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[A] Advanced SC2 Micro/Ability-Intensive Melee Mod

Forum Index > SC2 Maps & Custom Games
Post a Reply
AdvancedSC2
Profile Joined November 2012
United States9 Posts
Last Edited: 2012-12-18 17:34:08
December 18 2012 08:07 GMT
#1
[image loading]


Greetings! Welcome to Advanced SC2 - The A-move stops here. This is a melee mod that tweaks unit stats, removes upgrades, adds upgrades, removes abilities, adds abilities, and transitions abilities that increase the utility of every unit in the game and present more opportunities to micro in a battle. Most of the changes will have the largest impact on the mid to late game. While all tier 1 and 1.5 units received boosts, tier 2 and 3 units should feel considerably stronger. This is a work in progress and is currently beta status.

Channel: Advanced SC2
Twitter: http://www.twitter.com/advancedsc2
SC2Mapster Thread: http://www.sc2mapster.com/forums/resources/project-workplace/45206-wip-advanced-sc2-melee-mod-in-beta/
Team Liquid Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=388776
E-mail: advancedstarcraft2@gmail.com
How To Find: Search for "advanced sc2" in Arcade.

OVERALL GOALS
To make units more interesting by giving them an ability that requires micro, rebalancing the unit, or increasing the utility of the unit when it cannot fill its primary role (e.g. the Corruptor cannot attack ground units)
Remove as many "boring" upgrades as possible and build them into the units (e.g. a +range upgrade and giving it to the unit by default)
Increase and reward micro

PROTOSS GOALS
Make units more durable to justify the cost
Increase the amount of mobility options
Increase scouting potential

ZERG GOALS
Reward good Creep spread
More speed units
More durable units

TERRAN GOALS
Create potential for a "turtle-version" or slow Biological army
Increase speed and utility of Mechanical army
More harassment options

MAP POOL (Currently, only publishing on NA)
1v1
Antiga Shipyard
Cloud Kingdom
Daybreak
Entombed Valley
Ohana LE
2v2
Molten Crater
The Ruins of Tarsonis
The Boneyard
3v3
Ulaan Deeps
Temple of the Preservers
Cinder Fortress

THE PATCH NOTES: Each race has an overview video followed with specific data changes made in the spoilers.

---PROTOSS---

+ Show Spoiler +

Zealot
Increased Zealot maximum health to 115.
*NEW ABILITY- Penitence: While Penitence is active, the Zealot uses shields to inflict 5 damage per second to nearby ground enemy life and recovers the Zealot's health for 20% of the damage dealt. Drains 5 shields per second. Requires Fervor.
*NEW UPGRADE- Fervor: Zealot's fervor boosts the surrounding shields of allies by 25%.

Stalker
*NEW UPGRADE- Accelerated Remissions: At the cost of movement acceleration, Stalkers can shoot twice as fast.
*NEW ABILITY- Prowling Continuity: Stalkers can cloak while stationary and out of combat. While Prowling, Stalkers regenerate their shields at a faster rate and can use Blink. Requires Blink.

Sentry
*NEW ABILITY- Shield Battery: Channels a regenerative aura that recharges allied unit shields for 10 seconds. Cannot move while channeling. Costs 75 energy.

Observer
*ABILITY TRANSITIONED- Hallucination: Creates a hallucination of a Protoss unit at the caster's location. 60 second cooldown. No research required.
*NEW ABILITY- Holographic Watchman: Creates a Holographic Watchman at target location. The Watchman has a large sight radius and is invulnerable but cannot move. 2 charges.

Warp Prism
Increased Warp Prism (Transport) acceleration to 2.25.
*ABILITY TRANSITIONED- Warp Recall: Recalls Protoss units at a target location. Requires Phasing Mode. 120 second cooldown. Requires Warp Gate.

Immortal
*NEW ABILITY- Last Stand: Sacrifice 65 life to 40 restore shields. 5 second cooldown.
*NEW ABILITY- Sacrificial Cannons: Immortals sacrifice 30 shields for increased 100% attack speed and can attack air for 8 seconds.

Phoenix
Removed the Anion Crystals upgrade.
Increased weapon range by 2.
Phoenix units can now attack ground permanently.
*NEW ABILITY- Stasis Field: Stasis Field freezes units in a target area for 3 seconds. Stasised units cannot move, attack, be attacked or be affected by spells for the duration of the stasis. Costs 50 energy.
*NEW ABILITY- Aversion Protocol: When Phoenix health drops below 30%, it can activate Aversion Protocol to become invulnerable for 3 seconds.

