Hunterling dosen't have attack animation,and not attack sound (he use the one of zergling),could u make that special infested spawn with their original sounds (for example stank must virth with his awesome groooorgh)
@DEFILERRULEZ: Go You're testing the beta version right? I'll just assume all your reports are for the beta version. I won't change HoTS units, so no MS Core changes. No mercenary unit gets upgrades right now (if I remember it right) but I'll add those in a future update.
@FreezingAcidRain: Go Bugs added to the list. The Lesser Adrenal Glands upgrade was supposed to be a weaker version of the original, to reinforce the idea is brood isn't ground based, but I guess it isn't wroking as intended right now.
@rickmary: Go Merging the 2 options may be a good soultion to balance those units, but I'll hold that decision until HoTS is released with final balance stats. And no, no transformer Vulture, go watch transformers with Mr. Dustin Browder ;-)
@RezE11even: Go Hi, you're Rez form SC2 forums right? Welcome to mapster and thankss for taking the time to write such a long report. Some of your suggestions for the Kel-Morians were ruled out a long time ago, such as the Automated Refinery, it is totally op in a multiplayer game, you have no idea. MULEs are alreay too good to be made better and the Miners were made to replace MULEs for the Colonsts. Combining MULEs with Miners is a huuge advantage as well, that's why I think they should remain separate. But the idea to give CC reactors from start may be a good one.
The Laser Drill was something I tried before, but then I decided the Tank was better. The 2 have similar attacks and the unit looks way cooler than the turret. The Helios is Warfiled's ship, but since it crashed on Char I decided to give his ship a different name, check the Alpha Squadron faction. The Odin is simply too big, too strong, too similar to Thors to serve as a hero unit, it would fit the same role Merc Thors fill right now if nerfed. And again story-wise we don't even know what happened to this unit. Raynor wasn't added as a hero for the simple reason he doesn't dash up front in everything Raiders do and fight, he would put himself in great danger by doing that, he isn't as powerful as Nova or Tosh, he's just a man in a Marine suit who dodged death too many times, I know people would like to have him, but I have to think about game mechanics and about killing an important character all the time (same reason you can't have Zeratul).
All in all you guys are doing great lol, my list of bugs to fix gets larger each day and I don't have time to fix everything, but I'm trying. The list of ideas is also huge, some of them will have to wait for HoTS, some of them will only be given a chance if the units don't get changed by Blizzard. But some other I'll try to add when I can.
I know this is basically a one man operation, you're doing a great job with all of this.
The White Star is an awesome and awesome looking unit, and works great. I was thinking about the Helios skin that's crashing, with all the green gasses and such pouring from it. It would be a cool unit(either just bc or hero) for Infested terrans. It could always have it's name changed. If it were an infested hero unit, it could have an ability like "Spread fear" where the very sight of such a massive, scary looking unit screws with the enemy army? It could be a casted energy ability where units in a certain area crap their pants and thus loose accuracy in their decisions, making them have only 50% chance of hitting their targets for a period of time. If not for the infested Helios this could definitely be added as an abilitiy for one of the zerg heavy hitters, like the Leviathan or Kerrigan or some other massive/badass unit.
I understand your reasoning for keeping Raynor(and other heavy hitters) off the front lines.. but I hope you'd reconsider! It would make the gameplay that much more fun, and since you can only have heroes once their deaths would definitely be felt. Plus it would make it kind of cool to consider that every game you play could be the war ending game, depending on who wins. I've always gotten the impression from the story that Raynor is on the front lines, fighting with his men, more often than not.. they just keep him out of the campaign missions because the standard gameplay doesn't include buildable heroes(yet?). For example in WoL on char, you fight to get to Warfield and then it's Raynor and Titus showing up in the cinematics. Not to mention the 3 missions where he literally is on the front lines.
Anywho as I continue to play I'll be sure to pop in and add comments/suggestions.. I've been reading through the thread and it's amazing to see how the colonists have been formed.
No i was talking about WoL version,HotS beta version is awfull,some icons are wrongs,the strong/weak description is totally idiot (things like "weak against viking,corruptor,void ray,viking :D)
@RezE11even: Go Good idea, never thought about using the Helios as an infested BC.
@DEFILERRULEZ: Go Ok, so your reports were added to the standard list. The beta version was just to see how it would work, so I already know some data changes I need to make in order to be HoTS compatible.
