@Kanitala: Go Lol yeah, and since Hellbat = Hellion + Firebat, this option should be called Vulturauder = Vulture + Marauder.
How come Blizzard didn't think of it? XD
EDIT: It should come with the warning for the pilot: "please remember to keep your amrs and legs inside the vehicle during transformation. Failure to comply may result in amputations and other injuries."
I created the SC Expanded group in beta just in case any of you play it there. I think it might be helpful to find players if we start using it. If there are enough people in the beta we can already discuss some of the upcoming changes before the game is released.
Ey, SoulFilcher, how's the mod going?
Was just going to drop by and ask where the EU maps have gone? =) I had a guy message me saying that he loves the map and wanted me to tell you to "keep up the good work!" but that Zerg was a bit bugged in the version he was playing.
Also, any updates on that guy I asked you to contact? :F
Speaking of dark Templars, it would be interesting to separate the two models. The one with the scythe I feel is the regular sc2 unit and the one with the singular blade more of the sc1 unit. It would be cool if for Zeratul’s Faction dark Templar had the orginal SC1 sounds (voice and attack sound) only used the sc1 model (or Zeratul’s model if it’s not being used) have more health/shield and could use Void Prison.
I know I said this multiple times on gliderlings as an upgrade, however have I ever suggested a zerglings “zealot charge”(Tier 2 or 3)upgrade, thoughts?
For the zerg faction that is more into space roles, thoughts on giving an upgrade to mutalisk where there two bounce attack does full damage as an upgrade in tier 3? with it being week to anything that can shoot air, it would be a nice buff.
@rickmary: Go That's a possibility. My idea is to let them place more mines as the ones already placed are destroyed. This way they would be able to maintain a mine field.
@Irta643: Go Mod is going slow these last days, but only because I'm using the free time to work on other projects. And I'm holding back with some ideas so I can decide everything once HoTS is released. Some of the maps are still there, possibly with different names as Icemaster is the current EU publisher. With global play coming up I'll be able to update the mod myself so EU updates will be more stable in the near future.
And sorry, but I'm rarely logged to the game and I never saw him online again.
@FreezingAcidRain: Go Void Prison would somehow overlap with Maelstrom. I agree the 2 models could be used by different tribes, this would add more depth to the lore involving each model. Lenassa is the tribe with the old version. But adding the sounds is a problem because of players' languages. I added the zerg sounds because they are the same for all languages.
The "zergling charge" appears to be one of the campaign evolution options in HoTS, so it's very possible you will see it added to the mod, with even a different unit model once you upgrade it.
Mutalisks got a life regeneration boost for HoTS multiplayer, with their balance about to change I'll wait to see what happens.
I had an idea, why not allow the vulture to place 3 "Mine factories" which deploy around 3 spidermines randomly around themselves? To even things out a bit, the mines will die if the factory is destroyed.
Something like that.
My friends and I have been playing colonists a lot lately and they have some queer suggestions.
1) when you select colonists, you still retain the supply depot but can't build more. Instead you can build crops, which can be walked through, provide supply, and are cheaper. They should also be 2x2 and block the opponents sight.
2) command bio-dome now has the ability to reinforce structures and increase their max HP by a set percentage.
3) bio-dome can also generate destructible rock piles.
@rickmary: Go It reminds me of the Mine Drone ability from alpha WoL. Even though it's interesting, deploying Spider Mines directly is simpler and already working, so I think I'll stick with it.
@SGTMeowmers9: Go I had the idea to use Huts too, I even made it work so Colonists would build Huts, but in the end I decided to return to Depots. The problem is that without Depots the colonists won't be able to block path very well. We need to think it through.
How exactly am I supposed to achieve that? How can I make visuals for it? A little more lore would help too.
How can a Bio-Dome generate destructible rocks? How exactly would I make it work? It has the same problem as the previous suggestion.
I agree Terrans can't go on without Scanner Sweep. Iy just felt weird that a Bio-Dome owlud have access to it, but I can't leave that hole in their mechanics so I think I'll add the ability.
@Irta643: Go Ohh sorry, this is his Mapster name, I don't know his battlenet name.
Another idea came to mind, what about giving the Vulture the ability to shoot on the move akin to the Phoenix? Turning it into a raider unit designed for kiting and harass.
@rickmary: Go
What you suggested sounds a lot like the diamondback (when will they attack air?)