Void Ray
*NEW ABILITY- Monochrome Laser: Allows the Void Ray to switch between the Prismatic Beam and Monochrome Laser weapons. The Monochrome Laser heals allies and does no damage to enemies.

High Templar
Increased starting energy to 75.
Removed research requirement for Psi Storm. Psi Storm is now baseline.
*NEW ABILITY- Psionic Empowerment: Recharge 25 shield and 15 life points to allied units in a targeted area. Costs 100 energy.
*NEW ABILITY- Psionic Displacement: Creates a Vortex that temporarily removes units from battle. Costs 125 energy.

Archon
*NEW UPGRADE- Communion of the Eternal: The Archon's attacks leech life from enemy units and restore its own shields for 25% of the damage dealt. Nearby allied units leech life for 10% of their damage dealt. Researched at the Dark Shrine.
*NEW ABILITY- Psi Shield: Creates a shield around the Archon that lasts for 10 seconds or absorbs 300 damage. Costs 3 life. Researched at the Templar Archives.

Dark Templar
*NEW ABILITY- Khaldari Teleportation: Teleports the Dark Templar to a nearby location. 30 second cooldown. Requires Blink or Charge.
*NEW ABILITY- Void Prison: Imprisons the enemy in psionic energy, stunning it and suppressing its ability to detect for 6 seconds. 120 second cooldown.

Carrier
*NEW UPGRADE- Fortified Manufacturing: Carrier armor is increased by 2 but movement speed reduced by 10%. Carriers can build all Robotics Facility and Stargate units except Carriers.
*NEW UPGRADE- Ex Machina Production: Interceptors build 100% faster and the launch speed of the Interceptors is now increased. The first four interceptors are launched at a cooldown of .125, the last four at .25.

Colossus
Removed Extended Thermal Lance upgrade.
Increased Colossus weapon range to 9.
*NEW ABILITY- Emergency Defense Systems: Colossus can activate its Emergency Defense Systems, which doubles damage, for 6 seconds whenever targets get within 2 range. 45 second cooldown.
*NEW UPGRADE- Thermal Overheating- Colossus attacks decrease enemy attack speed by 25% and have a chance to disable Mechanical units' attacks. Requires Emergency Defense Systems.

Mothership
Removed Mothership from the game.

Dark Shrine
Decreased cost to 150 minerals and 150 gas.



---ZERG---

+ Show Spoiler +

Larva
Decreased armor to 3.
Added passive buff that makes Larva nearly immune to splash damage.

Zerg Egg
Decreased armor to 3.
Added passive buff that makes the Zerg Egg nearly immune to splash damage.

Overlord
Increased Overlord movement speed to .667.
Changed Generate Creep to require Evolution Chamber instead of Lair.
*NEW ABILITY- Septic Laxative: Overlords can generate Creep while moving. Requires Hive.

Overseer
*NEW ABILITY- Neural Synapse: Allies receive their commands faster and gain a 10% movement speed boost when near an Overseer. Requires Pneumatized Carapace.

Queen
Increased Queen starting energy to 50.
Decreased creep speed bonus multiplier for Queen to 1.1.
Increased Queen movement speed to 2.1.
*ABILITY TRANSITIONED- Fungal Growth: Reduces enemy movement speed by 50%, disables abilities, and reveals cloaked and burrowed units. Enemies can still attack. Requires Lair.
*NEW ABILITY- Spawn Broodlings: Instantly destroys a friendly Biological ground unit (except Massive) and creates three temporary Broodlings at the target location. Costs 25 energy.
*NEW ABILITY- Proevolution: The Queen can cast Proevolution on a friendly Biological unit to permanently increase its attack speed and damage by 15% and movement speed by 25%. Costs 150 energy. Requires Hive.

Zergling
Changed Hive requirement to Lair for Adrenal Glands upgrade.
*NEW UPGRADE- Symbiotic Predators: Zerglings regenerate health faster and morph 4 at a time. Requires Hive.