New NA update today (I'll try to contact my EU publisher for the EU update), probably the last of 2012. Here are the changes:
ZERG
-Devourer: This unit was added to the Baelrog brood.
-Hunter Killer: Selection priority lowered; Burrow requires research; added to Hydra's selection group.
-Hunterling: Upgrade effects added; actor events fixed.
-Infested Terran & Marine: Selection priority lowered.
-Lurker: Speed nerfed.
-Scourge: SC1 sounds added.
-Stank: Upgrade effects added; Burrow ability added; damage changed to 50 vs everything; speed buffed to 2.75; added to Ultra's selection group.
TERRAN
-Aberration: Radius reduced to 0.75; Best Unit flag removed from Deep Tunnel ability.
-Ghost: Snipe damage changed to 25 +25 vs light.
-Infested Cocoon: Will no longer block unit movement.
-Swarm Host: Infestor wireframe added as a placeholder (I was positive I had a wireframe for it but I didn't find it)
-Warfield: Death model fixed.
PROTOSS
-Reaver: SC1 sounds added.
-Warp Prism: Model textures properly change for the Hybrid tribe.
Updates sound cool, can't wait to try out Devourer.
Had another thought regarding Kel-Morian Combine.
Remember how in the campaign there would be certain buildings/things you could destroy and they would drop little mineral/gas pickups? This would be cool to implement for these guys, if it's possible. IE:
Destroy destructible rocks with laser tank drill, they drop minerals.
Destroy enemy CC/Hatchery/Nexus, drops minerals and gas.
I actually managed to update the Big Game Hunters map- I'm going on vacation in a couple of days, so I won't be able to update again until after New Year's.
I did the math, lurkers speed is technically 3.30 in brood war. 2.25 are painfully slow as hydralisk, and there speed was above 3 in broodwar. It’s a zerg unit, it’s meant to keep up with the group, not fall way behind or block the faster units. They might have appeared too fast for you with the creep bonus. You mentioned “Hunterlings aren't that good as harass units after all”, not true…I was simply using the drone/queen block tactic. 3.30 is where it should be at, 3.00 would be fine as it will keep up hydra and roach at same rate.
Guardians and Devourer
Should note here the hydra speed upgrade was put down into lair tech (as it should be to make hydralisk useful).
Guardians and Devourer attack upgrades should be +2, not +1
Guardians and Devourer should be at total supply 2 and 2, not 4 and 3
link shows what the ideal guardian should look like with animation and attack movement:
Devourer, model is alright, wish the tail was more static, had only the “slow hover” motion with the wings being able to move. Was also excepting a “roach purple slim” for attack and a “purple fungal” to show which units are effected. Also ability should effect side units and d
if this faction is picked the ability to pick infestor or defiler is removed completely, unless you pick before picking this faction.
Leviathan
total energy and energy cost should be cut in half.
have load ability so that it can carrier the entire zerg ground army? Included rapid unload
Zerg choker
I know you have a lot on your plate, will it be included in L2D brood with orginal abilities?
for the infestor, it would be interesting if it could attack like a broodlord, lunch a egg at a distance at the enemy (does or doesn't do damage) and then hatch into a infested marine. Probably will never going to happen.
Having an upgrade at cc named “savage” where you get a % from destroyed enemy buildings, I got no issues with that.
Automated Refineries, what’s the issue? Making these everywhere? What if making them only work if a cc is nearby, kind of like how a gateway needs a pylon.
Should be noted Hammer Securities is from this faction
Heros
You got Tosh, Nova, Mohannder, Warfield, that other Protoss hero in the phoenix, but you won’t put in Raynor, Zeratul, or infested Kerrigan? Hard to have lore included if there are 4 Tosh’s on the battlefield at once.
@morgoth780: Go No problem, this was the last update in 2012 and I won't be around for several days.
@FreezingAcidRain: Go Yes, but they didn't have a range upgrade. The upgrade means there's less need to reposition them and is also necessary for clumping them, as burrowed units can't stack like in BW. Thanks for all the balance reports, I haven't gotten enough lately. The Hunterling is too fragile if it need to come into melee, it's not like the Reaper, but we will see, I'll give it time so more people can test them.
Isn't Hydra speed in Lair tech in my mod? If not I'll change that.
Guardians and Devourers: Good suggestions, but again I'm not bound to BW stats and in this case I need to balance them with Corruptors / Broodlords somehow. I made my own version of that Guardian model, I don't know why I didn't include it lol. The Devourer was made by GhostNova so I can't actually work on it.
