[A] Starbow - Page 44
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Kabel
Sweden1746 Posts
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Kabel
Sweden1746 Posts
Sending the file & the maps to NA now. You can see the new content in the opening post. Anyone wanna play with me on EU right away? Add me in game: Gossen.927 | ||
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ScorpSCII
Denmark499 Posts
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MNdakota
United States512 Posts
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nucLeaRTV
Romania822 Posts
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MNdakota
United States512 Posts
On July 30 2012 05:01 nucLeaRTV wrote: What the fuck, no more medivacs? Alright, anybody plays bio anymore? There are Medics now though. | ||
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nucLeaRTV
Romania822 Posts
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MNdakota
United States512 Posts
On July 30 2012 05:03 nucLeaRTV wrote: What i mean is: No more bio drops - ever. I can't see anybody making dropships for any real reason. Perhaps vulture drops, but besides that, nadda. *Facepalm.* | ||
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Roblin
Sweden948 Posts
On July 30 2012 05:03 nucLeaRTV wrote: What i mean is: No more bio drops - ever. I can't see anybody making dropships for any real reason. Perhaps vulture drops, but besides that, nadda. can you guess what dropships were used for in broodwar? hint: more than just vultures. | ||
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Kabel
Sweden1746 Posts
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Don Pedro
Switzerland14 Posts
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pzea469
United States1520 Posts
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Danko__
Poland429 Posts
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Deleted User 97295
1137 Posts
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Kabel
Sweden1746 Posts
Zerg Zerg has three casters: Queen, Infestor and Swarm Guardian. Earlier they were lacking spells and each of them did not have a distinct role/purpose in the race. Now each have a role that look like this: Queen is the defensive caster. Can expand the creep, heal units and Infect creep. That is a defensive ability that makes a creep tumor deal damage to enemy units that walk on the creep. (Lasts 30 seconds right now) Since the Queen is slow off creep, I wanted to add something to it that makes players wanna use them for a defensive purpose. (But I was caught between either make creep deal damage per second or slow enemy units on it..) Infestor is now the sneaky offensive caster that manipulates/messes with the enemy army. They can Neural parasite important units, cast Infest to slow them and Plague to drain the life from them.. Swarm Guardian is a protective caster. It is suppose to strengthen and protect your army. (Its the guardian of the swarm^^) Since it has Dark Swarm which protects your units, I wanted to add something more to fit in the theme of supporting your units.. So I felt that making your armies fight better could be a way to go. That was why I added Frenzy. I did not add consume due to the reason that it is a flying and mobile caster. It can fly away and regenerate. Brood Lords has a normal attack. (They launch a missile) When they hit an enemy, it get a buff that lasts 15 seconds. If that unit dies within that time, 2 broodlings are spawned from it. The reason for this is that shooting broodlings were messing so hard with the reaver AI. (And all units AI actually :p) Protoss I do like the Dragoon. But Stalkers give more to the player. They are mobile, swift and faster so players use them in a way more interesting way than they did with Dragoons. You can use Stalkers to harass, blink and other things. They reward micro more than Dragoons do. Or rather, players were very concerned about their Dragoons, since they were so clumpsy and expensive. Why Force field + Psi Storm for High templar? I am aware that it is a killer combo. Trap the enemy army with force field and storm them. They can´t escape. I have tried to avoid that by giving Force Field a 7 second cooldown. You can´t spam it. You can cast a few to close gaps, make a more narrow path or create a small blockade. Wtf is Void Shell??? Protoss had no supportive spells. Nothing to cast on your own units. Must they have it? Well, I felt they do other things so good with their spells: slow/stop the enemy (maelstrom, voretx) deal damage to enemy (psi storm) snipe casters (feedback) I felt that supportive spells was an area that could be improved upon. As of right now, Void Shell gives up to 6 units in an area a buff that makes them act like Changelings. They