kinetic Impulse! And to think I had it as very balanced with Guardian Shield! Damn how can I fix it?
Yeah I need more ideas for Zerg. I'm waiting for HoTS but I still want to find possible options in the current tech tree. The lack of unit-specific upgrades is a strong limitation, but there are a few abilities left, such as the Corruptor's ability.
I will check what said about the Virophage, though I'm terrible with movers so I think I'll go with the first option.
You could make Kinetic Impulse only work for Protoss units. Or better yet, only units that have a projectile (marines hit instantly, marauders would actually work fine with Kinetic Impulse).
As I said, make phase shifted units immune to damage but unable to attack, and possibly take increased damage from special abilities. This opens up many strategic options, as you can remove key threats, save your own units, protect casters from harm, phase enemies prior to feedback/storm for massive damage...
A simple fix for kinetic impulse is to make it not affect allies (possibly guardian shield too to balance it out, Blizzard doesn't balance around 2v2 anyway) ; This leaves possible problems with corsairs (once they're viable) and voidrays, which do damage in 0.6 second ticks. The other solution is to use percentage-based increases, but that will make reavers/colossi fry everything even faster and interacts poorly with the linear armor system.
Null field (AoE ability shutdown) would be another option for nullifiers (it WAS their signature move), but combined with attack-blocking phase shift it'll be far too strong. Then again disruption web+forcefield can be even worse.
"being bad with movers" means you're too impatient. There's nothing to know or to learn beyond what each field should do, you just keep punching in random values and testing it until it looks ok.
Bugs:
In the mapster version (downloaded yesterday) the protoss air option doesn't work. The requirement node (still references the scout btw) is broken/unfinished
Tempests don't benefit from shield and weapon upgrades (I also think they suck but that isn't your fault)
Tempest Gravity Sling upgrade doesn't vanish when queued or completed
Tempest missiles use wrong launch point and/or flying height
Mothership Cores appear next to the nexus when built instead of on top of it. They also have the standard beam weapon instead of the 13 range 60 damage version (assumed unfinished)
The above broken prerequisites are listed when loading the map, along with SeismicSpines, ScientistReactor, ReinforcedSuperstructure, SeismicCharge, Scout, ScienceVessel(2), SelectAnabolicSynthesis, SelectChitinousPlating, SelectAnabolicSynthesis, SelectBileDucts, Restoration. I'm unsure whether these are download/file corruption problems or human errors on your side.
Well that would suck, as beam weapons are implemented as instant-hit. Protoss missile users: stalkers, phoenices; with Expanded: dragoons, arbiters, hybrids, dark herald, tempests, scouts, reavers. You'd need a black/whitelist to implement it anyway, but I think that'll be way too obscure. (and technically marines are shooting bullets, which should get boosted, while I have yet to understand what a "disruptor" is supposed to fire, I thought the "disruption" is the effect on impact) ; also: mass hydra
1. No problem with that, just something I thought would add to the variety (for instance how Protoss always picks Hybrids)
2. Maybe make it be able to generate an 'infested' effect on Terran structures (and make it a castable ability?) that, after a certain time, gives the building to you. For instance, infesting a barracks gives you the chance to spawn infested marines. Another possible, alternate idea (could also work alongside it), is have it work like the dominion holoboard except that it infests units that stray into the castable area (causing them to have to move to avoid the AoE).
3. I see, but I somehow feel infested marines are a little too weak without combat shields/stimpacks. They should get some sort of initial advantage over Marines at first and become outclassed as the match progresses (like +1 more damage or +5 hp).
4. K
5. K
6. An idea for this perhaps is to make it to where zerg drop pods have to be 'spawned' on creep or have to be on a timer. I also don't believe this ability should be restricted to just one faction. My idea for how the ability would work is from a structure like the Spire, Infestation Pit, or the Lair/Hive. It would drain energy and cost minerals to summon these pods (the pods insta summon cheap zerglings or can be allowed to summon other varieties of units).
