@DEFILERRULEZ: Go There EU publishers aren't reliable you know? Well, just kidding, but since my connection has been crappy this last month I haven't been able to meet him and send him the files. Once we finally have Global Play I'm going to udpate EU myself, at least the mod files, so other players only need to update the maps.
The Hybrid Hydralisk or Hy-Hy as I like to call him is just fine. He is much like a normal Hydra right now, but he can blink. I'm not satisfied with the current emissive texture though and I'll try to work on it. Hy-Hy will replace Hydralisks for the Hybrid brood so I'm not sure the stats should be the same or if he should be stronger and more expensive.
Hy-Hy (lol) could have same sort of passive skill,as poisonous spines or something of psionic/imba and this type of things,and of course range 6 ( with upgrade)
@DEFILERRULEZ: Go I don't want to deviate too much from the normal Hydra. I was thinking about life, damage and so on. Should they be the same or better than those of the normal one? Of course the unit cost would be higher too.
Has anyone played with this las patch balance? How is it going?
I haven't had a chance to play yet, been pulling 70 hour work weeks and it's killing me! But I should have free time tomorrow, I'll definitely be giving it a shot. So pumped! Changes sound awesome.
Brutalisk seems a little bit too good. Long range, air and ground attack, fast rate attack, high damage of 40 with health set at 500: it’s better than the ultralisk.
-Maybe damage down to 30 (two shot kill marine in two seconds) have the ultralisk amour bonus to include the brutalisk, and health down to 350 (same as Colossus). But I haven’t had anyone good enough to test them.
Lurker speed at 2.5 is alright, but I prefer the original 3.38. Right now they move faster than the hydralisk which I like because it means they are in the front where u can burrow them where there be most useful. But after speed upgrade they fall way in the back, like way back where they are blocked by roaches and hydralisk attacking and not close enough. Look closer, you will see a “sprint/jump” animation it does every 6 seconds showing that they are meant to move superfast. Immortals, siege tanks, air is what counters this tier 3 unit.
-Would an upgrade to allow them to move off creep at 3.25 work?
I like the new Guardian model, and feel it’s more feasible now. Right now the speed is 1.5 , what if you try to spate more from the brood lord we increase the speed between 1.61 & 2.0? Add the green tail attack animation and I would say this unit be complete, (without the splash).
The Devourer speed at 2.0 is too slow, the only thing faster is the bc and carrier, and that’s it. Speed should be at the very least 2.95, the lowest speed of the corruptor. I know the model was updated, but was the animation also updated? Looks funny as it moves compared to “SC1BW fighting spirit” which I consider the best current build (including everything on the attack, wouldn’t mind a faster rate of attack though 5.xx is long, but I think of it more as a passive spell caster reducing amour and there attack rate).
The old guardian model with the tail would be interesting as a new capital ship that can either:
- Lunches broodings at ground or air (this would require a flying brooding that attacks melee on a ship.)
-shoots acid balls (like the current attack or could be the devourer attack, though that attack looks more like a psi laser attack, something a hybrid would spit out) that does splash damage to ground and maybe air.
Dark Terran texture I mentioned earlier for Mobius foundation. Thought it would fit well, you know, if you connect all the dots.
Huge thanks for adding in Raynor! In addition to just being fun to use, he provides the Raiders with an augument to early game base defense, and the grenade ability can turn the tides in small skirmishes. The one time I've lost him so far pissed me off so much that I rallied myself during a losing game and wound up winning :)
Gaurdian seems more viable now with lower supply. Devourer model is neat!
One thing I wasn't going to bring up for a while because I wasn't sure if it was intentional or a bug, but it is awesome...
All this talk of a bomber: Currently the colonists faction can swing this, if you load Hercules with the APCs (with additional units inside of these) the hercules turns into a giant flying ball of destruction. Depending on what units are in the APC(tauran marines) then the Hercules can attack both land and air targets. Now, making all of this happen is pretty difficult because it's a 3rd tier unit combonation that requires a lot of $$, but if you do add in a bomber it may or may not be wise to switch this up. Until then it's a fun late game colonist option, assuming you live that long.
