BattleCraft
Push spawned attackers toward the enemy side to destroy their life crystal while protecting your own. Pick the right units over your enemy to push through your enemy's attackers.
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Search for "BattleCraft" on battlenet:
- US: "BattleCraft"; filter "Tug of War"
- EU: "BattleCraft BETA"
- SEA: "BattleCraft BETA"
I'm open to suggestions like balance, glitches, fixes, and stuff.
Things to do:
- Balance Balance Balance
- Fixing glitches
- New units and heroes
- Custom GUI
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I'm remaking a classic from SC1 for SC2.
Recommended players: 2 [1v1] or 4 [2v2]
Some details:
- Buy attacker armies at the top left corner of the map. Each individual unit purchase creates an army of that unit. These units will automatically attack toward the enemy's life crystal.
- Buy defensive structures and heroes at your Life Crystal. In addition to minerals, these special units require vespene gas.
- Mineral count increases automatically. To fasten the pace of game as time goes by, income and vespene gas increases as you kill more units.
- For more convenient purchasing, hotkeys are initiated at the start for each player. [1-4] are for buying attacker armies while [w] is the life crystal.
- You can still play with/computers by adding AI for a player slot. The AI just makes random units so don't expect it to be any good.
Original map from SC1 by: Spikes10012
i agree hyper every round! lol if only and yes animus defense is best :) like i said before we need more units! the ones we can use are pretty well buffed y change what works. as for the infesteds make em weaker make em stronger dont really matter they all blow up in the end
@oOProtexOo
Infested Terrans just by themselves are easy to take out, but no one ever uses them that way. I'm talking about how its insanely easy to drop them last second along with zerglings or mules and suddenly the entire attacking army is destroyed. It's simply way too good at defending.
Also I don't care how much other people disagree, Sending first always puts you at a disadvantage. Once you send there is nothing you can do but sit and wait. All the power for what happens is in the hands of the defense. If defense knows what they are doing they can always counter for less mineralz and then use that advantage to instantly push back. It's just math and logic.
@Final Word
Aside from uber, I like the Prelate for the Patriarch as well. You may need to take out the archons first with tanks, immortals, lurkers, elite hydras, or whatever. Otherwise countering with another Patriarch works if you come up with a better army to go with it. I think Patriarch is still the hardest to counter even with the range nerf.
I agree with the post below me, having hyper not be majority rules is silly, every game I play is usually 3 votes for hyper vs 1 D- rated guy who votes not.
That's like 75% of people not getting what they wanna play :(
Any chance you can make voting for hyper the same way voting for aggro was? If any 1 player from each team votes for it, it goes. Requiring all 4 to vote for hyper is too many votes, and so many games has 1 person been either afk or didn't want it, and 1 gets to ruin it for the other 3.
Hyper is great, and if it wer emy choice I'd play every game in hyper mode. 9 our of 10 times though, games are not hyper. Please make it easier to be!
o and maybe adding 4 extra players to the game so it becomes 4v4 or any other combination u like. imagine the carnage that could ensue when 8 ubers grace the battle field!
all i can say is thank you for hyper it should be standard so u dont have to wait for ppl to gain their money up anyway. same with the new agro system its way better having it as an option rather than spawning to prolong their emergance. and if u cant stop infested...lol wow sux for u. the game is pretty well balanced right now just needs tester 8 already and a bigger chance of getting the special armies more units= more fun better combinations and more whiney nubs :)
I think the countdown on aggro was just a little too fast.
If the initial time period before aggro sets in was higher and the sends also increased the timer a bit more I think aggro would be a fun alternate setting to play with.
Also no one ever uses aberrations so they probably need a little buff. Infested terrans need a slight nerf as they are too good at defending against large armies.
. Been playing since beta ( with a long break) glad to see you're still updating. I like hyper much more then aggro, if you want people to be more aggresive I'd rather see you buff terrazine income for aggresors then put aggro back in.
So the uberlisk is countered by dark prelate, but what do you counter the patriach with besides an uberlisk in terms of heroes say you are low on cash or just got armed but have a few thousand terrazine.
edit: also why are aberrations so bad.
Aggro had too many problems.
Their range was increased to 7. Do you miss aggro Strilanc?
Infested terrans did get a buff, I think. Ghosts don't counter them as well anymore, at least.
I like to use infestor/viking, so my infested terran counter is light air to cause them to stop and shoot while infestors finish them off from a distance.
I think those zerglings were doing exactly what they were intended to do: distract and protect the main combo.
Also: how about an infested terran nerf? I'm not sure if they received a buff somewhere along the way, but they seem to be too useful for taking out big combos and are really only countered with more infesteds. I'd be happy to hear other strategies for dealing with them if it's just a matter of the meta game adjusting.
Give the option for aggro just like you do for hyper.
Also, in a game today I noticed that high templars prioritize attacking zerglings over super hydralisks. A couple zerglings would leak through and all 2 groups of high templars would change to focus fire the zerglings.
Basically thanks to poor targeting, 400 minerals worth of units became worthless and cost me the game.
I don't know if there is a way to change prioritization of targets, but if there is it might need some tweeking.
There's alot of things I like about the new setup. However, to me and a good few others, this is not BC. It's a fun, festor-filled knockoff of it. The original was a different game, and it should be a start-screen option.
I'd have to vote against bringing aggro back. With ratings always active and hyper mode I'm quite satisfied with the new setup. I think aggro drove away a lot of new players and also exposed decent players to getting killed if they had a noob partner that abandoned them in the middle for the opening salvo.
Dear Tordecy, Please bring Aggro mode back.
<3 Stevie
PS: Thanks for the viking nerf
@Skioski: Go
I'm not sure if I agree with the base regen of being that heavy...
Maybe a limited amount of heal in exchange for 2 gas? Like 2.5k for 2 gas, and a limit of doing it 2 times? But you cannot pass up your limit of 5k..
@Strilanc: Go
Actually, you do break sweat if it is a good player. Good players will like send a uber, send 1k of AA and then arm after it. While you may have 30 income or whatever, you will still take serious damage and are vulnerable to a counter-attack.
Hey guys, Igiveup here, Just got my account - Was Thinking, Perhaps putting in aggro units again along with buying them in the pylon. If you have the center control AND aggro, it will have a much higher incentive to attack and not just watch as a massive 1.5k push gets countered by 700 mins. I also agree with Stevie. We have to have epic playoffs, there would be some really sick 2v2s. @strilanc - I disagree with the mineral trading limit. Part of the idea in a 2v2 is that you trade minerals to survive, Or trade minerals for an interception, armageddon, massive 2v1 push over 2k minerals etc. By limiting that, you are limiting teamwork.
Another thing - I really think you should add all the chance units in. You can just add them, and as some are deemed unbalanced, take them out or buff/nerf them. Progress will be very slow by just adding in one or two features per update.
Another thing - I think you should cap the minerals at something slightly higher like 3k or 2.5k because 2k has its limits in push size, but a 3k push or a 2k push + arm would be pretty sick to see. It would also create more variety in pushes.
Another thing - The upgrade cost for leveling attack is way too high. Try testing it at 2-3 and see how it goes, I think it would make more strategies viable (sentry rush, mass baneling push + arm etc.)
Lastly, I think there shouldn't be a cool down for temp income, it should be 4-5 extra income, but it shouldn't last as long as it does. So my idea would be, you have 9 gas and you are in a 2v1. You get temp income 3 times to up your income by 12-15 for just 2-3 minutes and try to win. It would make more strategies viable.