7. Since they seemed to be scientifically constructed by the Moebius Foundation, I think they should be cheap and effective melee units (think bio-weapons). Other than that, I see no reason to add them (but at least Zerg won't get another melee unit).
8. In this case, Kerrigan could also be added as a hero for one of the brood factions (though she'd need to be balanced, summoned from Hive, and purely built as a powerful caster for the Zerg).
9. Maybe the Tempest could replace the Carrier on one of the few DT factions seeing as it is a Dark Templar construct. Stuff like Dragoons from what I read could also be automatically built for like an Aiur faction (Immortals would have to be removed outright though lore-wise in exchange for Reavers). Reavers/Immortals may have to be restricted per faction and taken off the unit choices altogether.
BTW, I also think Raptors are a little too vespene gas hungry... I find making them almost useless though it is rewarding (they should benefit from metabolic boost at least or pounce on enemy units like they are supposed to do in HOTS, though I have no idea how you would get this to work correctly).
So it seems the best option to balance KInetic Impulse is to remove allies. And maybe make the Corsair deal splash damage instead of ranged so it is excluded as well.
@Photoloss: Go Thanks for all the help. I'm checking the bugs you reported and it seems that some of the changes I made to the requirements weren't saved. That's weird. I found that moving requirement nodes to different files is quite buggy, probably due to the way nodes data is structured. Those errors you mentioned were caused when I switched from a single mod file to multiple mods, a silly mistake left me without the nodes and I'm still fixing them. I believe they are all fixed for the next update.
Attachments for action actors is another thing that bugs me. I can get them working with the standard action actors, but if I make a new actor it doesn't work.
Yeah, the Mothership Core is unfinished. I finished it in my HoTS mod and now I need to find everything I changed from this version.
@Velancious: Go Infested Marines need to be balanced with marines through the whole match if possible. Yeah, my idea for the frop pods is to make them buildable with resource cost., and it must be restricted to a brood/faction as I try not to change the standard tech tree much.
If you mean the Queen of Blades then no. People asked for her before but there's no way she can be balanced. It would be worse than my current problem with the Hyperion. If you mean de-infested Kerrigan then we will have to wait.
Yeah Raptors are hard to balance and not as useful as Banelings. Right now I don't know what to do with them. I was thinking I could remove them and add Hunterlings as options to Roaches but I dislike this idea too.
My mistake, I swear I saw art of them or remembered them being of the Dark Templar design (might've been just the beta of WoL though when they were going to add them over the Carriers).
No need to remove corsairs from the list yet. They shouldn't be the kind of unit you tag along with nullifiers anyway, and are easily countered. My concern is the voidray, as Blizzard used to consider it OP. Changing that to splash/melee damage would be a nerf to guardian shield too though.
Action actors: Grab the correct attachment point from the "cutscene viewer", make sure you don't run SOpShadow or the like on the missile. Make sure the launch+impact Location of the effect is Unit, otherwise the actor can't grab the scope in the first place.
Kerrigan could be balanced, if anything she'd be near useless if you stick to the requested "caster" role unless you make her immune to feedback, EMP, neural parasite and all the additional nastiness you've added. Her current abilities are basically a souped up HT though, and you seem to dislike units being too similar. Then again you could handwave pretty much anything you want her to do with "class 12 psionic powers". Just remove the "hardened shield"+"do not die" behavior and scale her damage down a bit or you'll be the first one to get blasted.
Exactly. There used to be a dark carrier with melee interceptors ("shurikens") and hardened shields against ground units. They didn't even bother to remake the model for our venerable carrier, only reskinned it to gold.
The thing with infested marines is, it is easy to see if someone chose the infested faction. SC2 is full of rock, paper, scissors play and knowing what faction someone picked is vital to countering their composition. Someone can also scout to see what the infested are doing (an infested marine rush) so I imagine the infested marines could be somewhat different statwise (besides having the ability to burrow which really doesn't help them too much except allowing them to pop out and attack all at once).