I left the Leviathan energy as it was so that feedback isn't completely useless against it. Other than that it could be the same as the other units. If I give it a transport ability maybe I should remove the Nydus Network? It isn't a ground-based brood after all.
The Choker will come back, I'm just not sure how... or when. I need to think about the abilities and tech-tree position.
Wait.... you want infestors to be more useful? Is that what I read? ;-)
Automated Refineries need no workers, they gather as if there was 3 workers on them all the time. They will work form everywhere in the map, allowing for gas steal and players could spread them all over the map to guarantee a huge gas income. Even if I follow your suggestions which doesn't fit Terran mechanics, the simple fact that you free 6 SCVs per base with it will boost your economy more than you think. Sorry, messing with economy balance is a serious problem I won't add it.
Hammer Securities are KMs, but they are mercenaries. If I were to split the mercenaries based on their origins there wouldn't be a mercenary faction.
I understand your point, people want to have all heroes. I've stayed away from the main heroes yes, but Infested Kerrigan is another case entirely (and maybe Zeratul falls in this category too). She's simply too powerful and nerfing her to a point players can use her in a melee map would feel lame. This is not the campaign, some things are better left out. I may reconsider adding Raynor though, but then I'd re-think the Raider unit.
There'd be no need to rethink the Raider unit, if you leave the Raider as is but use Raynor's Marine form (from piercing the shroud) rather than Raynor's HEV rifle form (from belly of the beast). One is a hero marine, the other is a ghost replacement.. they're pretty different, no?
dark archon Meal storm area of effect should be bigger, maybe equal to the size if infestor or high Templar.
corsair, in game they get a + vs. light units (12), not very fair if it’s rapid fire and does splash. Also web distortion field is too large and u can cast it twice per unit. Size should be like meal storm size; smaller or nerfed. The web was also an upgrade as I recall, though I don’t see any issues.
tosh faction: when playing wraiths don’t fare well with BC rapid fire and if thors are picked, its gg vs mass bc. This is what I feel
stone zealots, there weapons display attack speed 1.25 and 1.5, ?. also there supply count should be 6, not 4, as they still do the same damage, lost 3 range, but have + 100 health.
I agree with the the maelstrom buff, maelstrom is a very useful ability that should have a large enough AoE to be useful.
Corsairs didn't have splash damage in BW from what I recall, Corsairs should have a max of 200 energy, and the disruption web costing 125 energy.
Wraiths are designed to combat Lighter craft, and are honestly very powerful vs. Zerg air.
Stone Zealots should have more than just less range and more health, seeing as how they lack the ability to cliff-walk they should get some other trait
On your ideas, Banelings are a bit too spammy being created from Zerglings already, I don't think we need ones that split as that concept creates massive damage compared to normal banelings.
Marines building bunkers would be a little bit unfair don't you think? They could just march into the enemy base and have some build bunkers while the rest defend.
Killing any unit as any race? I can think of many reasons this would be unfair. Imagine early game, when you kill an enemy scout while it's in your base, suddenly there is a creep tumor causing trouble.
On the broodlord upgrade, that would be way too spammy, Broodlords are powerful as is.
Again, we don't need so much creep spread.
Maybe, perhaps a lategame tech upgrade or a brood specific one.
Zerg don't really need that, perhaps a defensive brood could get it though.
Was playing with some guys, and it seems the fatty's cocoon placement no longer works. It gives a "cant build there" error.
EDIT: played yet another match as colonists, apparently rebels cannot attack the bar because its not a "ground" unit.
I believe Corsairs do splash damage, it was low damage at 5 per 0.7 sec in brood war. if you think about it in brood war each race has had a new flying unit that did some kind of splash damage (Devourer has area of effect). as for creep tou
didn't think Banelings were too spammy, if you run them into a turtling terran, they will die on first blast before they reach. the splitering(a much weeker version) would help banelings be not just a one time use, and would compete with the lurker. don't forget 1 baneling in gas will cost the same as 1 roach.
sorry, i ment when you kill an enemy a creep tumor will spawn on chance, in tier 2
Marines building bunkers: not in tier 1 but more into tier 2
broodlords: 300/250, supply 4, can target air(this cost is close to a carrier). i don't know... i always felt broodlords were week vs the pricetag it comes with. having a small upgrade with the broodlings to increase first attack or spawn an extra one couldn't any major changes could it? this would fit well with a zerg faction that's specialized for air units.
most of my ideas are aimed at filling in the zerg factions. each one should be as good and desireable as the other.