Leviathan: based of the new (epic) trailer. Add a long range “zerg pod” attack where 6 pods every 3 seconds are lunched at long range (12ish) and do 15 damage and for each pod a zergling is spawned for a limited time. This and a load all zerg and unload rapidly with fit this unit well.
Onegoal: things I liked from, it was the corruptors “slime corruption” where a channelled ability causes 20damage a second and if unit is killed spawns broodlings based on the supply. The counter would be too move the unit out of range. Also I liked the Viking transformation time buff upgrade and its diamondback stats. (Am I the only one that feels the Viking should shoot faster than 1 to make it more useful?)
starbow: things I liked from, the hydralisk tier 1 stats and the “acid spine” attack. It’s a very cool looking animation. Also the new concept of a brood lord where healh and cost is lowered but there attack is 12 and the what they shoot is a very cool bio missle (first time I see it) where it does 25 damage and stats on s unit or building so that when it dies broodings are spawned.
@FreezingAcidRain: Go If the Brutalisk isn't balanced what about before? Only in this last update I started balancing it with Ultras and I feel this is the right way to go with them, maybe later they could become an option to Ultralisks? In this case I'm already considering the HoTS Ultralisk with thw standard 35 damage vs everything. I won't add the armor bonus upgrade to the Brutalisk as I feel it's the Ultra's advantage. I think I will increase the cooldown for his weapons.
Ok, I'll wait for more feedback on Lurkers. Doesn't the range upgrade help? I feel both a range upgrade (to siege range) and speed upgrade wouldn be too much.
Isn't it dangerous to give a 9 range unit a near-to-average speed? Its hard to make Guardians apart from Broodlords as they share the same role, both are supposed to be slow and long ranged. What do you mena by green tail animation?
I will check how fast Devourer are supposed to be. The model is the newest model by GhostNova, yes the animations changed. I don't know other versions.
The Swarm Guardian model looks like the new one, I won't add it as a new unit. Wait for HoTS for more zerg units.
I connect all the dots but I won't change the textures for Moebius, they are an alien research group owned by Valerian, we are not addressing "subjective" plots here.
Transport for the Leviathan is a good idea, but I'd remove Nydus Network for that brood. I need to think about the drop pods and check how the data editor could handle ishooting units it's transporting.
The Corruption ability needs an option, but not a channeled option since the original isn't channeled. I won't touch Vikings' base stats but I ould add a transformation speed upgrade to a faction.
Starbow has a different approach. Kabel moved units around to try and find a new balance. I have a gazillion new units to balance and I balance them around the original ones, that's why I shouldn't go changing the original ones a lot and specially not in a way that affects the basic tech tree.
I knew of the Hercules bug and I could have fixed it, but since the Colonists lack firepower I decided to leave it as it is for now.
@RezE11even: Go I hope Raynor isn't too good that early in the game, I need more feedback on that.
Yeah go abuse the Hercules bug and tell me if it is OP or not.
No worries, Raynor isn't OP early game. He's a fun alternative but balances out, he costs as much as 3 marines and 3 marines will kill him in 6 shots and he can kill a single Marine in 4 which puts Raynor dead at about shot 10, So you need to drop a grenade and micro the shit out of him just to survive. In fact if anything it might be cool to give him stim as an option? He's always falling behind in groups. But anyway no worries, not a potential game ender like a White Star rush :)
I think you were spot on in leaving the Herc bug, like you said the colonists don't really have an air alternative. It's been a toss up for me winning with the colonists with the loaded herc. It's definitely beatable with a mixed army, but if the opponant has a more or less only ground force they're screwed. Loaded Herc is great for flying over bases and demolishing them, then flying away before the ground army can catch up. It is effectively a super bomber. It's good in direct skirmikishes but can be overwhelmed- 4 of them get stomped, 6 of them stand a chance. The neat thing is that when destroyed everything survives, and when the APCs are destroyed everything survives.. so you get a lot of mileage out of it. I will say that the APC itself and Loaded Herc are essentially my favorite units in the game, so more or alternate bombers/pilotable attacking ships or vehicles would be awesome.