@SoulFilcher: Go
I would love to see zerg being able to build Creep colony (sc1) without the need of creep to build. This would help zerg vs zerg matches to be able to block ramps in early game and prevent zerg/hellion rushing with spine crawlers being able to open the gate. Colony could either add supply or be a better turret than spore or spine crawler. Remember how sunken colony could one shot kill marines?
@SGTMeowmers9: Go I agree Terrans can't go on without Scanner Sweep. Iy just felt weird that a Bio-Dome owlud have access to it, but I can't leave that hole in their mechanics so I think I'll add the ability.
Hmm well storywise, assuming the Colonists are either the natives to the planet or even if they just touched down they'll probably have either a ship in orbit they came on, and/or have launched a satellite to facilitate communication with the rest of the galaxy, possibly also including some form of orbital scanning equipment to help with prospecting or some such and they have an uplink to that in the dom? Just throwing out a story explanation idea ^_^
Good point, the Vultures would overlap with the DIamondback's shoot on the move trait, however the Diamondback is anti-armored, while the Vulture is anti-light.....
They might work, perhaps a test is in need? A couple matches testing the effectiveness of shoot-on-the-move Vultures?
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 Shoot on the move is good for microing, but can it compete with the sheer life and area damage of the Hellbat? What if you need to defend a position and can't run away?
@FreezingAcidRain: Go Creep Colonies are under work. Right now I'm experimenting with larger creep area, more HP, and maybe I'll try some passive AOE bonus to units?
@Kanitala: Go Yeah, whatever, Scanner Sweep to the farmers! XD
@Quirriff: Go I agree it would look kind of weird.
Finally the EU maps are up to date, maybe Abyss is the exception, but I already PMd TheBoo. Now I'm responsible for the mod files on EU too so they will stay up to date as long as the map publishers do their job ;-)
The mod was also uploaded to SEA, with 4 maps avaiable right now: Abyss, Ohana, Cinder Fortress and Discord IV.
The EU and SEA mods have the following changes that didn't make it to the NA version (but will be in the next patch):
-Devourer: SC1 sounds added,
-Nomad: Unit portrait camera fixed.
@Kanitala: Go Lol yeah, and since Hellbat = Hellion + Firebat, this option should be called Vulturauder = Vulture + Marauder.
How come Blizzard didn't think of it? XD
EDIT: It should come with the warning for the pilot: "please remember to keep your amrs and legs inside the vehicle during transformation. Failure to comply may result in amputations and other injuries."
I created the SC Expanded group in beta just in case any of you play it there. I think it might be helpful to find players if we start using it. If there are enough people in the beta we can already discuss some of the upcoming changes before the game is released.
@SoulFilcher: Go
Maybe we could give the fulture grenades with splash damage? Or a buff to Spider-Mines?
Ey, SoulFilcher, how's the mod going? Was just going to drop by and ask where the EU maps have gone? =) I had a guy message me saying that he loves the map and wanted me to tell you to "keep up the good work!" but that Zerg was a bit bugged in the version he was playing.
Also, any updates on that guy I asked you to contact? :F
@rickmary: Go That's a possibility. My idea is to let them place more mines as the ones already placed are destroyed. This way they would be able to maintain a mine field.
@Irta643: Go Mod is going slow these last days, but only because I'm using the free time to work on other projects. And I'm holding back with some ideas so I can decide everything once HoTS is released. Some of the maps are still there, possibly with different names as Icemaster is the current EU publisher. With global play coming up I'll be able to update the mod myself so EU updates will be more stable in the near future.
And sorry, but I'm rarely logged to the game and I never saw him online again.
@FreezingAcidRain: Go Void Prison would somehow overlap with Maelstrom. I agree the 2 models could be used by different tribes, this would add more depth to the lore involving each model. Lenassa is the tribe with the old version. But adding the sounds is a problem because of players' languages. I added the zerg sounds because they are the same for all languages.
The "zergling charge" appears to be one of the campaign evolution options in HoTS, so it's very possible you will see it added to the mod, with even a different unit model once you upgrade it.
Mutalisks got a life regeneration boost for HoTS multiplayer, with their balance about to change I'll wait to see what happens.
@SoulFilcher: Go
I had an idea, why not allow the vulture to place 3 "Mine factories" which deploy around 3 spidermines randomly around themselves? To even things out a bit, the mines will die if the factory is destroyed. Something like that.
Hey SoulFilcher,
My friends and I have been playing colonists a lot lately and they have some queer suggestions.