Baneling
Increased Baneling armor baseline to 1.
Increased Baneling (burrowed) life armor baseline to 2.
*NEW UPGRADE- Evolve Splitterlings: When Banelings die, they spawn two Splitterlings. Splitterlings are smaller than a Baneling, have less health, and cannot Burrow. This upgrade reduces reduces Baneling and Splitterling damage by 50%. Bonus damage remains unchanged. Requires Hive.

Hydralisk
Removed Grooved Spines upgrade.
Decreased creep speed bonus multiplier for Hydralisk to 1.3.
Increased Hydralisk movement speed to 2.5.
Decreased Hydralisk build cost to 100 minerals and 25 gas.
Increased Hydralisk ranged weapon range to 6.
*NEW UPGRADE- Hunter Killer Strain: Increases Hydralisk movement speed by 20%, attack speed by 20%, and health by 20. Requires Lair.
*NEW UPGRADE- Killer Instincts: When Hydralisks use Unburrow, their damaged is increased by 50% for 3 seconds. Dread Response: When a target is in close range, the Hydralisk can activate their Dread Response for a 3 second 50% movement speed increase. Bone Harvest: When the Hydralisk drops below 30% health, it can activate the Bone Harvest which allows their Needle Spines to pierce everything in its path for 3 seconds. Requires Hunter Killer Strain.
*NEW ABILITY- Morph to Lurker: Allows a Hydralisk to morph into a Lurker.

Roach
Increased Roach build cost to 100 minerals, 50 gas, and 3 supply.
Changed Roach supply cost to 3 supply.
Decreased Roach weapon damage to 12.
*NEW UPGRADE- Chitin Reinforcement: Increases the armor of the Roach and nearby allied units by 2. While stationary, Roaches can attack air units and attacks have 2 more range. Requires Lair.
*NEW UPGRADE- Tunneling Vengeance: The Roach forms barbed layers of chitinous armor that increases its armor by 1 and allows movement while burrowed. Every time the Roach is attacked, it receives a boost to its attack speed. Attack speed buff lasts 5 seconds after receiving last attack. Requires Hive.

Lurker
Added Lurker morph ability to Hydralisk. Lurkers cost 50 minerals, 125 gas, and 33 seconds to build. Lurker Den is required.
*NEW UPGRADE- Tunneling Spines: Allows Lurkers to move while Burrowed and hold fire. Requires Burrow.

Infestor
Increased Infestor starting energy to 75.
Decreased Infested Terran starting and maximum health to 35.
Decreased Infested Terran movement speed to .75.
Increased creep speed bonus modifier for Infested Terrans to 2.
Decreased Infested Terran range attack speed to .5.
*ABILITY TRANSITIONED- Spawn Creep Tumor: Places a tumor that spreads Creep on any type of ground. Costs 50 energy.
*ABILITY TRANSITIONED- Contaminate: Contaminates a structure. The Contaminated structure will take 16 damage per second and be unable to train units or research upgrades for 25 seconds. Costs 75 energy.
*NEW ABILITY- Infested Zealot: Spawns an Infested Zealot egg which takes 5 seconds to hatch and has 100 health. An Infested Zealot has 75 health, lives for 30 seconds and has a melee attack. Costs 50 energy.

Mutalisk
*NEW UPGRADE- Creep Pollination: When Mutalisks kill an enemy unit, the enemy has a chance to drop a Creep Tumor.
*NEW ABILITY- Larva Spit: Mutalisks can spit Larva onto the ground. 45 second cooldown. Requires Creep Pollination.

Corruptor
Increased Corruptor starting energy to 75.
*ABILITY TRANSITIONED- Neural Parasite: Temporarily take control of the target unit. 45 second cooldown. Requires Greater Spire.
*NEW ABILITY- Defile: Defiles a single target, causing damage over time to target and any nearby units for 30 seconds. Costs 50 energy.

Ultralisk
Removed Chitinous Plating upgrade.
Increased Ultralisk life armor to 2.
Increased Ultralisk movement speed to 3.
Removed bonus damage to Armored.
Increased damage to 35.
*NEW ABILITY- Devour: Consumes a non-Massive ground unit to regenerate health.
*NEW ABILITY- Bladefeast: The Ultralisk can attack twice as fast and devour its enemies to recover health for 5 seconds. While Bladefeast is active, the Ultralisk moves 50% faster. 60 second cooldown.

