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Okay so here's another entry on the fun mod. So while I've been editing and comparing the basic stats of each unit on a spreadsheet, this doesn't help so much when you factor in abilities.
For example the high templar looks really weak on the spreadsheet, but we all know psi-storm (used to) could make a large number of units disappear in a matter of moments.
^"Thanks captain obvious"
Anyway so here are some ideas that myself and others have come up with, as well as ideas taken off the forum. That will probably be implemented in the next week or so.
Ultralisk can push non-massive allied & enemy units away while walking. Ultra has new bloodlust ability which gives it extra armor, damage, and speed.
Sensor Tower can detect, has scanner sweep, does not show range to enemy on mini-map, cannot be smart-casted. (The mule may be nerfed and require a higher frequency). Turrets cannot detect.
High Templar removed feedback, has force-field. Force-field has health. (Contention between Psi-Storm and FF, makes ling all-in/run-by more viable)
Sentry does not have force-field. Hallucination does not require research anymore. (Think halluc zealot blocking)
Supply Call-down also buffs the health and armor of supply depots.
Thor has removed 250mm Strike cannons. New AoE AA ability called Flak Cannon (not as powerful as the one in the vid obviously, should deal with stacked air quite nicely).
Colossi lasers can be dodged like lurker splines.
Viking Fighter-Mode can shoot ground but weaker that Ground-Mode, Viking Ground-Mode can shoot air but weaker than Fighter-Mode.
And yep you guessed right, another protoss nerf You can get DT's and HT's with templar archives now tho. (Tester wanted it, seeing as hes the best protoss, can't go wrong) And yeah heaps of other stuff, just not abilities right now.
EDIT: Oh and Mothership is not unique!
Both constructive criticism and flaming welcome
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wait, your making this mod?
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This made me think: Maybe SC2 has gone through this version before but Blizzard failed to recognize the balance? Anyway, good luck with the mod!
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I wanna dodge Colossi lasers too
On a more serious note: What are you actually willing to accomplish with the mod? It is a complete different game you are modding, its not just a funny littlte gimmick licke turret defence.
Edit: I mean it is too little "off the hood" to be a fun mod and too close to the original. Don't know how to exlain better...
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er how do you dodge a laser?
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It seems units are already bound to receive damage even if they have a chance to run away.
On May 18 2010 21:49 lopper wrote:I wanna dodge Colossi lasers too On a more serious note: What are you actually willing to accomplish with the mod? It is a complete different game you are modding, its not just a funny littlte gimmick licke turret defence. Edit: I mean it is too little "off the hood" to be a fun mod and too close to the original. Don't know how to exlain better...
As I've gotten simply bored of SC2, instead of trying to fix it, I'm gonna try working off a base that worked well. You'll start to see differences after that. Of course BW probably won't work in SC2 because of the new pathfinding and things like that, but I like the damage system better. It will still be a lot different to a SC2->BW mod.
It's a fun mod because its centered around the concept of fun gameplay and mechanics. It's also not serious, so I can make changes without fear of people raging about balance, its an important rule because it allows me to be creative.
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