You guys bring some important points to be dicussed, keep it up! But right now I don't feel like experimenting some of those "crazy" ideas, we have HoTS coming up in a few months and we will have lots of new zerg mechanics to use.
As always all bugs were added to the list, I'll take a look when I can.
@RezE11even: Go Yeah, but the Hyperion calldown is the ability that bugs me. It would make a lot more sense if Raynor was the one to call it, but it was made to replace Nukes and taking this ability away from the Raider unit is a step back in trying to make it a good replacement for Ghosts.
@FreezingAcidRain: Go Balance suggestions added to the list. Some of your ideas seem redundant with abilities already in game, like the ability to spew creep or place creep tumors off creep (that's what the Overlord's ability do in a sense). I like the idea to make Frenzy an aura on the caster, but the others seem a little off.
Could give Raynor an aoe grenade move that does good damage to light infantry. Cooldown of 10 seconds so it isn't super spammable, lol. Actually, I think he'd be better off with an ability that boosts the movement speed and attack speed of all units around him for a few seconds. Shared stimpacks or something, lol.
The other idea I had was an emp grenade that would temporarily disable mechs in an area. It could multi-purpose such that against biological units, it would shock them for some damage. So it'd be an improved grenade. .. yeah, that's too strong with the multi-purpose, lol.
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Hunterling dosen't have attack animation,and not attack sound (he use the one of zergling),could u make that special infested spawn with their original sounds (for example stank must virth with his awesome groooorgh)
@DEFILERRULEZ: Go You're testing the beta version right? I'll just assume all your reports are for the beta version. I won't change HoTS units, so no MS Core changes. No mercenary unit gets upgrades right now (if I remember it right) but I'll add those in a future update.
@FreezingAcidRain: Go Bugs added to the list. The Lesser Adrenal Glands upgrade was supposed to be a weaker version of the original, to reinforce the idea is brood isn't ground based, but I guess it isn't wroking as intended right now.
@Kanitala: Go That's a possibility.
@rickmary: Go Merging the 2 options may be a good soultion to balance those units, but I'll hold that decision until HoTS is released with final balance stats. And no, no transformer Vulture, go watch transformers with Mr. Dustin Browder ;-)
@RezE11even: Go Hi, you're Rez form SC2 forums right? Welcome to mapster and thankss for taking the time to write such a long report. Some of your suggestions for the Kel-Morians were ruled out a long time ago, such as the Automated Refinery, it is totally op in a multiplayer game, you have no idea. MULEs are alreay too good to be made better and the Miners were made to replace MULEs for the Colonsts. Combining MULEs with Miners is a huuge advantage as well, that's why I think they should remain separate. But the idea to give CC reactors from start may be a good one.
The Laser Drill was something I tried before, but then I decided the Tank was better. The 2 have similar attacks and the unit looks way cooler than the turret. The Helios is Warfiled's ship, but since it crashed on Char I decided to give his ship a different name, check the Alpha Squadron faction. The Odin is simply too big, too strong, too similar to Thors to serve as a hero unit, it would fit the same role Merc Thors fill right now if nerfed. And again story-wise we don't even know what happened to this unit. Raynor wasn't added as a hero for the simple reason he doesn't dash up front in everything Raiders do and fight, he would put himself in great danger by doing that, he isn't as powerful as Nova or Tosh, he's just a man in a Marine suit who dodged death too many times, I know people would like to have him, but I have to think about game mechanics and about killing an important character all the time (same reason you can't have Zeratul).
All in all you guys are doing great lol, my list of bugs to fix gets larger each day and I don't have time to fix everything, but I'm trying. The list of ideas is also huge, some of them will have to wait for HoTS, some of them will only be given a chance if the units don't get changed by Blizzard. But some other I'll try to add when I can.
Thanks for the reply!
I know this is basically a one man operation, you're doing a great job with all of this.
The White Star is an awesome and awesome looking unit, and works great. I was thinking about the Helios skin that's crashing, with all the green gasses and such pouring from it. It would be a cool unit(either just bc or hero) for Infested terrans. It could always have it's name changed. If it were an infested hero unit, it could have an ability like "Spread fear" where the very sight of such a massive, scary looking unit screws with the enemy army? It could be a casted energy ability where units in a certain area crap their pants and thus loose accuracy in their decisions, making them have only 50% chance of hitting their targets for a period of time. If not for the infested Helios this could definitely be added as an abilitiy for one of the zerg heavy hitters, like the Leviathan or Kerrigan or some other massive/badass unit.