I spent my own time researching on the Grizzly, and from what I can see...
The Grizzly is essentially more of a gunship than a transport, capable of raising havoc on land forces with: machine guns, flak cannons, Manticore Missiles, and concussion bombs.
It fills more of a role similarly to the banshee than to a dropship.
It would probably be a slow-mediumish armored ship with air-to-ground splash damage attacks, anti-infantry oriented.
Perhaps give it a toggle setup similarly to A.R.E.S.? where it can switch between guns/missiles/bombs? Or a bombing-run ability?
@SoulFilcher: Go
Colossus speed is 2.25 and has range 9 splash; making gardians a bit faster at 1.6 1 than brood lords won't hurt too much. Before i gave a link on the ideal gardian model, idealy the attack rather than a "slow constant moving big glowing sphere" that is overused for attacks on the map L2D, its has a "greenish comet tail" behind the ball and i think, though i might see it wrong, acceleates or moves faster. if your removing the zerg tunnel, should there be a faction that benifits from it, such as rapid unload and extra stats? Although hots should have this. Hercules bug not op, and a pain vs darkarchon, I tested the choker, i like the 4 tenticals but problem is the hotkey is t, same as infested terran.
EDIT (about Jim and Colonies)
Jim's health should be 200, and I based this number on the SC1 stats. Kind of surprised there’s no revive on this unit. Rebels don't have an attack rate at 0.8x, rather its slow and at random. I haven't tested it but do these guys even work as a group vs. zerglings/banelings/roaches/zelots/stakers/cols/marnies with stim in real scenarios? Be nice if they had real guns rather than beer bottles that explode. A much weaker version of the marine with less damage, less health, and no stim. I like the idea of the Grenadier from the prisoner unit, I just don’t like the idea of a half-naked man with no visible weapon out vs. zerg/protoss. Couldn’t one of the rebel models (there’s more than one with a backpack?) be used to replace the prison model but use bottles as the grenade? Also the rebel size could be a bit bigger; they look too small and cluster too close. Then seeing as rebels have a cheap all round unit, should the bull marine get a buff closer to the stats of a ghost/elite unit? It would be nice if the texture of the Goliaths was normal and constant and if wraiths ground attack could shoot faster. The “Colonies hellions” attack is missing an explosion sound on impact? Don’t know if I like there bright textures they produce at random.
Weapon and armor upgrades don't effect merc units- they stay at 0. If this is intentional it makes many of the units useless once others have upgrades.
And just a visual bug, but annoying, the Dirty Girl Medivac has some sort of bug where the green health beam doesn't dissappear- so if you use the unit soon you'll have a bunch of green lines streaking all over the map.
Edit:
Terran upgrades don't effect any of the call down heroes either, Raynor, Tosh, Nova, etc. Forgot to check white star but likely the same?
@rickmary: Go That's an idea, but waht would be the difference of these 2 modes exactly? Why would players want to switch modes?
@FreezingAcidRain: Go I know that attck model is overused by L2D, but no L2D unit will use it in my mod so it can stay as the Guardian's attack, the original sprite was a slow-moving green ball anyway. I wasn't talking about removing the Nydus entirely, just for the Leviathan brood if the unit gets a massive transport ability. Choker is still under work, I'm not sure what to do with it and I think there's no need for it to keep the Infested Terran ability.
Raynor's stats aren't based on any campaign stats for him. He's an early game unit and 200hp would be too much. And no Marine should have that much life. There's no 'revive' for him just like there's no revive for any hero, even though players keep asking me to change that. If I do, it will include him.
Ok, step by step: I have to take a look at the Colonist weapon and see if there isn't a delay being applied.
You have suggested giving rifles to colonists before and as I answered, I feel they need to de made apart from Marines. I gave them some testing agaisnt Zerg and they aren't too bad. I haven't received enough feedback to decide if they need a buff.
I used the Specte Prisoner unit because I had nothing else to fill that role, I know it's not the best model, and the unit itself is lacking, but I didn't think of a best solution and I don't want to make 2 units use the same model.
Is the size of the Rebel unit a problem in melee? Why do you think so?