Brood Lord
*NEW UPGRADE- Swarm Transmitted Disease: If a unit is killed by a Broodling, the dead unit will spawn another Broodling in its place.
*NEW UPGRADE- Suicide Brood: Allows Brood Lords to spawn Scourge and Banelings. 45 second cooldown. Requires Baneling Nest.

Creep
*NEW UPGRADE- Mutaphiliac Ground: Friendly Zerg units regenerate health faster while on Creep. Requires Hive.



---TERRAN---

+ Show Spoiler +


Marine
*NEW UPGRADE- Fortify Position: Marines can build Bunkers. Requires Engineering Bay and Armory.
*NEW ABILITY- Phalanx Defense: While Phalanx Defense is active, Marines have 2 more armor, reduce splash damage by 50%, and can attack while moving but move 80% slower and cannot use Stim Pack. Requires Combat Shield.

Marauder
*NEW UPGRADE- Concussive Construction: Marauders can build Psi Emitters. Requires Engineering Bay and Armory.
*NEW ABILITY- Marauders can throw grenades that reduce armor by 1 for 3 seconds. 20 second cooldown. Requires Concussive Shells.

Reaper
Increased Reaper movement speed to 3.4.
Removed Nitro Packs upgrade.
*NEW UPGRADE- Pillage: Reaper attacks on structures return 10 minerals on hit.
*NEW ABILITY- Breaching Charge: Plants a highly explosive charge that can only be used on structures. Deals 300 damage. 15 second cooldown. Requires Pillage.

Ghost
Snipe does additional damage to Biological. Removed additional damage to Psionic.
Ghost attacks no longer do +10 to Light. Ghost attacks do +10 to Biological.
*NEW UPGRADE- High Voltage EMP: EMP saps energy in a larger radius and decreases enemy attack speed by 25%. Requires Armory.
*NEW UPGRADE- Moebius Cloaking Device: Allows the Ghost to cloak without using energy and regenerate energy faster than normal while cloaked.

Firebat
Added the Firebat to the Barracks. Firebats cost 125 minerals, 25 gas, 2 supply, and 30 seconds to build. Factory is required.
Increased Firebat health to 125.
*NEW UPGRADE- Infernal Architecture: Firebats can build Perdition Turrets. Requires Engineering Bay and Armory.
*NEW ABILITY- Killswitch Engage: When the Firebat's health drops below 30%, they can engage their killswitch and explode in a small blast. Requires Factory.

Hellion
*NEW UPGRADE- Afterburn: Enemies hit by a Hellion's attack have their armor reduced by 2 for 3 seconds. Hellions can attack while moving.

Siege Tank
*NEW UPGRADE- Turbo Engines: Siege Tanks come equipped with turbo engines which allow 10% faster movement and decreases the amount of time it takes to Siege and Unsiege by 50%. Requires Siege Tech.

Goliath
Added the Goliath to the Factory. Goliaths cost 150 minerals, 50 gas, 3 supply, and 45 seconds to build. Tech Lab is required.
Increased Goliath health to 220.
*NEW UPGRADE- Multi-Lock Weapons System: The Goliath can target air and ground units simultaneously.

Thor
Increased Thor movement speed to 2.4.
Increased Thor starting energy to 75.
*NEW ABILITY- Calldown: ODRB: The Thor calls down an ODRB via Drop Pod. On-Demand Repair Bots can repair mechanical units faster and for free for 30 seconds.

Viking
*ABILITY TRANSITIONED- Auto-Turret: Drops an Auto-Turret that attacks air and ground units at the target location. Requires Fighter Mode. 45 second cooldown.
*ABILITY TRANSITIONED- Spider Mine: Spider Mines pursue enemy units that come in range and detonate for heavy area damage. Buried Spider Mines can only be seen by enemy detectors. Requires Assault Mode. 3 charges.

Medivac
*NEW UPGRADE- Epinephrine Rush: While a unit is being healed by a Medivac, they do 50% more damage and have 20% more health.
*NEW ABILITY- Hot Pickup: Medivac can activate a 50% speed boost for 3 seconds while under fire and has its movement speed permanently increased. Costs 50 energy.