I understand your reasoning for keeping Raynor(and other heavy hitters) off the front lines.. but I hope you'd reconsider! It would make the gameplay that much more fun, and since you can only have heroes once their deaths would definitely be felt. Plus it would make it kind of cool to consider that every game you play could be the war ending game, depending on who wins. I've always gotten the impression from the story that Raynor is on the front lines, fighting with his men, more often than not.. they just keep him out of the campaign missions because the standard gameplay doesn't include buildable heroes(yet?). For example in WoL on char, you fight to get to Warfield and then it's Raynor and Titus showing up in the cinematics. Not to mention the 3 missions where he literally is on the front lines.
Anywho as I continue to play I'll be sure to pop in and add comments/suggestions.. I've been reading through the thread and it's amazing to see how the colonists have been formed.
No i was talking about WoL version,HotS beta version is awfull,some icons are wrongs,the strong/weak description is totally idiot (things like "weak against viking,corruptor,void ray,viking :D)
@RezE11even: Go Good idea, never thought about using the Helios as an infested BC.
@DEFILERRULEZ: Go Ok, so your reports were added to the standard list. The beta version was just to see how it would work, so I already know some data changes I need to make in order to be HoTS compatible.
New NA update today (I'll try to contact my EU publisher for the EU update), probably the last of 2012. Here are the changes:
ZERG
-Devourer: This unit was added to the Baelrog brood.
-Hunter Killer: Selection priority lowered; Burrow requires research; added to Hydra's selection group.
-Hunterling: Upgrade effects added; actor events fixed.
-Infested Terran & Marine: Selection priority lowered.
-Lurker: Speed nerfed.
-Scourge: SC1 sounds added.
-Stank: Upgrade effects added; Burrow ability added; damage changed to 50 vs everything; speed buffed to 2.75; added to Ultra's selection group.
TERRAN
-Aberration: Radius reduced to 0.75; Best Unit flag removed from Deep Tunnel ability.
-Ghost: Snipe damage changed to 25 +25 vs light.
-Infested Cocoon: Will no longer block unit movement.
-Swarm Host: Infestor wireframe added as a placeholder (I was positive I had a wireframe for it but I didn't find it)
-Warfield: Death model fixed.
PROTOSS
-Reaver: SC1 sounds added.
-Warp Prism: Model textures properly change for the Hybrid tribe.
gostei nao vejo a ora di ver a nova versao
Updates sound cool, can't wait to try out Devourer.
Had another thought regarding Kel-Morian Combine.
Remember how in the campaign there would be certain buildings/things you could destroy and they would drop little mineral/gas pickups? This would be cool to implement for these guys, if it's possible. IE:
Destroy destructible rocks with laser tank drill, they drop minerals.
Destroy enemy CC/Hatchery/Nexus, drops minerals and gas.
Something like that.
I actually managed to update the Big Game Hunters map- I'm going on vacation in a couple of days, so I won't be able to update again until after New Year's.
@SoulFilcher: Go
Lurkers
Guardians and Devourer
Leviathan
Zerg choker
@RezE11even: Go
Kel-Morian Combine:
Heros
@RezE11even: Go I'll keep that idea in mind.
@morgoth780: Go No problem, this was the last update in 2012 and I won't be around for several days.
@FreezingAcidRain: Go Yes, but they didn't have a range upgrade. The upgrade means there's less need to reposition them and is also necessary for clumping them, as burrowed units can't stack like in BW. Thanks for all the balance reports, I haven't gotten enough lately. The Hunterling is too fragile if it need to come into melee, it's not like the Reaper, but we will see, I'll give it time so more people can test them.
Isn't Hydra speed in Lair tech in my mod? If not I'll change that.
Guardians and Devourers: Good suggestions, but again I'm not bound to BW stats and in this case I need to balance them with Corruptors / Broodlords somehow. I made my own version of that Guardian model, I don't know why I didn't include it lol. The Devourer was made by GhostNova so I can't actually work on it.
I left the Leviathan energy as it was so that feedback isn't completely useless against it. Other than that it could be the same as the other units. If I give it a transport ability maybe I should remove the Nydus Network? It isn't a ground-based brood after all.
The Choker will come back, I'm just not sure how... or when. I need to think about the abilities and tech-tree position.