1) when you select colonists, you still retain the supply depot but can't build more. Instead you can build crops, which can be walked through, provide supply, and are cheaper. They should also be 2x2 and block the opponents sight.
2) command bio-dome now has the ability to reinforce structures and increase their max HP by a set percentage.
3) bio-dome can also generate destructible rock piles.
4) bio-dome gains scanner sweep.
@SoulFilcher: Go
Icemaster? The only maps I see are the ones put up by PlayPrey and TheBoo.
Ah well :/ Guess I need to find a new dude that can get tracelines and triggers to work properly :F
@rickmary: Go It reminds me of the Mine Drone ability from alpha WoL. Even though it's interesting, deploying Spider Mines directly is simpler and already working, so I think I'll stick with it.
@SGTMeowmers9: Go I had the idea to use Huts too, I even made it work so Colonists would build Huts, but in the end I decided to return to Depots. The problem is that without Depots the colonists won't be able to block path very well. We need to think it through.
How exactly am I supposed to achieve that? How can I make visuals for it? A little more lore would help too.
How can a Bio-Dome generate destructible rocks? How exactly would I make it work? It has the same problem as the previous suggestion.
I agree Terrans can't go on without Scanner Sweep. Iy just felt weird that a Bio-Dome owlud have access to it, but I can't leave that hole in their mechanics so I think I'll add the ability.
@Irta643: Go Ohh sorry, this is his Mapster name, I don't know his battlenet name.
@SoulFilcher: Go
Another idea came to mind, what about giving the Vulture the ability to shoot on the move akin to the Phoenix? Turning it into a raider unit designed for kiting and harass.
@rickmary: Go What you suggested sounds a lot like the diamondback (when will they attack air?)
@SoulFilcher: Go I would love to see zerg being able to build Creep colony (sc1) without the need of creep to build. This would help zerg vs zerg matches to be able to block ramps in early game and prevent zerg/hellion rushing with spine crawlers being able to open the gate. Colony could either add supply or be a better turret than spore or spine crawler. Remember how sunken colony could one shot kill marines?
Hmm well storywise, assuming the Colonists are either the natives to the planet or even if they just touched down they'll probably have either a ship in orbit they came on, and/or have launched a satellite to facilitate communication with the rest of the galaxy, possibly also including some form of orbital scanning equipment to help with prospecting or some such and they have an uplink to that in the dom? Just throwing out a story explanation idea ^_^
@FreezingAcidRain: Go
Good point, the Vultures would overlap with the DIamondback's shoot on the move trait, however the Diamondback is anti-armored, while the Vulture is anti-light..... They might work, perhaps a test is in need? A couple matches testing the effectiveness of shoot-on-the-move Vultures?
@rickmary: Go
It wouldn't look good. Vultures don't have a turret, it might work with hellions however.
@Quirriff: Go
Phoenixes don't have turrets either, instead they strafe.
And we all know that anyone with enough skill using a hover vehicle can pull off strafing movements.
@rickmary: Go
actually they do, the reason they face the target while shooting is that the whole model is a turret with a turn point in the middle
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.
@nolanstar: Go
Didn't know that, we could probably apply something similar to the vulture model anyways though, perhaps...
@rickmary: Go Shoot on the move is good for microing, but can it compete with the sheer life and area damage of the Hellbat? What if you need to defend a position and can't run away?
@FreezingAcidRain: Go Creep Colonies are under work. Right now I'm experimenting with larger creep area, more HP, and maybe I'll try some passive AOE bonus to units?
@Kanitala: Go Yeah, whatever, Scanner Sweep to the farmers! XD
@Quirriff: Go I agree it would look kind of weird.
Finally the EU maps are up to date, maybe Abyss is the exception, but I already PMd TheBoo. Now I'm responsible for the mod files on EU too so they will stay up to date as long as the map publishers do their job ;-)
The mod was also uploaded to SEA, with 4 maps avaiable right now: Abyss, Ohana, Cinder Fortress and Discord IV.
The EU and SEA mods have the following changes that didn't make it to the NA version (but will be in the next patch):
-Devourer: SC1 sounds added,
-Nomad: Unit portrait camera fixed.
@SoulFilcher: Go
Well, we know that the BattleVulture is out of the question due to lack of modeling skills among everyone here.
What about giving the Vulture splash damage/more damage, and the ability to scale cliffs?
Im running out of ideas D: