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[A] SC Expanded (melee mod) - Page 2

Forum Index > SC2 Maps & Custom Games
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SoulFilcher
Profile Joined August 2012
Brazil43 Posts
August 10 2012 19:40 GMT
#21
@thezanursic: As they cost 50 gas to be morphed from Zerglings and are melee, some players say they are less useful than Reapers. If you try them out please tell me what you think. As I said I'm willing to change things and make the mod more balanced.
SoulFilcher
Profile Joined August 2012
Brazil43 Posts
August 14 2012 00:23 GMT
#22
Some info on the Terran factions:

ALPHA SQUADRON
-Enables Dominion Holoboards: Holoboards can resocialize terran infantry, converting them permanently to the player.
-Enables Immortality Protocol: This research allows Thors to be rebuild on the battlefield. It costs as much as a new Thor but is faster.
-Enables ARES: This Warbot can morph into 3 different attack modes, but the anti-air mode must be researched.
-Enables Valkyries: The anti-air ships from BW.
-Enables Warfield (Hero): Warfield is a buffed Battlecruiser. Heroes can only be trained once.

COLONISTS
-Colonists change the tech tree a lot, they are not recommended for new players. This is a work in progress as this faction is the weakest right now.

INFESTED
-All structures become infested. All Barracks units can burrow (needs research).
-Infested Marines replace marines.
-Aberrations replace Marauders. Aberrations can be upgraded to use Deep Tunnel, which works like a Blink ability.
-Enables Predators at the Factory.
-Replaces Banshees with Infested Banshees, this unit attacks by launching Broodlings just like Broodlords.
-Disables Ghosts and Academies.
-Disables Orbital Commands.
-Replaces Battlecruisers with Hercules. This mass transport unit can be upgraded to use Low-Orbit Flight.

KEL-MORIAN COMBINE
-Enables Laserdrill Tanks at the Factory. This unit deals bonus damage vs massive units.
-Enables the Command Reactor research, allowing 2 SCVs to be trained simultaneously.
-Enables Micro-Filtering research (1 more vespene per trip).

MERCENARIES
-Enables Perdition Turrets.
-Replaces Ghosts with Medics.
-Enables Merc Compounds with several merc types.

MOEBIUS FOUNDATION
-Enables Psi-Disrupters.
-Enables Diamondbacks.
-Replaces Ghosts with Scientists and Academies with Science Facilities. (Work in progress, Scientists only have 1 ability)

NOVA SQUADRON
-Enables Dominion Holoboards.
-Ocular Implants research (increases Ghost's range and sight).
-Replaces Medivacs with Special Ops Dropships (can't heal but can cloak).
-Enables Nova (Hero).

RAYNOR RAIDERS
-Supply Depots come from the Hyperion (SCV doesn't need to build it).
-Enables Medics.
-Enables Flamming Betty (built by Ravens).
-Replaces Ghosts with Raiders. Raiders can use stimpack, penetrator rounds, and calldown Hyperion Strikes.

TOSH's PIRATES
-Replaces Ghosts with Spectres.
-Replaces Vikings with Wraiths.
-Replaces Medivacs with Special Ops Dropships.
-Enables Tosh (Hero).

UMOJAN PROTECTORATE
-Scanner Sweeps last longer.
-Planetary Fortresses can lift off (can't attack while flying).
-Enables Titanium Housing research (extra life for Missile Turrets).
-Weapon upgrades also boost weapon cooldown.
-Armor upgrades also boost life.
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 14 2012 00:31 GMT
#23
On August 11 2012 00:19 thezanursic wrote:
http://www.sc2mapster.com/media/images/40/179/Raptors-leaping-over-river.jpg

I'm sorry, but that can't possibly ever be balanced.


You're right, they can never be worth it. They'll always be underpowered imo because of the lack of professional testing- right now, from the games I played with a friend, they're not worth getting because they kind of suck.
https://liquipedia.net/starcraft2/Monitor
SoulFilcher
Profile Joined August 2012
Brazil43 Posts
August 14 2012 01:42 GMT
#24
@Monitor: So it would be nice to give some feedback. If Raptors can't be tweaked to be worth it, they need to be removed. The leaping ability could be chamged and enabled by some other way, not as an option to Banelings.

But I'd like to give Zerg at least one unit that can jump cliffs. If not Raptors maybe Hunterlings.
SoulFilcher
Profile Joined August 2012
Brazil43 Posts
August 19 2012 21:58 GMT
#25
List of Zerg broods (Zerg doesn't have as much additions as Terran because there are no campaign contributions yet). I also need to plan these Broods better, and disable more units for some of them.

BAELROG
-Enables Egg Pop ability from Queens
-Enables Frenzy ability from Onerseers
-Guardians from Mutalisks
-Replaces Corruptors with Scourges
-Replaces Chokers / Infestors with Defilers
-Disables Brood Lords

GARM
-Enables Rapid Genesis research at the Spawning Pool
-Faster Queen movement
-Peristalsis research at the Infestation Pit

GRENDEL
-Enables Feederlings from Larvae
-Enables Ensnare ability from Queens
-Enables Post-Humous Mitosis research at the Hatchery

HYBRID SLAVES
-Enables Infested Zealot research at the Infestation Pit
-Enables the Hybrid at the Hive

JORMUNGAND
-Enables Virophages from Drones
-Enables Zerg Structure Carapace upgrade at the Evolution Chamber

LEVIATHAN
-Enables the Leviathan at the Hive
-Replaces Adrenal Glands with Lesser Adrenal Glands

SURTUR
-Enables Kaboomers from Banelings (Merge)
-Enables Brutalisks from Larvae
-Enables Embryonic Splits research at the Spawning Pool
-Enables Headbutt research at the Ultralisk Cavern (may be removed, Burrow Charge is better)

TIAMAT
-Enables Antennae research at the Lair
-Enables the Breeding Mound structure from Drones (spawns "mercenary" versions of the units)
SoulFilcher
Profile Joined August 2012
Brazil43 Posts
August 25 2012 16:22 GMT
#26
The maps were updated on NA. Additional tech options for Zerg and Protoss. Some balance changes and bug fixes.
SoulFilcher
Profile Joined August 2012
Brazil43 Posts
September 28 2012 17:00 GMT
#27
Another update to NA maps. Some balance changes and bug fixes. Defilers replaced Chokers as the option to Infestors.
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