will not be auto-attacked by the enemy. (But they can still attack) So, in theory, you can Void Shell 6 zealots, send them to the enemy expansion and cause some serious trouble, unless the opponent pays attention and focus fires them.. Also, it is a way to run past spider mines and break siege lines. Is this good or anus? Time will tell. Arbiter. Arbiter already stops the enemy army with Vortex. It has an aura that makes your units invisible. What is left? Protoss only has 1 area control spell. (Force Field) I added Matrix to make them able to cast it on a location. All units inside of it regenerates shield at ca 10 shield per second. They also regenerate energy at ca 2 energy per second. I assume the spell can be used in combat to make a decent protection to your units, but also use it out of combat, to regenerate your archons shields and energy of your casters. Since Stalkers have Blink + warp in, I think Recall on Arbiter does not add so much to the race anymore. Terran MEDIC?!?!?! My reason for this is that Terran is the most immobile race. They are slow. Protoss can warp in & Recall. Zerg can connect their bases with creep and move fast as fuck. Instead of making Terran "faster" I wanted to add something that strengthens their ability to hold a position. (Or rather, strengthen their presence on the map.) A ball of marines & medics are harder to engage early on, if we compare it with marines + marauders. You need assistance of better units to wreck it: reavers, high templars, lurkers, banelings, Spine Crawlers, Swarm Guardians. Also, I added Shield to the Medic to further make them able to defend and hold the ground. Cast it on your key units to give them a 75% damage reduction for 20 seconds. Use it on a siege tank when the enemy tries to attack. (I also assume that the spell will see use in other scenarios too, like when you try to attack lurkers, or protect a dropship from scourges etc) Science Vessel. Nerve jammer? Area control. Cast it on an area to make enemy units unable to attack there. Felt more useful and clean than PDD. This was a basic coverage about the reasons behind the changes. Will this work? Is this written in stone? As always, when we play it and find things to improve/fix/balance things can be adjusted. As long as atleast a few people play this mod I will continue update it and make it better and more enjoyable. But I can´t make everyone happy. After all, both this and SC2 is the game we love to hate ^^ | ||
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Danko__
Poland429 Posts
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MNdakota
United States512 Posts
As for that. I think some abilities overlap and I don't feel like the abilities are that unique for certain races. | ||
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Kabel
Sweden1746 Posts
On July 30 2012 23:16 Danko__ wrote: Are these spells working on both friendly and hostile units? Its cool when you can place spell badly giving advantage to your opponent. Missplaced nerve jammer fucking your bio, frenzying opponent archon by accident, giving void shell to burrowed units etc. Would be cool imho. As of right now they only effect your own units. Nice idea thought and maybe I add it after some testing ![]() Nerve Jammer will probably only effect enemy units, since you can cast one near your army to prevent banelings & melee units attacking you. On July 30 2012 23:23 MNdakota wrote: I'll stream later Danko. As for that. I think some abilities overlap and I don't feel like the abilities are that unique for certain races. Tell me more Ps. Anyone else get red error messages when Stalkers are warped in? Check the replay above, for me some error appears Ps2. I will in a couple of minutes e-mail the latest version to NA. Found some really weird bugs yesterday when we played that needs to be fixed. (For example, Recall on Nexus can be used unlimited times without any cooldown >.< ) | ||
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MNdakota
United States512 Posts
On July 30 2012 23:26 Kabel wrote: Tell me more I will later once I am more awoken. Anyone else get red error messages when Stalkers are warped in? Yes. Also, another side note. Can you revert the range changes to Marines, Stalkers, Hydralisks and Mutalisks? I still think they're totally unnecessary. Maybe you forgot to change them back. Who knows? Thanks man! | ||
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Kabel
Sweden1746 Posts
Also, another side note. Can you revert the range changes to Marines, Stalkers, Hydralisks and Mutalisks? I still think they're totally unnecessary. Maybe you forgot to change them back. Who knows? Thanks man! Why don´t you like the -1 attack range? | ||
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