The Tauren Marine is supposed to replace the Marauder and give Colonists early anti-air. It's not an elite unit.
The Goliaths have variations just like Dark Templar do, why should I change it?
Yeah, I've been waiting for more feedback on Wratihs, I'll keep your suggestion in mind.
I have to fix the ATV's attack visuals and sound, I made that one a long time ago and I didn't know how to fix it then, and I haven't touched that unit since. I fear it will be a very poor replacement for Hellions in HoTS.
@RezE11even: Go I know, I need to add all those upgrades. Ohh I'll fix the beam, thanks. The heroes are supposed to have 3/3 upgrades from start, I think I forgot to add those for Raynor.
Using guns it would have a decent AtG splash attack, with missiles it would either be an anti-armor/weak anti-air weapon, and with bombs it would be anti-deathball/anti-structure.
It would be a decent all-round combat unit that only has the defect of doing poorly vs air, if you let it combat air at all.
The bomber is a great idea, there's a lot of cool ideas in here for it. It would be great if the bombs had a large bonus vs buildings the way the reaper used to, and it could only use it's bomb attack if it's directly over whatever units or buildings.
You could have the attack be standard with a range of 1 or 2, or build bombs from the unit itself like reaver scarabs or replenishing vulture mines.
Then if you keep the loading aspect of the ship it could have different or multiple weapons active depending on how many units are loaded into it(ie 1 marine = 1 ATG cannon, 2 = dual ATG cannons, 3 = dual ATG cannons + AA missle attack), or you could simply have the ship attack with the loaded unit's weapons much the way the APC and Hercules Bug are now.
Raynor does seem a little weak but I understand your reasoning. However if you don't introduce hero revives it might be a good idea to bump his health up a little. 150 or even 125 would be an improvement.
Rebels are great as is, I think. Unfortunately I don't have too much "real world" experience with them, but they do just fine vs insane ai which is adequate to test basic balance issues. Of course they're weaker and slower than marines.. they're also cheaper and you get two of them. They have strength in numbers and there's not really any situation you're going to be in where you don't also have a tauran marine or prisoner nearby.. and the prisoner's maelstrom ability is invaluable in turning the tides in colonist's infantry favor. If the only issue is "what would win in a fight, a single zealot or two rebels?" well.. so? Is it any different for zerglings or marines? I'm only a silver level player, but the colonists are so vastly different that I could easily see them being overpowered once people really figured out how to use them. They're arguably more swarm like than the infested terran faction. They can certainly pump out more units and harvest minerals faster than anyone else, plus have extremely useful units that no one else gets.
if you still want to add the grizzly, what factions would get it? and for the previosly suggested stats, i would say req tech lab with armory and\or acadamy
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.
@rickmary: Go Since the best option so far is to make it an option to Banshees it won't be able to attack air. 2 attack modes is good enough, no need to complicate. I too think it should have one AoE attack, and the other possibly good vs armored/buildings.
@RezE11even: Go Yes, maybe the secondary attack vs buildings is used automaically when they are targeted, just like with the reaper. I'm not inclined to give it a transport ability right now.
Farm power baby!!!
@nolanstar: Go As I said it could be an option to the Banshee, but I'm not sure. I want to keep 4 unit options for each race if I can, but Terran already has 4. With HoTS coming up I feel the Vulture may not be able to compete with the Hellion and the new Hellbat, so this option may be removed or changed somehow. If it becomes an option to another unit it must have the same requirements, if not I have more freedom to decide.
I'm sorry that I haven't been able to update the mod so frequently, I have other projects stil unfinished and if I don't take a break from SC Expanded once in a while I won't ever be able to work on them. This mod is the only SC2 project I released so far and I want to change it. With HoTS I know I'll have a ton of work to do so I won't work on it that much right now.
But keep posting, everything in this thread is considered and written down in a list so I can cover everything later. Thank you guys.
when it will come on EU? I am really interested on check it :D,what's up your rotfl hybrid hydralisk ?
@DEFILERRULEZ: Go There EU publishers aren't reliable you know? Well, just kidding, but since my connection has been crappy this last month I haven't been able to meet him and send him the files. Once we finally have Global Play I'm going to udpate EU myself, at least the mod files, so other players only need to update the maps.