Raven
Increased Raven starting energy to 75.
*NEW UPGRADE- EAP Cargo Bay: Allows the Raven to pick up Mechancial units and increases its movement speed by 20%. Requires Armory.
*NEW ABILITY- Scanner Brush: Scan a location on the map revealing cloaked, burrowed, and hallucinated units temporarily. Costs 50 energy.
*NEW ABILITY- Nano-Repair: Heals a friendly mechanical unit. Heals 3 life per 1 energy.
*NEW ABILITY- FUBAR Drop: Drop a temporary supply station that heals nearby friendly Biological units. Lasts 15 seconds. Costs 100 energy. Requires Engineering Bay.

Banshee
Increased Banshee starting energy to 75.
*ABILITY TRANSITIONED- Seeker Missile: Missile that chases an air target. Has enough fuel for 15 seconds. Deals up to 100 area damage. Costs 125 energy.
*NEW UPGRADE- Salvos Momentum: While out of cloak, each shot that hits a unit boosts the Banshee's speed by 30% for 2.5 seconds.

Battlecruiser
Increased Battlecruiser starting energy to 100.
*ABILITY TRANSITIONED- Point Defense Drone: Drops two Point Defense Drones that negate nearby enemy projectiles. Costs 100 energy.
*NEW ABILITY- Onslaught Volley: Battlecruiser attack speed is reduced by 99% for 8 seconds and range increased to 11 but cannot move while the ability is active.

Vehicle Upgrades
Ground and Ship Vehicle plating upgrades are combined.



Known Bugs/Glitches:
Monochrome Laser for the Void Ray does not go past phase 2 and stops healing at phase 2.
ODRB not spawning with Repair as auto cast.

If you play and would like to give some feedback, use the TeamLiquid thread or the review system in Arcade. Can't wait to see you in the game!
The A-move stops here.
neozxa
Profile Joined August 2011
Indonesia545 Posts
December 18 2012 08:53 GMT
#2
What you are trying to achieve by this mod is great and all, but it has one problem. I feel that the changes that you are suggesting at the moment would make the game too gimmicky and some of the changes would really drastically change the game too much. Maybe reduce the number of spellcasters or abilities a unit has and try a different approach, because, according to the patch notes I read, nearly every unit has 2 new abilities or spells and some of the units are very gimmicky. I feel that there is some merit on having some units whose purpose is to attack and deal dps, such as the marine that we all know and love, but still require micro to be cost effective (kiting, stutter step, and marine splits), rather than having every unit have 2 new abilities that would make the game gimmicky (I don't know the exact word to explain my point).

Though, some of the changes you're suggesting is pretty awesome, such as the voidray healing beam, and the Queen's new spells are pretty interesting. I won't mind trying out this mod sometime.
Keep moving forward
Rantech
Profile Joined April 2010
Chile525 Posts
December 18 2012 09:09 GMT
#3
I watched half the protoss video, i found some of the changes you made would be great to have on the game. Specially the ones where you sacrifice something for getting something else.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
December 18 2012 09:42 GMT
#4
This is not warcraft in space!
People are imbeciles, lucky thing god made cats.
AdvancedSC2
Profile Joined November 2012
United States9 Posts
December 18 2012 16:49 GMT
#5
@neozxa I understand your point. If I have it right, you're saying that units that only do damage is not a bad thing for the game. With the mod, I am hoping that the units at least get more interesting or give the unit another playstyle. Let me know if you play it. I would love to hear your feedback after you've played.

@Rantech Glad that you are interested. If enough people play on NA, I'd like to upload it to the other regions. Thanks for watching.

@hellokitty[hk] It definitely isn't. Hope you have time to give it a shot.
The A-move stops here.
JDub
Profile Joined December 2010
United States976 Posts
December 18 2012 17:06 GMT
#6
It seems that proxy marine rushes will be OP unless phalanx defense requires an upgrade. Marines with +2 armor won't need to micro to kill any drones/queens/lings that Zerg makes.
AdvancedSC2
Profile Joined November 2012
United States9 Posts
December 18 2012 17:20 GMT
#7
@Jdub Currently, Phalanx Defense requires the Combat Shield upgrade. I probably need to put requirements along with the patch notes so that people know when there is tech required. On it!
The A-move stops here.
JDub
Profile Joined December 2010
United States976 Posts
December 18 2012 17:22 GMT
#8
On December 19 2012 02:20 AdvancedSC2 wrote:
@Jdub Currently, Phalanx Defense requires the Combat Shield upgrade. I probably need to put requirements along with the patch notes so that people know when there is tech required. On it!

