• 0

    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    I was just mentioning Aiur as in standing for Khalai Protoss, but nvm as you guys just use different tribes.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    @Photoloss: Go

    Well, what I mean is; I'm following the timeline associated with each faction. Aiur did not have Immortals; Immortals came after the fall of Aiur when Dragoons were re-purposed to make them (as no more Dragoons could be made). Thus, Immortals should stay away from the Aiur faction as they have no direct history with Aiur. Although it does make a lot of sense why they would use the Immortals, I'm just stating the history doesn't support it.

    I thought Reavers then would do better to replace the Immortals in that department since before the fall of Aiur, they were actually used in their armies. Other than that, I think we should do it your way (if SoulFlincher doesn't mind ignoring the history of the units).

    Zealots, Immortals, and Dragoons would make an excellent army actually... The Zealots absorb damage while Dragoons sit way in back, protected by the meatier Immortals.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    Just throwing some more suggestions out there...

    1. My Tychus idea - can be split to be either a Hero unit for Raynor's Raiders or turned into a "Heavy Marine" unit that replaces either the Marauder/Firebat or the Reaper (either way, flashlight needs to be turned off because it's useless in melee games).

    2. Queen of Blades as a call-in like the Hyperion for the Jorgumand brood, she disappears underground after having her 'fun' (short time limit + she walks, this faction doesn't have much to begin with so this would give it something else to work with).

    3. Immortal/Reaver removal as a choice - instead is directed by what faction you chose (Aiur faction gets Reavers while other ones get Immortals).

    4. Same thing as above but with Dragoons/Stalkers (I believe you already did this, just putting it out there).

    5. Zergling 'Raptors' get Hunterling pounce and are affected by Metabolic Boost upgrade, can also jump up cliffs if they get the Baneling Nest upgrade.

    6. Aberration Deep Tunnel ability needs fixed; either is on autocast or works like the Stalker's blink (they all move up at same time instead of having to click like fucking crazy).

    7. Infested Hercules has to use it's land animation in order to drop off troops (it's OP as fuck otherwise as it can stream unlimited troops rapidly across any size map).

    8. Infested faction gets a melee attack upgrade at engineering bay so Infested can improve their melee units attack (for example, Aberrations, Infested Terrans, and Infested Banshee's Broodlings).

    9. New Infestor ability called "Infestation" that replaces their Infested Marine one; they shoot their tentacle at a Terran building, and after a certain balanced amount of time, turn it infested and to the Zerg faction if the Infestor is not killed. It is a MUCH more risky/costly in energy (should cost like 150 energy) way of getting Infested units (but also way more fun). The Infested building automatically produces FREE units like the Swarm Host's "cocoons". If done to a Supply Depot, Infested Terrans spawn periodically. Infested Barracks? Infested Marines. Infested CC? Infested SCV's. You get the jist of it. During the "Infestation" period, the building is UNABLE to lift off (however the building can be saved by the owner if he lifts it off to begin with).

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    @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.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    @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).

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    @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).

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    @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?

    Posted in: Map Feedback
  • To post a comment, please or register a new account.