Are you sure about the Queen of Blades? I mean, I bet you get this question asked A LOT, but I think it is possible to balance her as long as you change out her abilities. One SP map I played on balanced Kerrigan pretty good so she could be an actual hero.
I also bet you've heard a lot of requests for Tychus to be added as a hero. How I think this would work is if he was made into a standard unit. A "Heavy Marine" that unlocks on a faction. The only annoying thing you'd have to get rid of is his flashlight effect but despite that it could make a good unit to deal with masses of troops clustered together (I don't really see much use in it though...might make a good replacement for Reapers if people don't want to use them).
The Hyperion is a mixed OP bag. I find it too powerful when used outside of an enemy base and flown in. I think the best solution right now is to just scrap it out or make it extremely slow to compensate. IDK if anything else could work...
Well maybe what could work is have Raptors have an automatic 'pounce' ability like what the Hunterling got in Left 2 Die. It doesn't let the target escape. However, it would only 'stun' and do extra damage to light units. Raptors ability to jump cliffs should be an upgrade then in that case.
@Photoloss: Go I managed to fix the launch for the Tempest attack and some other abilities, the problem was I forgot to set the correct missile actor in the action actor.
@Velancious: Go I know they are lacking in comparison to Marines, but making them slower to buff their attack isn't the solution.
So most of the suggestions and fixed are done for the next upgrade I think. Guardian Shield and Kinetic Impulse no longer affect allied units. Corsairs get +20 shields, speed increased to 3.5 and damage gets a +6 vs light bonus. Tempest and Corsair upgrades fixed, and several requirements fixed. Virophage attack fixed, although I'd like to make it a debuff unit with only minimal damage per cycle.
I have this problem with SC timeline I don't want to add dead people lol. Some players asked for old BW heroes like Duke and now (believe it or not its the first time) Tychus. It's hard to define an exact point in SC timeline but I don't want to add a mess of heroes, and I don't want to add the important ones, because you know, the important heroes don't go up front dying all the time. And nerfing THE Queen of Blades to the point she's usable without even a time restriction like the Hyperion means she won't be the Queen of Blades after all, sorry, no Queen of Blades, no Zeratul and no Odin. Heroes like Warfield or the Purifier are already far more powerful than they should for a melee match.
I've been nerfing the Hyperion a lot, I think it will be balanced eventually. It's as slow as an Overlord right now and the total time has been nerfed, so if you move it you're wasting time it could be attacking. If its still op I may remove the move ability from it so players are forced to call it right where they want it (just like a nuke).
@rickmary: Go I don't know, that could soak an absurd amount of damage in the right situation.
@ARMofORION: Go Which map was it?
EDIT: Mapster version is up and running.
Frontier and Cloud Kingdom.
@ARMofORION: Go All my maps were updated 2 days ago.
I think you should give blimps the harmless behavior , as the only thing the do is detect, so the are not much of a threat. So you have to target them
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.
@ARMofORION: Go
Well, if you are playing my map (Ruins of Tarsonis). I havent gotten around to updating it yet, just thought you might want to know,
(Soulfilcher I still need a list of every faction and their differences for zerg and Protoss)
@SoulFilcher: Go
Great mod! I have a couple suggestions concerning some small issues though.
1. Is it possible to randomnize enemy AI or hell...even choose what factions they go at the start via some sort of menu? (detects probably whether they're Zerg, Protoss, or Terran than gives you options)
2. What does the virophage ultimately do? It doesn't seem to hurt enemy units and I haven't got it close enough to attack enemy structures as of yet.
3. To make the infested faction a bit more unique, ever consider slowing the Infested Marines down a bit like in the campaign but making them beefier and do slightly more damage?
4. Why is the ultralisk burrow charge autocast while for the Aberration you gotta cast it manually? It seems to do the same thing, but without damaging the opponent on resurfacing.