Yeah that would be very helpful for people who just want to read about it and can't (or don't want to) try play-testing it.
AdvancedSC2
Profile Joined November 2012
United States9 Posts
December 18 2012 17:34 GMT
#9
@JDub All of the patch notes should be up to date now with what research they require. If you have any feedback on that, I would love to hear it. Let me know if you play too.
The A-move stops here.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2012-12-18 18:23:49
December 18 2012 18:20 GMT
#10
It *looks* cool and also seems fun to try out. Prism recall looks too large. But if I were you I wouldn't be too concerned about balance. If it's fun people should play it. Maybe even keep the research cost low to encourage usage.

Carrier upgrade is awesome.

edit: if you could compile a spoiler list description of the abilities that would be nice. Then people could get an overview without spending 10 or 30 minutes.
AdvancedSC2
Profile Joined November 2012
United States9 Posts
December 18 2012 18:33 GMT
#11
@Chronopolis Yeah, Warp Recall might be too much. I might change it to where it works like the BW spell from the Arbiter and put a cap on how many units you can recall. Also, tweaking the radius would probably be good. Balance definitely is second to fun. While fun is number one, if something is ridiculously good and crushes everything, I will try to get some quick tweaks in there. As for descriptions of the abilities, there should be spoilers below the video with patch notes for each race. Are those descriptive enough?

Which of the Carrier upgrades do you like? Thanks for watching the vids. :D
The A-move stops here.
neozxa
Profile Joined August 2011
Indonesia545 Posts
Last Edited: 2012-12-18 18:43:47
December 18 2012 18:42 GMT
#12
On December 19 2012 01:49 AdvancedSC2 wrote:
@neozxa I understand your point. If I have it right, you're saying that units that only do damage is not a bad thing for the game. With the mod, I am hoping that the units at least get more interesting or give the unit another playstyle. Let me know if you play it. I would love to hear your feedback after you've played.


That, and also that I feel that if you want to make the units more "microable", do it through changing how the unit can be microed, but not making them into a spellcaster-type of unit. Because too much spellcaster units give too much utility to that race and thus making things feel gimmicky.

Though, I might be the only one getting this feeling though. Granted I haven't tried out the mod...yet.

Also for your Carrier question, after watching what it could do, that will become the first thing I will try out definitely. Proxy Collosi through 1 Carrier ftw :D
Keep moving forward
AdvancedSC2
Profile Joined November 2012
United States9 Posts
December 18 2012 19:50 GMT
#13
@neoxza I think that I really wanted to end up emphasizing abilities more than micro. Either way, I hope the end result is just fun. Once you've tried it, I would love to hear your feedback and how the game felt for you.

I was not sure if that was going to be an exciting upgrade for a Carrier, but I thought it might be cool! I should put in my post that I would like to take any and all replays where people play out a serious game. I can't wait to see all the wonky strategies that people can invent.
The A-move stops here.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
Last Edited: 2012-12-18 21:58:10
December 18 2012 21:57 GMT
#14
On December 18 2012 18:42 hellokitty[hk] wrote:
This is not warcraft in space!


I have to agree with this.
Starcraft is great due to its lack of focus on heros/spellcasters and emphasis on unit control, by adding lots of abilities you are changing what makes the game interesting.

<EDIT> Not to say that what you have done isn't great, it's just changing the nature of the game.
11/5/14 CATACLYSM | The South West's worst Falco main
AdvancedSC2
Profile Joined November 2012
United States9 Posts
December 19 2012 00:17 GMT
#15
Well, as long as the game stays interesting, I'm okay with that. Hope you all get a chance to play. Looking forward to any and all feedback.
The A-move stops here.
BlessedHammers
Profile Joined December 2012
Canada19 Posts
Last Edited: 2012-12-19 09:35:18
December 19 2012 09:32 GMT
#16
the a move doesnt stop there for me i just a move no matter what i a move my lurkers

targe i agree with you man. this mod is cool with the changes but its just way to drastic for me. i dont think many people could just pick up and play it but instead ifs like another game which it sounds like its suppose to be just a different way to play starcraft 2
AdvancedSC2
Profile Joined November 2012
United States9 Posts
December 19 2012 16:08 GMT
#17
It is a different way to play StarCraft 2. As stated in my goals above, I wanted to make units more interesting with abilities/upgrades, remove boring upgrades, and increase/reward micro.

Similarly to the base game, anyone who plays Advanced SC2 should understand the core mechanics of the game. With the new abilities added, it might take a few games to figure out how to get the most out of the additions. From there you can formulate new strategies and play in a new way.

As always I am looking for more players who have tried the mod and their feedback. Looking forward to reviews and details on how the mod felt from those who have played the mod.
The A-move stops here.
neozxa
Profile Joined August 2011
Indonesia545 Posts
Last Edited: 2012-12-25 22:41:42
December 25 2012 22:31 GMT
#18
I tried out the mod out of pure curiousity as Protoss against a Terran, and my God, there are just so many researches to get as Protoss, at least, that was my first impression of the mod when I tried it out for the first time.

As the game proceeded on on Daybreak, my bad macro and bad engagements forced me a 30 minute game against a Terran I "fetched" from a chat. I got the Archon siphon upgrade and also the shield upgrade for the Archon and also I got all (or most) of the Zealot and Stalker upgardes on the Twilight Council. And lo and behold, after I warped in a couple of High Templars, I tried to attack my opponent's MMMG army (there were no vikings since he knew I wasn't making any collosi anymore), and my deathball felt much stronger than ever due to all the passive buffs my units received. Of course, it goes without saying that after spamming T all over the Terran ball, I killed it with ease. The opponent GGed out and I won my first game of Advanced SC2.

With that said and done, I want to make a couple of points after trying out Protoss on the mod:

1. The amount of upgrades that Protoss has is TOO DAMN HIGH. Of course, that depends on the person playing it, but for me, I am not used to seeing so much upgrades on my Cybernetics Core, neither on my Robo Bay or at my Fleet Beacon.

2. Some of the upgrades or abilities that you made to discourage A-Move did the exact opposite. With all of the shield buffs that my units got from the Zealot's Fervor ability, the Stalker's faster Attack Speed, and ultimately the Archon's siphon and shield upgrade, my Protoss Deathball felt stronger than ever. It actually reeks imbalance from the eyes of a Terran player, even if you manage to land perfect EMP. And even though the changes you made to the units in the game was meant to discourage deathball play, some, or even most of the changes you made to Protoss will actually greatly promote deathball play from the Protoss.

3. I don't know if this is intentional or not, but I feel that it is very hard to use most of the active abilities that Protoss has in an extremely fast paced max supply vs max supply battle where usually the battle ends after a few seconds. For instance, its somewhat hard to use most of the spells that most of the protoss units has in the midst of a battle. Maybe this will discourage deathball play and force people to abuse the abilities in a different way, maybe, for instance, they can use the Stalker's "cloak" to harass undetected rather than trying to use them in a battle.

Here's a link of the replay of that game btw:

http://drop.sc/287593
Keep moving forward
AdvancedSC2
Profile Joined November 2012
United States9 Posts
December 26 2012 06:23 GMT
#19
Thank you so much for the feedback, neozxa! Yeah, there definitely are a lot of things to research. That is basically how it is for all the races.

1. I think that it will just take time to get used to the mod. It's essentially an extension of SC2 and expanding on the possibility of abilities.

2. You are absolutely correct, and I appreciate the feedback here. Although I would like players who get more of the upgrades and abilities to have an advantage, I do not want it to be TOO advantageous. For Accelerated Remissions (Stalker), I have been told that a toggle might feel better for the unit and might do that. For the Archon, I will probably make its abilities on a cooldown and tweak the cost so that they require some micro.

3. It is intentional that there are so many active abilities. Having so many actives will require you to select which part of your army and determine how best to use it in a situation. Some of the abilities and upgrades will not be useful in direct army engagements like the Stalker cloak.

I really enjoyed watching the replay. Once you had enough upgrades, you absolutely stomped the Terran who did not seem to use any of the new abilities and upgrades. Thank you for playing and the feedback!
The A-move stops here.
Young Terran
Profile Joined April 2012
United Kingdom265 Posts
Last Edited: 2012-12-26 14:22:34
December 26 2012 14:20 GMT
#20
i am a huge fan of more micro in sc2 and being rewarded for your micro i feel the game is way to a-movy right now and a lot of these are great ideas but i agree with the other guys in saying that its more about the unit movement and there is way too many spellcasters.
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