• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:07
CEST 17:07
KST 00:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 27 - Info & Preview14Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
FEL Cracov 2025 (July 27) - $8000 live event11Esports World Cup 2025 - Final Player Roster12Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4Firefly suspended by EWC, replaced by Lancer12
StarCraft 2
General
The SCII GOAT: A statistical Evaluation Esports World Cup 2025 - Final Player Roster HomeStory Cup 27 - Info & Preview HSC 27 players & groups Jumy Talks: Dedication to SC2 in 2025, & more...
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29) $200 Biweekly - StarCraft Evolution League #1 SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House
Brood War
General
Soma Explains: JaeDong's Defense vs Bisu BGH Auto Balance -> http://bghmmr.eu/ NaDa's Body BW General Discussion ASL20 Preliminary Maps
Tourneys
[Megathread] Daily Proleagues [ASL19] Grand Finals [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 [BSL20] ProLeague Bracket Stage - LB Round 4 & 5
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Social coupon sites
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
NBA General Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 978 users

Project: Starcraft Improved - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 10 11 12 Next All
RoomOfMush
Profile Joined March 2015
1296 Posts
July 06 2015 12:59 GMT
#41
You have to change the "Race" data within the data editor. There are settings for starting workers and buildings for each race. The Race data is not Game data, its considered Advanced data. (or something like that)
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 06 2015 13:10 GMT
#42
On July 06 2015 21:59 RoomOfMush wrote:
You have to change the "Race" data within the data editor. There are settings for starting workers and buildings for each race. The Race data is not Game data, its considered Advanced data. (or something like that)

Ah, that's why I was not able to find it! Thank you!
[MOD]Economy - Hot Mineral Harvesting
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-07 17:43:16
July 07 2015 04:59 GMT
#43
Since there are no more comments, it's time to try something concrete.
Experimental branch
  • We tuned HMH 5-4 so that early game income is +14% compared to Standard, and saturation is at -14% of Standard.
  • Efficiency at saturated base buffed from 75% to 76%.
  • 8 starting workers.
  • Optimal worker count set to 2 - thus, base shows XX/16


The early +14% and -14% late is probably the best fit of HMH income to Standard. Still, the early +14% can be problematic. That's a number very close to DH 3x3 that has been played in showmatches and 8-worker cheese may be a problem.

I increase the theoretical efficiency from 75% to 76%. It is a small compensation for the mineral distance differences. I am performing real measurements now to confirm that the modified HMH curves match the theoretical predictions.

Edit: To confirm - real tests have shown that the efficiency curve of the new version of the model matches the original HMH 5-4 almost ideally. The only difference is that the income is shifted up by 14.945%
  • At 1 worker, income is 51.9M/min (15.2% more than Standard)
  • At 8 workers, income is 376 M/min (10.8% more than Standard)
  • At 16 workers, income is 569 M/min (14.1% less than Standard)


Update:
Moving the changes to Stable branch
[MOD]Economy - Hot Mineral Harvesting
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-07 17:58:35
July 07 2015 17:52 GMT
#44
The situation of Protoss
When starting this project we were planning that after the big-scale changes (economy, micro mechanics) we would follow with small incremental changes. However, Protoss may require a broader look to make the race more interesting in play. The biggest issue - that we hope you agree with - is the Protoss gateway units.

We feel that Protoss core gateway units are in an awkward spot:
  • They can be very strong as an early game cheese tool (e.g. chronoboosted proxy 2-gate).
  • In direct mid-game engagement they are fragile and have to rely heavily on Force Fields to come up even. This also discourages army to be split in later game.
  • In the late game, gateway units synergy well with robo and air forming a deathball that is hard to stop.


Do we see it right, or is something missing?

If we "attack" only one of the problems, we increase an imbalance in the other area. For example, if we buff zealots, 2 proxy will be that much stronger. If we reduce the strength of robo and air, Protoss may suddenly lack any solid unit and not be able to leave mid-game stage convincingly. We need multiple, coordinated changes at the same time, addressing all the above issues and not creating or strengthening other problems.

Here is a set of changes that we currently have in mind:
  • We buff Zealots and Stalkers somehow. The precise way (HP? Attack? Better upgrade scaling?) - doesn't matter at the moment. A Sentryless T1-T1.5 Protoss army should be able to stay even, or just a tiny bit behind equivalent T1-T1.5 army of other races. We need some good benchmarks to measure it. Any recommendations of army compositions to serve as a benchmark?
  • We think about changing charge to boost persistent Zealot speed more, while decreasing charging speed. We hope that in late game a zealot-stalker could function as a flanking army efficiently, deemphasizing deathball play. Deathball play would not benefit from zealot speed increase that much.
  • A Sentry should give an edge, allowing Protoss to win a situational T1.5 battles, but not be a solution to all problems in every situation. Since we don't want to introduce completely new abilities, I propose the following:
    • Reduce the casting range of a forcefield. It remains a convenient tool against melee units, and a purely defensive measure to avoid a battle, or disengage from it. It should be however much harder to use it offensively --- splitting enemy armies or outright trapping few units in a forcefield dougnut. Such operation requires sentries to move much more forward, allowing the opponent to micro before FF happens - either by stepping back or sniping the sentries down. It may encourage Protoss to try to flank with sentries, capturing the opponet off-guard.
      Ultimately, while the froce-field itself "kills" micro, we introduce more micro before it is being casted.
    • Guardian shield to be casted on-ground. This can be considered a buff as it becomes easier to use and negates the possibility to snipe the shielding sentry. Still, it is an ability that does not kill micro and as such should be the preferred use of the Sentry. It allows the Protoss to temporarily reinforce a spot on the battlefield. The opponent may choose to ignore it, or back off drawing Protoss army away from the reinforced spot. Notice, that the shield cannot move with the army. Ultimately, it encourages changes in army positioning without dealing any direct damage or constricting movement.

  • Chronoboost is a "free" ability of the Nexus available from the very start. No other race has an ability available so early, giving the Protoss an additional edge in the very early game. This can be problematic in early all-ins. In Starbow, chronoboost is available only to an upgraded Nexus, not present from the start. We can achieve similar result, by moving chronoboost from Nexus to Mothership Core. This solves the most pressing issue of early all-ins (e.g. proxy 2-gate). You cannot chronoboost your early zealots, making them easier to balance (e.g. can be made stronger). Moreover, chronoboost starts to compete for energy with other abilities of the Core. It is no longer an 'autofire', but a choice if you want to boost your production or prepare for a defense. Finally, assuming that chronoboost has limited casting range, you cannot use it if you use the Core offensively. This reduces PvP offensive capabilities a bit in early game. In PvP most prominently - it gives the defender an additional benefit.
  • Inspect supply cost of gateway units. In the current state they seem to be more supply-efficient and less cost-efficient. e.g. 9 stalkers beats 9 roaches (same supply), but loses to 15 roaches (similar cost). The supply cost - especially when we increase their strength - may require an increase (e.g. for Stalkers). By doing this, we should be able to control Protoss strength in late game as the supply cap would hit earlier.
  • Buffing core units can also interact with warpgate mechanic, which allow Protoss reinforce its army faster than any other race. I don't see any witty solution to this. Increase warp-in time?


With all the above, we hope to address all 3 indicated issues of the gateway units without making them underpowered or overpowered at any stage of the game. Do you think it will break something else that we didn't consider?

Follow up direction, not directly related to the core problem:
  • I would love to see the Mothership Core in a plurar form. You should be able to get multiple numbers of this unit, effectively increasing your macro capabilities (more chronoboosts). This means however that you put more supply and resources in units which are not so good alone in a direct combat. The Standard MC abilities will have to be balanced however, or moved to Mothership itself (time warp looks like a good candidate). With increased strength of gateway units, taking some stuff from MC should not be that much of a problem.
  • Further address the deathball play by inspecting robo and air units. However, gateway units do not scale so well with numbers because of their size. That's why I think that the above changes will benefit medium-sized groups more than the deathball, encouraging more splits and positional play. Either way, a series of follow-up balance will definetly be required!
  • A separate look is required for blink play. With increased strength of stalkers this can be devastating. The high ground mechanic may further compound the problem. On the other hand, the increased supply cost may be a partial remedy. Some test games will most like be required to evaluate.

[MOD]Economy - Hot Mineral Harvesting
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2015-07-07 18:46:57
July 07 2015 18:37 GMT
#45
I dont particulary like some of the changes to protoss that you propose.
First of all, the Mothership Core is a horrible unit, its practically a hero which does not belong in a game like Starcraft. Keeping it this way is a big no-go for me.
Moving the Chronoboost to the Mothership Core is also problematic since it will make Chrono boosting very difficult. Your Mothership Core would need to stand close to your production and could not move out much. Chronoboost is such an important ability in the current balance that not having it would make Protoss a lot weaker.

Buffing Stalkers is also very difficult because of Blink. We already saw that even with the cost inefficient Stalkers a Blink all-in can be devastating. This is mostly due to the high efficiency of Blink and the quick reinforcement through Warp Gates.

You know what kind of changes I would like since you saw my own mod. I am just saying that what you have planned sounds like it will most likely not work out that well. Not saying its completely impossible, but it sounds dubious to me.
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-07 21:11:30
July 07 2015 21:09 GMT
#46
Mothership Core may be a horrible unit in HotS, but instead of scrapping it I would prefer to make something more Starcraftly-like out of it. If you tune down its abilities, remove the single-unit constraint and add the chronoboost it actually becomes a bit more similar to Zerg's queens: a macro-oriented unit that you build from the main building.

I understand that buffing Stalkers may become problematic because of blink tactics. However, blink was intended to be a "side strategy", but it became a standard go-to in gateway-oriented builds, especially in PvZ. My current focus is on straightforward gateway-unit combat. Once this is set, we can look how blink is problematic, and how can it be fixed. Maybe a solution is to be found in other race's abilities?

Going back in patch history, this is what happened:
  • Gateway units were weak and had problems against early stim pushes.
  • Stim research time has been increased from 140 to 170 seconds (WoL patch 1.3.0)
  • Terran has problems holding blink all-ins
  • Blink research time has been increased from 110 to 140 seconds (WoL patch 1.4.0)
  • Blink all-ins get perfected and terran still has problems holding against it
  • Blink research time has been increased from 140 to 170 seconds (HotS BU #10)


if we are successful resolving the gateway army in straightforward battles - the root cause of this series of balance changes (although probably not the only) - maybe stim research time could be reduced a bit, allowing Terran to defend against blink all-ins more reliably? And that's only one way of many that the problem could be resolved... assuming it even appears!
With a change in eco, change in chronoboost, change in supply cost of a stalker, early blink all-in may be simply less powerful. We don't know. We will need to test it.
Right now what is most important is a straightforward combat, which should be the Standard. A luxury that Protoss simply doesn't have.
[MOD]Economy - Hot Mineral Harvesting
RoomOfMush
Profile Joined March 2015
1296 Posts
July 07 2015 21:38 GMT
#47
Okay, so say you make the Stalker a stronger unit that can be used better as a core unit. What exactly will distinguish the Stalker from the Immortal then?
Right now the Stalker is a mobile ranged unit with fragile defense but okay offense. The Immortal is a beefy hard hitting ground unit.
If you make the Stalker more beefy and slightly stronger then it will overlap too much with the Immortal in my opinion. Thats why I decided in Custom Craft to switch Immortal and Stalker in the tech tree. The Immortal feels much more like a massable T1.5 unit to me with the Stalker being a harassment focused / micro intensive unit.

Concerning the MSC:
I thought you didnt want to change things too much? You dont want to introduce new abilities, but you are okay with removing old ones? And trading abilities between units? And making a hero unit a non-hero unit and changing its purpose in the game?
Dont you think you are going further then you originally intended to do?
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
July 08 2015 01:31 GMT
#48
What about the OG implementation of the MSC as a soft-capped unit that you can make one for each Nexus?
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-08 05:58:29
July 08 2015 05:53 GMT
#49
It is general Protoss trait that it has less, but beefier units compared to Terran and Zerg. That doesn't dissalow to have unit diversity.
I don't think that buffing Stalker will make it look like an Immortal. I don't want to double its HP or triple its damage output
A Stalker buff does not need to be directly related to HP either. I am currently thinking about removing its "Armored" and "vs Armored" flags and buffig flat damage a bit. We could also make the unit damage scale better with upgrades. However, I didn't investigate all consequences of this yet.
Those are a few options out of many how Stalker could be buffed. Not every buff is towards Immortal-like.

Swapping Immortal and Stalker is definitely clever. It is also what they did in OneGoal. I would prefer, however, not to make such tech tree swaps. When we exhaust all other options and find no good solution we will probably go this way - but I hope this is not going to happen.

Regarding Mothership Core: What is the current purpose of the unit? I see it as a last-resort defensive unit: "omg we are surrounded! ... Recall. Omg we are under attack and have no units! ... Overcharge." I also see it as a "deathball attractor" as it is a heroic-like unit with powerful localized spells.

There is no doubt that the unit requires some heavy tweaking. One of it is to remove the artificial one-unit cap. You can just do it or not do it. There is also an option that Pontius Prate points out: relating the MSC count to the number of Nexus. While softer, this is still some kind of artifical cap. Unless it is absolutely necessary I would like to avoid it.

I am considering moving some of the abilities in the chain: Nexus -> Mothership Core -> Mothership. These units are directly related. This are the same abilities that no one has to learn what they do. As such it is less than coming up with completely new abilities. I do like yours "Restore Shields" ability. It's simple, straightforward, defensive and relies on the existence of other units. In the context of suggestions made here it makes MSC feel even more like a Queen.
Note that OG also removes "Time Warp", introduces a Shield-related ability and make Overcharge more expensive to cast. So I would say we are all looking in the same direction.

If we went crazy with ability swapping, I would actually advocate moving blink to DT or Adepts (for the LotV) making a Stalker a mobile, but core army rather than a harassment tool. But I think it would be too much in terms of swapping abilities.
[MOD]Economy - Hot Mineral Harvesting
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-07-08 07:20:16
July 08 2015 07:15 GMT
#50
Sorry if I missed it, but I was wondering if you thought at some point about lowering the cost for main buildings. Imo, models like HMH and DH feel underwhelming in practice because I have a hard time justifying the expand and all its risks (investment, defenses spread thin, etc..) for the sole benefit of mining it with 8 workers, and grab, what, 100 extra minerals per minute or so.
As you take more expands, they become arguably harder and harder to defend (further from your main production facilities, and closer to your opponent's, and not supported by the same map features as a 2nd or a 3rd), and I think an extra main building + static defenses + 8 workers are a pretty high value of assets exposed on the map, for so little reward. Especially when you remember that you can just decide to mine with those 8 workers on a base that you already can defend. Imo, the only races that would benefit from the model are those which can expand uncontested in a matchup (only Z atm?), which is kind of one-sided. It's not like you can expand at will as T (even with bio) or P in the current version of the game, you already have a hard time holding on to your 3 first bases usually. A 5th or a 6th are just too easily caught off guard and one-shotted. I know you're planning a complete overhaul of SC2, so that expands may actually get easier to defend, but I was just wondering if lowering the main building cost was a possibility in your mind.
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2015-07-08 07:23:47
July 08 2015 07:20 GMT
#51
As far as I remember you wanted to not tinker with the purpose and abilities of units too much. You said you want people to instantly know what everything is doing and how it works.
Where exactly do you want to draw the line here? What you propose for the MSC I would call some heavy tinkering. On the other hand, it sure isnt easy to clean up the blizzard mess called protoss.

So what I would like to know is this: What exactly is the maximum extent to which you want to go with the re-purposing of units? You have to make that clear up front.


Edit: @ZenithM
You have to remember the new high ground advantage which makes defensive play easier. (expansions are usually on higher ground with a ramp leading up to it)
I would also recommend giving each race some strong positional units that can hold the ground, like Siege Tanks, Lurkers, Reavers from BW. These units can be positioned at an expansion to defend it cost efficiently against much larger forces of enemies. At the same time these units are not imbalanced because they need to be set up to be used.
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 08 2015 07:34 GMT
#52
Hey, ZenithM - happy to see you drop by
Altering building prices is definetely possible although I am not convinced that it is required.
Expansion benefits are hard to balance. Without enough benefit there is no point of expanding, with too high benefit it is dangereous not to expand - i.e. you become forced to expand. We need to find a spot where benefit is noticeable but not game changing. I believe HMH with 75% efficiency at 16 (bigger drop than in DH, mind that) is a high incentive itself to consider expand without being forced to.

Note that "not being force to" implies - by definition - a possibility of 2base-vs-2base or 3base-vs-3base situations as well.

In SCI we also introduced high ground advantage, giving you a chance to defend your territory by placing lesser forces at well chosen spots (ramps, cliffs overlooking passages, etc). While it is not an answer to any possible threat, we believe it should give you a little bit more chance to defend a higher count of bases.
I also plan to have a look at harrasing capabilities of races. But that's a topic for another discussion...

Back to the current discussion, I am wondering how do you feel about the current Protoss gateway army and what could be done to help it.
[MOD]Economy - Hot Mineral Harvesting
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 08 2015 07:42 GMT
#53
On July 08 2015 16:20 RoomOfMush wrote:
So what I would like to know is this: What exactly is the maximum extent to which you want to go with the re-purposing of units? You have to make that clear up front.

In one sentence: I want as little as it is necessary to achieve a desired effect. MSC is problematic so the extends steps much further away than - say - marines, or roaches which are probably where they should be.

If there is a way to keep Chronoboost on Nexus - that would be great! So, for the purpose of the discussion, let us assume that we don't touch chronoboost. What else can we do to reduce proxy all-ins strength, especially in the view of some gateway buffs?


I would also recommend giving each race some strong positional units that can hold the ground, like Siege Tanks, Lurkers, Reavers from BW. These units can be positioned at an expansion to defend it cost efficiently against much larger forces of enemies. At the same time these units are not imbalanced because they need to be set up to be used.

That's in the plans, but we are not there yet.
[MOD]Economy - Hot Mineral Harvesting
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2015-07-08 08:26:30
July 08 2015 08:25 GMT
#54
How exactly are proxy gateways overpowered right now? I hardly ever see them when watching pros play (in HotS).
Usually the proxy is only strong against a fast expand strategy. Since there is not yet any meta for your mod I would recommend not trying to fix it yet. First you have to see whether these fast zealots are actually that big of a problem in your mod.
It might turn out that players of your mod will go for less greedy openings, wall off, scout better, etc.
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-08 08:38:43
July 08 2015 08:38 GMT
#55
Proxy stuff, as well as 4-gate had been a problem in the past, until nerfs came in. I fear that with increased early economy as well as stronger gateway units the problem will resurface itself.
I agree however, that this is purely speculation. Maybe we should try as you suggest: ignore the problem, move forward, test it and then apply the changes only if the problem actually appears.
[MOD]Economy - Hot Mineral Harvesting
RoomOfMush
Profile Joined March 2015
1296 Posts
July 08 2015 11:33 GMT
#56
Well then, back to the discussion on the MSC and Protoss in general.
What should the purpose of your MSC be? When do I build it and what do I use it for?
Since you dont want it to be a hero unit it can not have its old purpose of the band aid emergency rescue.
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 08 2015 14:12 GMT
#57
On July 08 2015 20:33 RoomOfMush wrote:
What should the purpose of your MSC be? When do I build it and what do I use it for?
Since you dont want it to be a hero unit it can not have its old purpose of the band aid emergency rescue.

My thought was a macro/defense queen-like flying unit, as described before. If we don't give it chronoboost, it would be just a defensive unit. It will still require some heavy changes on its abilities. We could also increase its cost so that it cannot be massed so easily, especially in early game.

My main concern at the moment however are the gateway units throughout the game.
[MOD]Economy - Hot Mineral Harvesting
RoomOfMush
Profile Joined March 2015
1296 Posts
July 08 2015 14:56 GMT
#58
Well, you said you want to make the Zealot slightly stronger, which sounds reasonable, and then give the Stalker some love too. Removing the armored tag alone should make the Stalker pretty strong against terran bio. Marauders will suddenly deal only 50% damage against them which is huge.
What I did in Custom Craft is improve the harassment options for the Stalker by increasing the movement speed and the shields but lowering the hitpoints. I too removed the armored tag and changed the attack slightly.
But increasing the movement speed of the Stalker in your mod would probably not be such a good idea since you want to keep the Stalker as a core army unit, right?

For now you should probably try it with the armor change alone then and see how it plays out.
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-08 18:58:06
July 08 2015 18:47 GMT
#59
The thing is - bio is hardly ever just Marauders. In early game there are just few marauders for tanking and concussive shells, and most of damage is coming from marines.
I was considering replacing the attack 10 + 4 armored to 10 + 4light or even flat 14. However, I agree with you that doing smaller increments and seeing how it plays out is a better approach.

Experimental Balance changes
  • Zealot shields: 50 -> 60
  • Zealot charge: base speed 2.75 -> 3.0
  • Zealot charging speed: 6.05 -> 4.5
  • Stalker: removed "Armored" attribute
  • Sentry Force Field: cast range 9 -> 5
  • Sentry Guardian Shield: casted at target point, cast range: 5 (not working atm!)


I am trying to implement the ground-casted guardian shield, but it seems to be harder than I expected :/
Trying to create the actors and effects from scratch and just use the guardian model... but I get no animation and no desired effect. It's like walking in the dark through all that stuff
[MOD]Economy - Hot Mineral Harvesting
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-07-08 19:12:26
July 08 2015 19:11 GMT
#60
Edit: Wrong thread, sorry.
Prev 1 2 3 4 5 10 11 12 Next All
Please log in or register to reply.
Live Events Refresh
HomeStory Cup
11:00
XXVII: Day 1
TaKeTV 2678
ComeBackTV 928
CranKy Ducklings239
3DClanTV 88
IndyStarCraft 27
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .225
ProTech66
IndyStarCraft 27
StarCraft: Brood War
Britney 34646
Rain 5358
Sea 3089
Horang2 2102
EffOrt 928
ZerO 340
Snow 267
Rush 108
Mind 105
Zeus 101
[ Show more ]
hero 83
[sc1f]eonzerg 50
PianO 48
Barracks 43
Movie 37
soO 29
Aegong 19
IntoTheRainbow 18
Sacsri 15
SilentControl 13
Terrorterran 12
HiyA 11
ajuk12(nOOB) 9
JulyZerg 5
ivOry 4
Dota 2
Gorgc6847
qojqva1781
syndereN158
Counter-Strike
markeloff167
PGG 38
Super Smash Bros
Mew2King122
Heroes of the Storm
Khaldor154
Other Games
singsing1815
hiko1065
crisheroes383
DeMusliM366
KnowMe236
ArmadaUGS94
QueenE24
Trikslyr22
ZerO(Twitch)19
Organizations
Dota 2
PGL Dota 2 - Main Stream28357
StarCraft: Brood War
UltimateBattle 391
Other Games
Algost 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV393
League of Legends
• Nemesis9162
• Jankos2574
• TFBlade849
Upcoming Events
HomeStory Cup
19h 53m
CSO Cup
1d
BSL: ProLeague
1d 2h
SOOP
1d 17h
SHIN vs ByuN
HomeStory Cup
1d 20h
BSL: ProLeague
2 days
Replay Cast
3 days
Replay Cast
3 days
WardiTV European League
4 days
The PondCast
4 days
[ Show More ]
RSL Revival
5 days
WardiTV European League
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Rose Open S1
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
HSC XXVII
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.