Elite Operations 1.2
Details
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FilenameElite_Operations.SC2Map
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Uploaded by
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UploadedAug 5, 2010
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Size2.11 MB
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Downloads943
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MD5498fad59306cfcb66ebe44c212dfd2fc
Changelog
1.2 Changes
- Maelstrom replaces the Needler due to freezing/crashing issues. Maelstrom is a fast-hitting weapon with small area of effect damage that has its speed increased by 10% every time it fires, up to a max of 100%.
1.1 Changes
General
- An 8 second cooldown has been added to prevent jumping from vehicle to vehicle.
- Added a Stargate in the center of the map that can be taken over like the Gateways. The Stargate produces a single Void Ray with powerful area of effect attacks and a high amount of life and shields. Only one Void Ray can be active at a time for either team.
Weapons
- Shock Cannon damage lowered by 25% but now can hit up to 4 targets.
- Flamethrower removed, replaced with the Needler gun. The Needler gun is an area of effect weapon that puts a Needled buff on attack targets, stacking up to 25 times. After 5 seconds of not being attacked by Needler hits, the targets will explode for area of effect damage based on how many stacks of Needled are on them at the time.
Talents
- Some icons have been changed, but the talents are more or less still the same.
Spells
- Snipe damage lowered to a base of 40 + 10 vs. biological.
- Energy cost of the first two spells have been lowered from 30 and 35 to 20 and 30, respectively.
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1.0b - Actually, NOW the bunkers and planetary fortresses have no health regeneration. Apparently my editor had crashed a while ago. Heroes now give the proper amount of experience when killed. Also fixed some weapons.
1.0 Changes
Notes: Icons not final (thanks to Blizzard for removing most of the icons I was using), and there may still be a few bugs here and there due to the patch.
General
- Vehicles that players abandon will automatically head back to attacking the enemy after around 15 seconds.
Units
- Thor's Armageddon Cannons' range reduced by a significant amount. Channeling can be canceled mid-cast.
- Bunkers and Planetary Fortresses no longer have health regeneration.
- Bunkers and Turrets no longer gain any health when heroes jump in them.
- Pylons now heal for 2% maximum health per game second and will drain 2 energy per game second for each target it heals.
Talents
- Movement speed increase talents buffed to 4/8/12/16/20%.
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0.9e - Updated to phase 2 patch. Now uses terrain by Mozared, among other tweaks.
0.9d - Added Gateways granting steady experience. Level 15 spells now use the "redirect" ability while in vehicles that can use them, so they will cost your hero's energy.
0.9c - Vehicle armor/weapons are now shown on their command cards.
0.9b - Bug fixes for some tooltips and Reflective Armor. Concussive/Explosive ammo now still does normal damage against buildings instead of 75%. Also increased the base damage of unsieged tanks to 15.
0.9 Changes
General
- Units that spawn from production buildings will immediately head toward the enemy base as opposed to sit there waiting.
- Plasma shields now regenerate at a rate of 0.5% per second while in combat and 3% per second while out of combat.
Items
- Plasma Barrier (shield) now grants the hero and vehicles a plasma shield based on the maximum health value of the hero.
- Concussive Ammo now grants +65% damage against light armored units.
Units
- Buildings are no longer considered Armored.
- Hellions have gained a base ability: Fire Ball - Upon initial cast, causes an Incendiary Rocket explosion at the position of the Hellion that also hurts the Hellion, increases movement speed by 25% and burns nearby enemies for the damage of Incendiary Flames for 15 seconds afterward.
- Thors have gained the Armageddon Cannons ability - Targets an area with a 10-second channeled snare and damage effect.
Talents
- Investing points in any talent tree now conveys a minor passive bonus related to that talent tree.
- Endurance Training now increases health by 3/6/9/12/15% instead of a constant value.
- Weapons Training replaced with Reflective Armor, which reflects 4/8/12/16/20% of any direct damage back at the attacker and all enemies within a small radius of the attacker.
- Stolen Technology now grants plasma shield equal to 4/8/12/16/20% of your hero's maximum health instead of a constant value.
- Driving Shotgun replaced with Radioactive Shells from the next tier.
- Added Blast Zone, which causes any unit killed by your vehicles to explode for area of effect damage in a small radius.
- Annihilation changed to grant 5/10/15/20/25% chance to critically hit for double damage on direct vehicle attacks.
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0.8b - Blind is now a person-based area of effect and will blind all targets in an area of 12 around the caster. Some tooltips have been fixed.
0.8 Changes
Items
- Tool Box now only regenerates 0.5% of total health per second regardless of combat.
- Sniper Rifles can attack structures now, range and damage reduced slightly.
Units
- Armor is now a decimal value instead of whole numbers (fixed reals made upgrades a real pain otherwise). So instead of 25 armor, you'd see 0.25 armor. Effectively speaking, nothing has changed.
- Hellions have been given an original weapon. It now shoots Incendiary Rockets, these explode on impact, dealing minor area of effect damage and leaving a patch of fire for 5 seconds that burns enemy units who get too close.
- Most protoss units have been buffed a bit in terms of health and shields. They also give experience equal to basic infantry units, which is to say, not much.
- Sentries no longer use Guardian Shield automatically, but Sentries and Stalkers can now be entered like any other vehicle (does not require any Tech points, but they're weaker than your heroes anyway).
- Damage of bunkers have doubled.
Talents
- Second tier talents for Combat and Tech have been increased to 8/16/24/32/40% of base damage, so that they give roughly 10% bonus damage at max level. Still does not scale with level. :(
- Synthetic Nerves have been reworked. Now it heals you for 8/16/24/32/40% of any direct damage dealt to you over 20 seconds.
- Battle Command increased to 4/8/12/16/20% attack speed.
- Unstable Gear replaced with Radioactive Shells, which causes any direct damage dealt by your vehicles to deal an additional 10% of the damage in an area of 8 around the target.
- Annihilation now works with Hellions.
- Fleet Footed and Slippery positions exchanged.
- Bleeder Shots damage now scales with level.
- Charged Shot reworked. Now you gain 1 charge every 7/6/5/4/3 seconds, stacking up to 1/2/3/4/5 charges. Each charge adds 10 damage at level 0 and scales with level. All charges are released when you attack.
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0.7b - Took out the testing trigger that set heroes to level 15 at startup.
0.7 - Changed out some spells, added actors for most effects.
0.6 - Added some actors for a couple spells. Added the Overboost ability to the Medivac (increases speed by 100% but also increases damage taken by 100%), and Medivacs can now be piloted by anyone, regardless of talents. Also modified Charged Shot to recharge every 10 seconds instead of out of combat only, Charged Shot is also now a small AoE. Swapped Super Reflexes ultimate out for Squad Assault (calls down 4 drop pods of marines to fight for you for 45 seconds).
0.5c - Some minor bug fixes.
0.5b - Ran the map through Hati's localizer, hopefully it works.
0.5 - Changed the terrain to a more wide open map: Arid Wastes. Now features multiple lanes and 2 capturable Gateways (simply destroy the cannon to let your AI take over control of the Gateway).
0.4 - Temporary triggered fix for vehicle-based shotgun shots.
0.3 - Added pylons.
0.2 - Added basic, unpolished hero spells.
0.1 - Initial upload, very unfinished.