5. What happened to the War Pigs on the Mercenary Terran faction? I remember being able to get them in an earlier update.
6. Is there a possibility of the zerg drop pods returning but in a different fashion that's NOT OP? (I used to summon them on an enemy worker line lmao, lulz ensued)
7. Will Pygalisks make it into the mod? (Could act as an early-game ultralisk or maybe for the Moebius Foundation)
8. New Unit - Brood Mother = A large Queen (like at the end of the WoL campaign in the Belly of the Beast mission) that appears in one of the Zerg factions? Acts as a Hero unit maybe?
9. Tempest replace Carrier? Should that option be added for Protoss somehow?
Unless I missed something, corsairs SUCK! They do less single-target dps than a phoenix WITHOUT the bonus vs light, fare marginally better against armor points, are 25% slower, can't fire while moving and don't do bonus damage vs light. They trade all this for a pathetic AoE attack, and even that is outdone by the phoenix AoE option, which the corsair gets no compensation for! if you pick it. Vikings in particular can "magic box" without sacrificing damage output.
Since the phoenix has high mobility, how about making the corsair a slower, more resilient alternative with higher damage output? For their overload you could make a repulsor field (pushes enemies back/prevents them from entering) or a stun/movement+attackspeed debuff as corsairs take longer to kill single targets.
Similarly, have you considered making scouts a more durable, but less damaging option to voidrays? The problem is they really don't add anything new to the table, and already were lackluster in the SC1 days. Except in the beta, where they used the missiles against ground targets and pwned everything.
2. It's simply broken. I found two ways to fix it: a) Set the target type (Location+) to Point for the search and the missile launch, and to Unit for the damage and the persistent. This version will target the ground under the unit, causing it to miss if the target runs out of the AoE.
b) Set all target types to Unit and replace the missile mover: Make a short Throw type phase for the upward launch angle, then blend into a standard Homing phase. This is the standard for all missile-based attacks in the core game, but will look weird if a fast target escapes the AoE, as the missile will home in on the unit. Not worse than marauder grenades though ;)
7. SoulFilcher already said that he dislikes pygalisks for only being small ultralisks, nothing unique as is. They'll probably find their way to Moebius or the Infested one day...
@Velancious: Go Thanks man! I'll answer your questions one by one:
1- I don't know, it could require a lot of new buttons in a command card, or a custom dialog for it, something I'd rather not include, for the sake of simplicity. I know I need to make the AI choices better, but I still don't have a god system for it.
2- I believe it's broken.
3- If they were as slow as they are in the campaign it would be too easy to avoid them, and too hard for infested to rush as an example. Units in the campaign weren't planned for melee mechanics so we need to adapt them.
4- Because the Aberration's ability came first. We didn't know about the Burrow Charge ability by that time, so the ability was planned as a kind of Zerg Blink. And it works different from Burrow Charge as it can move through cliffs or any other kind of obstacle, while Burrow Charge can't.
5- Button was probably screwed, I'll fix it.
6- Yes, I have plans to bring back terran and zerg drop pods.
7- As Photoloss said Pygalisks wont bring anything new to te gameplay, and zerg has already a very good number of melee units, they would only clutter the front.
8- I have plans to add special Queens or even heroes, I just dont want to give them the basic Queen model, so I guess I'll wait for HoTS.
9- This is under discussion right now. As options at the Pylon? What od you think?
@Photoloss: Go The Corsair was added "as is" so I haven't actually tweaked it to match the Phoenix., your idea is good. And that's what I was thinking for the Scouts, but I'm not sure, as with all the planned changes protoss options would be air only, and that sucks. The tech option are already 3 air vs 1 ground, and unit options may change to add Carrier/Tempest removing Dragoon/Stalker, what else should I remove?
I would hardly consider warp prism tech an "air option". On the contrary, warp prisms are built around warp gate play, and both upgrades add in to this as well. Observers aren't airfleet combat units either, but they're independent units which everyone builds regardless of tech focus/army core.
Dragoons won't be missed gameplay-wise, and to be honest without at least their original death sound they don't have much sentimental value either (for me). Nullifiers don't seem ready for production yet, having only 1 truly unique ability. Phase shift should have more effects, as-is only archons benefit from it (WC3 Banish spell made targets unable to collide, attack or be attacked and/but increased damage taken from special abilities) ; Kinetic Impulse is a generic nice-to-have buff on protoss, but rips team games to shreds if your ally is another race *cough*Marines*cough*+33%DPS*cough*stacks with stimpack*cough*
You also have room for 2-3 more options and won't be running out of terran stuff anytime soon, so as long as there's something left for zerg...
PS You did read I managed to fix the virophage, right?
@Photoloss: Go You have interesting points to consider there. I didn't say I as going ot remove Dragoons entirely. They will replace Stalkers, but for specific tribes not as an option. For the Nullifier I wanted Phase Shift to allow units to move through structures too, but data won't allow me to. Do you have any suggestions for it?
Ohhhhh such an unforeseen consequence for Kinetic Impulse! And to think I had it as very balanced with Guardian Shield! Damn how can I fix it?
Yeah I need more ideas for Zerg. I'm waiting for HoTS but I still want to find possible options in the current tech tree. The lack of unit-specific upgrades is a strong limitation, but there are a few abilities left, such as the Corruptor's ability.
I will check what said about the Virophage, though I'm terrible with movers so I think I'll go with the first option.
You could make Kinetic Impulse only work for Protoss units. Or better yet, only units that have a projectile (marines hit instantly, marauders would actually work fine with Kinetic Impulse).
As I said, make phase shifted units immune to damage but unable to attack, and possibly take increased damage from special abilities. This opens up many strategic options, as you can remove key threats, save your own units, protect casters from harm, phase enemies prior to feedback/storm for massive damage...
A simple fix for kinetic impulse is to make it not affect allies (possibly guardian shield too to balance it out, Blizzard doesn't balance around 2v2 anyway) ; This leaves possible problems with corsairs (once they're viable) and voidrays, which do damage in 0.6 second ticks. The other solution is to use percentage-based increases, but that will make reavers/colossi fry everything even faster and interacts poorly with the linear armor system.
Null field (AoE ability shutdown) would be another option for nullifiers (it WAS their signature move), but combined with attack-blocking phase shift it'll be far too strong. Then again disruption web+forcefield can be even worse.
"being bad with movers" means you're too impatient. There's nothing to know or to learn beyond what each field should do, you just keep punching in random values and testing it until it looks ok.
Bugs:
In the mapster version (downloaded yesterday) the protoss air option doesn't work. The requirement node (still references the scout btw) is broken/unfinished
Tempests don't benefit from shield and weapon upgrades (I also think they suck but that isn't your fault)
Tempest Gravity Sling upgrade doesn't vanish when queued or completed
Tempest missiles use wrong launch point and/or flying height
Mothership Cores appear next to the nexus when built instead of on top of it. They also have the standard beam weapon instead of the 13 range 60 damage version (assumed unfinished)
The above broken prerequisites are listed when loading the map, along with SeismicSpines, ScientistReactor, ReinforcedSuperstructure, SeismicCharge, Scout, ScienceVessel(2), SelectAnabolicSynthesis, SelectChitinousPlating, SelectAnabolicSynthesis, SelectBileDucts, Restoration. I'm unsure whether these are download/file corruption problems or human errors on your side.
@Vultorask: Go
Well that would suck, as beam weapons are implemented as instant-hit. Protoss missile users: stalkers, phoenices; with Expanded: dragoons, arbiters, hybrids, dark herald, tempests, scouts, reavers. You'd need a black/whitelist to implement it anyway, but I think that'll be way too obscure. (and technically marines are shooting bullets, which should get boosted, while I have yet to understand what a "disruptor" is supposed to fire, I thought the "disruption" is the effect on impact) ; also: mass hydra
@SoulFilcher: Go
1. No problem with that, just something I thought would add to the variety (for instance how Protoss always picks Hybrids) 2. Maybe make it be able to generate an 'infested' effect on Terran structures (and make it a castable ability?) that, after a certain time, gives the building to you. For instance, infesting a barracks gives you the chance to spawn infested marines. Another possible, alternate idea (could also work alongside it), is have it work like the dominion holoboard except that it infests units that stray into the castable area (causing them to have to move to avoid the AoE). 3. I see, but I somehow feel infested marines are a little too weak without combat shields/stimpacks. They should get some sort of initial advantage over Marines at first and become outclassed as the match progresses (like +1 more damage or +5 hp). 4. K 5. K 6. An idea for this perhaps is to make it to where zerg drop pods have to be 'spawned' on creep or have to be on a timer. I also don't believe this ability should be restricted to just one faction. My idea for how the ability would work is from a structure like the Spire, Infestation Pit, or the Lair/Hive. It would drain energy and cost minerals to summon these pods (the pods insta summon cheap zerglings or can be allowed to summon other varieties of units). 7. Since they seemed to be scientifically constructed by the Moebius Foundation, I think they should be cheap and effective melee units (think bio-weapons). Other than that, I see no reason to add them (but at least Zerg won't get another melee unit). 8. In this case, Kerrigan could also be added as a hero for one of the brood factions (though she'd need to be balanced, summoned from Hive, and purely built as a powerful caster for the Zerg). 9. Maybe the Tempest could replace the Carrier on one of the few DT factions seeing as it is a Dark Templar construct. Stuff like Dragoons from what I read could also be automatically built for like an Aiur faction (Immortals would have to be removed outright though lore-wise in exchange for Reavers). Reavers/Immortals may have to be restricted per faction and taken off the unit choices altogether.
BTW, I also think Raptors are a little too vespene gas hungry... I find making them almost useless though it is rewarding (they should benefit from metabolic boost at least or pounce on enemy units like they are supposed to do in HOTS, though I have no idea how you would get this to work correctly).
Tempests currently aren't considered Nerazim/DT creations. In case you missed it.
Edit: also, welcome to SC2Mapster :)
So it seems the best option to balance KInetic Impulse is to remove allies. And maybe make the Corsair deal splash damage instead of ranged so it is excluded as well.
@Photoloss: Go Thanks for all the help. I'm checking the bugs you reported and it seems that some of the changes I made to the requirements weren't saved. That's weird. I found that moving requirement nodes to different files is quite buggy, probably due to the way nodes data is structured. Those errors you mentioned were caused when I switched from a single mod file to multiple mods, a silly mistake left me without the nodes and I'm still fixing them. I believe they are all fixed for the next update.
Attachments for action actors is another thing that bugs me. I can get them working with the standard action actors, but if I make a new actor it doesn't work.
Yeah, the Mothership Core is unfinished. I finished it in my HoTS mod and now I need to find everything I changed from this version.
@Velancious: Go Infested Marines need to be balanced with marines through the whole match if possible. Yeah, my idea for the frop pods is to make them buildable with resource cost., and it must be restricted to a brood/faction as I try not to change the standard tech tree much.
If you mean the Queen of Blades then no. People asked for her before but there's no way she can be balanced. It would be worse than my current problem with the Hyperion. If you mean de-infested Kerrigan then we will have to wait.
Yeah Raptors are hard to balance and not as useful as Banelings. Right now I don't know what to do with them. I was thinking I could remove them and add Hunterlings as options to Roaches but I dislike this idea too.
@Photoloss: Go
My mistake, I swear I saw art of them or remembered them being of the Dark Templar design (might've been just the beta of WoL though when they were going to add them over the Carriers).
No need to remove corsairs from the list yet. They shouldn't be the kind of unit you tag along with nullifiers anyway, and are easily countered. My concern is the voidray, as Blizzard used to consider it OP. Changing that to splash/melee damage would be a nerf to guardian shield too though.