The Hybrid Hydralisk or Hy-Hy as I like to call him is just fine. He is much like a normal Hydra right now, but he can blink. I'm not satisfied with the current emissive texture though and I'll try to work on it. Hy-Hy will replace Hydralisks for the Hybrid brood so I'm not sure the stats should be the same or if he should be stronger and more expensive.
Hy-Hy (lol) could have same sort of passive skill,as poisonous spines or something of psionic/imba and this type of things,and of course range 6 ( with upgrade)
@DEFILERRULEZ: Go I don't want to deviate too much from the normal Hydra. I was thinking about life, damage and so on. Should they be the same or better than those of the normal one? Of course the unit cost would be higher too.
Has anyone played with this las patch balance? How is it going?
hybrid hydra should have range 6 (+1 with upgrade) and 100 hp,nothing else.
I haven't had a chance to play yet, been pulling 70 hour work weeks and it's killing me! But I should have free time tomorrow, I'll definitely be giving it a shot. So pumped! Changes sound awesome.
Huge thanks for adding in Raynor! In addition to just being fun to use, he provides the Raiders with an augument to early game base defense, and the grenade ability can turn the tides in small skirmishes. The one time I've lost him so far pissed me off so much that I rallied myself during a losing game and wound up winning :)
Gaurdian seems more viable now with lower supply. Devourer model is neat!
One thing I wasn't going to bring up for a while because I wasn't sure if it was intentional or a bug, but it is awesome...
All this talk of a bomber: Currently the colonists faction can swing this, if you load Hercules with the APCs (with additional units inside of these) the hercules turns into a giant flying ball of destruction. Depending on what units are in the APC(tauran marines) then the Hercules can attack both land and air targets. Now, making all of this happen is pretty difficult because it's a 3rd tier unit combonation that requires a lot of $$, but if you do add in a bomber it may or may not be wise to switch this up. Until then it's a fun late game colonist option, assuming you live that long.
@DEFILERRULEZ: Go Ok, suggestion added to the list
@FreezingAcidRain: Go If the Brutalisk isn't balanced what about before? Only in this last update I started balancing it with Ultras and I feel this is the right way to go with them, maybe later they could become an option to Ultralisks? In this case I'm already considering the HoTS Ultralisk with thw standard 35 damage vs everything. I won't add the armor bonus upgrade to the Brutalisk as I feel it's the Ultra's advantage. I think I will increase the cooldown for his weapons.
Ok, I'll wait for more feedback on Lurkers. Doesn't the range upgrade help? I feel both a range upgrade (to siege range) and speed upgrade wouldn be too much.
Isn't it dangerous to give a 9 range unit a near-to-average speed? Its hard to make Guardians apart from Broodlords as they share the same role, both are supposed to be slow and long ranged. What do you mena by green tail animation?
I will check how fast Devourer are supposed to be. The model is the newest model by GhostNova, yes the animations changed. I don't know other versions.
The Swarm Guardian model looks like the new one, I won't add it as a new unit. Wait for HoTS for more zerg units.
I connect all the dots but I won't change the textures for Moebius, they are an alien research group owned by Valerian, we are not addressing "subjective" plots here.
Transport for the Leviathan is a good idea, but I'd remove Nydus Network for that brood. I need to think about the drop pods and check how the data editor could handle ishooting units it's transporting.
The Corruption ability needs an option, but not a channeled option since the original isn't channeled. I won't touch Vikings' base stats but I ould add a transformation speed upgrade to a faction.
Starbow has a different approach. Kabel moved units around to try and find a new balance. I have a gazillion new units to balance and I balance them around the original ones, that's why I shouldn't go changing the original ones a lot and specially not in a way that affects the basic tech tree.
I knew of the Hercules bug and I could have fixed it, but since the Colonists lack firepower I decided to leave it as it is for now.
@RezE11even: Go I hope Raynor isn't too good that early in the game, I need more feedback on that.
Yeah go abuse the Hercules bug and tell me if it is OP or not.
@SoulFilcher: Go
No worries, Raynor isn't OP early game. He's a fun alternative but balances out, he costs as much as 3 marines and 3 marines will kill him in 6 shots and he can kill a single Marine in 4 which puts Raynor dead at about shot 10, So you need to drop a grenade and micro the shit out of him just to survive. In fact if anything it might be cool to give him stim as an option? He's always falling behind in groups. But anyway no worries, not a potential game ender like a White Star rush :)
I think you were spot on in leaving the Herc bug, like you said the colonists don't really have an air alternative. It's been a toss up for me winning with the colonists with the loaded herc. It's definitely beatable with a mixed army, but if the opponant has a more or less only ground force they're screwed. Loaded Herc is great for flying over bases and demolishing them, then flying away before the ground army can catch up. It is effectively a super bomber. It's good in direct skirmikishes but can be overwhelmed- 4 of them get stomped, 6 of them stand a chance. The neat thing is that when destroyed everything survives, and when the APCs are destroyed everything survives.. so you get a lot of mileage out of it. I will say that the APC itself and Loaded Herc are essentially my favorite units in the game, so more or alternate bombers/pilotable attacking ships or vehicles would be awesome.
I spent my own time researching on the Grizzly, and from what I can see... The Grizzly is essentially more of a gunship than a transport, capable of raising havoc on land forces with: machine guns, flak cannons, Manticore Missiles, and concussion bombs. It fills more of a role similarly to the banshee than to a dropship. It would probably be a slow-mediumish armored ship with air-to-ground splash damage attacks, anti-infantry oriented. Perhaps give it a toggle setup similarly to A.R.E.S.? where it can switch between guns/missiles/bombs? Or a bombing-run ability?
@SoulFilcher: Go Colossus speed is 2.25 and has range 9 splash; making gardians a bit faster at 1.6 1 than brood lords won't hurt too much. Before i gave a link on the ideal gardian model, idealy the attack rather than a "slow constant moving big glowing sphere" that is overused for attacks on the map L2D, its has a "greenish comet tail" behind the ball and i think, though i might see it wrong, acceleates or moves faster. if your removing the zerg tunnel, should there be a faction that benifits from it, such as rapid unload and extra stats? Although hots should have this. Hercules bug not op, and a pain vs darkarchon, I tested the choker, i like the 4 tenticals but problem is the hotkey is t, same as infested terran.
Some Terran Mercenaries bugs-
Weapon and armor upgrades don't effect merc units- they stay at 0. If this is intentional it makes many of the units useless once others have upgrades.
And just a visual bug, but annoying, the Dirty Girl Medivac has some sort of bug where the green health beam doesn't dissappear- so if you use the unit soon you'll have a bunch of green lines streaking all over the map.
Edit:
Terran upgrades don't effect any of the call down heroes either, Raynor, Tosh, Nova, etc. Forgot to check white star but likely the same?
@rickmary: Go That's an idea, but waht would be the difference of these 2 modes exactly? Why would players want to switch modes?
@FreezingAcidRain: Go I know that attck model is overused by L2D, but no L2D unit will use it in my mod so it can stay as the Guardian's attack, the original sprite was a slow-moving green ball anyway. I wasn't talking about removing the Nydus entirely, just for the Leviathan brood if the unit gets a massive transport ability. Choker is still under work, I'm not sure what to do with it and I think there's no need for it to keep the Infested Terran ability.
Raynor's stats aren't based on any campaign stats for him. He's an early game unit and 200hp would be too much. And no Marine should have that much life. There's no 'revive' for him just like there's no revive for any hero, even though players keep asking me to change that. If I do, it will include him.
Ok, step by step: I have to take a look at the Colonist weapon and see if there isn't a delay being applied.
You have suggested giving rifles to colonists before and as I answered, I feel they need to de made apart from Marines. I gave them some testing agaisnt Zerg and they aren't too bad. I haven't received enough feedback to decide if they need a buff.
I used the Specte Prisoner unit because I had nothing else to fill that role, I know it's not the best model, and the unit itself is lacking, but I didn't think of a best solution and I don't want to make 2 units use the same model.