Wait.... you want infestors to be more useful? Is that what I read? ;-)
Automated Refineries need no workers, they gather as if there was 3 workers on them all the time. They will work form everywhere in the map, allowing for gas steal and players could spread them all over the map to guarantee a huge gas income. Even if I follow your suggestions which doesn't fit Terran mechanics, the simple fact that you free 6 SCVs per base with it will boost your economy more than you think. Sorry, messing with economy balance is a serious problem I won't add it.
Hammer Securities are KMs, but they are mercenaries. If I were to split the mercenaries based on their origins there wouldn't be a mercenary faction.
I understand your point, people want to have all heroes. I've stayed away from the main heroes yes, but Infested Kerrigan is another case entirely (and maybe Zeratul falls in this category too). She's simply too powerful and nerfing her to a point players can use her in a melee map would feel lame. This is not the campaign, some things are better left out. I may reconsider adding Raynor though, but then I'd re-think the Raider unit.
Please reconsider :)
There'd be no need to rethink the Raider unit, if you leave the Raider as is but use Raynor's Marine form (from piercing the shroud) rather than Raynor's HEV rifle form (from belly of the beast). One is a hero marine, the other is a ghost replacement.. they're pretty different, no?
Balance
sc1 speed reference (key ratio is 1.77778)
From playing grey’s advance sc2
Ideas
@FreezingAcidRain: Go
I agree with the the maelstrom buff, maelstrom is a very useful ability that should have a large enough AoE to be useful. Corsairs didn't have splash damage in BW from what I recall, Corsairs should have a max of 200 energy, and the disruption web costing 125 energy. Wraiths are designed to combat Lighter craft, and are honestly very powerful vs. Zerg air. Stone Zealots should have more than just less range and more health, seeing as how they lack the ability to cliff-walk they should get some other trait
On your ideas, Banelings are a bit too spammy being created from Zerglings already, I don't think we need ones that split as that concept creates massive damage compared to normal banelings. Marines building bunkers would be a little bit unfair don't you think? They could just march into the enemy base and have some build bunkers while the rest defend. Killing any unit as any race? I can think of many reasons this would be unfair. Imagine early game, when you kill an enemy scout while it's in your base, suddenly there is a creep tumor causing trouble. On the broodlord upgrade, that would be way too spammy, Broodlords are powerful as is. Again, we don't need so much creep spread. Maybe, perhaps a lategame tech upgrade or a brood specific one. Zerg don't really need that, perhaps a defensive brood could get it though.
Was playing with some guys, and it seems the fatty's cocoon placement no longer works. It gives a "cant build there" error. EDIT: played yet another match as colonists, apparently rebels cannot attack the bar because its not a "ground" unit.
@rickmary: Go
You guys bring some important points to be dicussed, keep it up! But right now I don't feel like experimenting some of those "crazy" ideas, we have HoTS coming up in a few months and we will have lots of new zerg mechanics to use.
As always all bugs were added to the list, I'll take a look when I can.
@RezE11even: Go Yeah, but the Hyperion calldown is the ability that bugs me. It would make a lot more sense if Raynor was the one to call it, but it was made to replace Nukes and taking this ability away from the Raider unit is a step back in trying to make it a good replacement for Ghosts.
@FreezingAcidRain: Go Balance suggestions added to the list. Some of your ideas seem redundant with abilities already in game, like the ability to spew creep or place creep tumors off creep (that's what the Overlord's ability do in a sense). I like the idea to make Frenzy an aura on the caster, but the others seem a little off.
Could give Raynor an aoe grenade move that does good damage to light infantry. Cooldown of 10 seconds so it isn't super spammable, lol. Actually, I think he'd be better off with an ability that boosts the movement speed and attack speed of all units around him for a few seconds. Shared stimpacks or something, lol.
Cooking Rage should be titled something like Cauterizing Blades. The name doesn't sound right.
@Vultorask: Go If I ever add him to his faction he will keep his grenade ability, but it will be tweaked for cost and damage for sure.
@SGTMeowmers9: Go Lol I wanted a homage to the Aiur Chef mod. The icon comes from that mod and I think the name should have a reference to it too.
Should be cauterizing cooking rage blades, lol.
The other idea I had was an emp grenade that would temporarily disable mechs in an area. It could multi-purpose such that against biological units, it would shock them for some damage. So it'd be an improved grenade. .. yeah, that's too strong with the multi-purpose, lol.