Action actors: Grab the correct attachment point from the "cutscene viewer", make sure you don't run SOpShadow or the like on the missile. Make sure the launch+impact Location of the effect is Unit, otherwise the actor can't grab the scope in the first place.
Kerrigan could be balanced, if anything she'd be near useless if you stick to the requested "caster" role unless you make her immune to feedback, EMP, neural parasite and all the additional nastiness you've added. Her current abilities are basically a souped up HT though, and you seem to dislike units being too similar. Then again you could handwave pretty much anything you want her to do with "class 12 psionic powers". Just remove the "hardened shield"+"do not die" behavior and scale her damage down a bit or you'll be the first one to get blasted.
@Velancious: Go
Exactly. There used to be a dark carrier with melee interceptors ("shurikens") and hardened shields against ground units. They didn't even bother to remake the model for our venerable carrier, only reskinned it to gold.
@SoulFilcher: Go
The thing with infested marines is, it is easy to see if someone chose the infested faction. SC2 is full of rock, paper, scissors play and knowing what faction someone picked is vital to countering their composition. Someone can also scout to see what the infested are doing (an infested marine rush) so I imagine the infested marines could be somewhat different statwise (besides having the ability to burrow which really doesn't help them too much except allowing them to pop out and attack all at once).
Are you sure about the Queen of Blades? I mean, I bet you get this question asked A LOT, but I think it is possible to balance her as long as you change out her abilities. One SP map I played on balanced Kerrigan pretty good so she could be an actual hero.
I also bet you've heard a lot of requests for Tychus to be added as a hero. How I think this would work is if he was made into a standard unit. A "Heavy Marine" that unlocks on a faction. The only annoying thing you'd have to get rid of is his flashlight effect but despite that it could make a good unit to deal with masses of troops clustered together (I don't really see much use in it though...might make a good replacement for Reapers if people don't want to use them).
The Hyperion is a mixed OP bag. I find it too powerful when used outside of an enemy base and flown in. I think the best solution right now is to just scrap it out or make it extremely slow to compensate. IDK if anything else could work...
Well maybe what could work is have Raptors have an automatic 'pounce' ability like what the Hunterling got in Left 2 Die. It doesn't let the target escape. However, it would only 'stun' and do extra damage to light units. Raptors ability to jump cliffs should be an upgrade then in that case.
@Photoloss: Go I managed to fix the launch for the Tempest attack and some other abilities, the problem was I forgot to set the correct missile actor in the action actor.
@Velancious: Go I know they are lacking in comparison to Marines, but making them slower to buff their attack isn't the solution.
So most of the suggestions and fixed are done for the next upgrade I think. Guardian Shield and Kinetic Impulse no longer affect allied units. Corsairs get +20 shields, speed increased to 3.5 and damage gets a +6 vs light bonus. Tempest and Corsair upgrades fixed, and several requirements fixed. Virophage attack fixed, although I'd like to make it a debuff unit with only minimal damage per cycle.
I have this problem with SC timeline I don't want to add dead people lol. Some players asked for old BW heroes like Duke and now (believe it or not its the first time) Tychus. It's hard to define an exact point in SC timeline but I don't want to add a mess of heroes, and I don't want to add the important ones, because you know, the important heroes don't go up front dying all the time. And nerfing THE Queen of Blades to the point she's usable without even a time restriction like the Hyperion means she won't be the Queen of Blades after all, sorry, no Queen of Blades, no Zeratul and no Odin. Heroes like Warfield or the Purifier are already far more powerful than they should for a melee match.
I've been nerfing the Hyperion a lot, I think it will be balanced eventually. It's as slow as an Overlord right now and the total time has been nerfed, so if you move it you're wasting time it could be attacking. If its still op I may remove the move ability from it so players are forced to call it right where they want it (just like a nuke).
Got an update for Abyss and Ruins, they still aren't up-to-date.