Is the size of the Rebel unit a problem in melee? Why do you think so?
The Tauren Marine is supposed to replace the Marauder and give Colonists early anti-air. It's not an elite unit.
The Goliaths have variations just like Dark Templar do, why should I change it?
Yeah, I've been waiting for more feedback on Wratihs, I'll keep your suggestion in mind.
I have to fix the ATV's attack visuals and sound, I made that one a long time ago and I didn't know how to fix it then, and I haven't touched that unit since. I fear it will be a very poor replacement for Hellions in HoTS.
@RezE11even: Go I know, I need to add all those upgrades. Ohh I'll fix the beam, thanks. The heroes are supposed to have 3/3 upgrades from start, I think I forgot to add those for Raynor.
@SoulFilcher: Go
Using guns it would have a decent AtG splash attack, with missiles it would either be an anti-armor/weak anti-air weapon, and with bombs it would be anti-deathball/anti-structure.
It would be a decent all-round combat unit that only has the defect of doing poorly vs air, if you let it combat air at all.
The bomber is a great idea, there's a lot of cool ideas in here for it. It would be great if the bombs had a large bonus vs buildings the way the reaper used to, and it could only use it's bomb attack if it's directly over whatever units or buildings.
You could have the attack be standard with a range of 1 or 2, or build bombs from the unit itself like reaver scarabs or replenishing vulture mines.
Then if you keep the loading aspect of the ship it could have different or multiple weapons active depending on how many units are loaded into it(ie 1 marine = 1 ATG cannon, 2 = dual ATG cannons, 3 = dual ATG cannons + AA missle attack), or you could simply have the ship attack with the loaded unit's weapons much the way the APC and Hercules Bug are now.
Raynor does seem a little weak but I understand your reasoning. However if you don't introduce hero revives it might be a good idea to bump his health up a little. 150 or even 125 would be an improvement.
Rebels are great as is, I think. Unfortunately I don't have too much "real world" experience with them, but they do just fine vs insane ai which is adequate to test basic balance issues. Of course they're weaker and slower than marines.. they're also cheaper and you get two of them. They have strength in numbers and there's not really any situation you're going to be in where you don't also have a tauran marine or prisoner nearby.. and the prisoner's maelstrom ability is invaluable in turning the tides in colonist's infantry favor. If the only issue is "what would win in a fight, a single zealot or two rebels?" well.. so? Is it any different for zerglings or marines? I'm only a silver level player, but the colonists are so vastly different that I could easily see them being overpowered once people really figured out how to use them. They're arguably more swarm like than the infested terran faction. They can certainly pump out more units and harvest minerals faster than anyone else, plus have extremely useful units that no one else gets.
if you still want to add the grizzly, what factions would get it? and for the previosly suggested stats, i would say req tech lab with armory and\or acadamy
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.
@rickmary: Go Since the best option so far is to make it an option to Banshees it won't be able to attack air. 2 attack modes is good enough, no need to complicate. I too think it should have one AoE attack, and the other possibly good vs armored/buildings.
@RezE11even: Go Yes, maybe the secondary attack vs buildings is used automaically when they are targeted, just like with the reaper. I'm not inclined to give it a transport ability right now.
Farm power baby!!!
@nolanstar: Go As I said it could be an option to the Banshee, but I'm not sure. I want to keep 4 unit options for each race if I can, but Terran already has 4. With HoTS coming up I feel the Vulture may not be able to compete with the Hellion and the new Hellbat, so this option may be removed or changed somehow. If it becomes an option to another unit it must have the same requirements, if not I have more freedom to decide.
I'm sorry that I haven't been able to update the mod so frequently, I have other projects stil unfinished and if I don't take a break from SC Expanded once in a while I won't ever be able to work on them. This mod is the only SC2 project I released so far and I want to change it. With HoTS I know I'll have a ton of work to do so I won't work on it that much right now.
But keep posting, everything in this thread is considered and written down in a list so I can cover everything later. Thank you guys.
@SoulFilcher: Go
Clearly the solution is to make the Vulture be able to transform into a Battle Vulture that is basically the Marauder and then remove the Marauder :D