In this topic i would like to introduce to you effect of my work and as well announce that from now, my part (mod) will be named StarClash.
1. Concept:
In this mod i want to give some depth to (in my opinion) badly designed units and mechanics or replace them, and increase diversity beetwen races. While doing so im trying to keep it simple witchout making everything too complex. Many things are (non-direct) port from sc:bw.
2. Economy:
Workers now are bit more efficent and less workers are required for max saturation.
1 worker on mineral line gathers ~50 minerals per minute (10 more then in sc2) and ~50 gas per minute ( in sc2 its about 8) but one mineral like is still able to generate 800 minerals and 120 gas max (excluding mules). Expanding is very important, as more workers wont increase your income much earlier.
3. Mechanic:
I didnt change much from Sc2:BoW. "Magic Box" is much bigger then in sc2, units have to be much further away from eachother to clump up, but most of them have movement radius between values from sc2bow and sc2, as i felt that its quite important for some units to be able to clump (marine ball vs lings).
4. Races:
Protoss:
![[image loading]](http://i.imgur.com/nVGDc.jpg)
No sentries, no forcefields. Gateway units are stronger. Warpgate is now at twilight council.
Collosus: Now has ability which shots slow aoe atack at targeted area. Requires skill to use well, but gives opponent ability to react as well. Very slow movement, and no autoatack requires forces player to control him well, but in good hands can be demolishing. Also good harrasing tool with warpprism.
Hts: Cost more but storms are stronger. Archon was buffed to be strong as well to its cost.
Dragoon: Very strong, very durable units. Quite fast, and versalite. Has very good damage vs armored units and scales quite well with upgrades for lategame.
Stalker: Harrasing units with blink. Very fast, with very weak aoe atack. Good to scare fight mutas, sniping important untis.
Phoenix: no bonus vs light, and higher cost of gravitron beam, but splash upgrade for lategame.
Arbiter: Very strong support unit. Has disruption web (corsair) and recall. Makes units around invisible.
Terran:
![[image loading]](http://i.imgur.com/qU1Hi.jpg)
Stimpack is stronger, but lack of medics and requirement of researching upgrade to allow medievacs to heal forces much more carefull use.
Ghosts: Snipe, Cloak, Lockdown. Good support for bio, but requires good control to disable units with aoe fast enough.
Firebats: Good vs light untis like zerglings, or to harras.
Vultures: No aoe damage from atack, but good speed (base + upgrade) and mines gives good map control and ability to delay agressive opponent, or even kill pig part of his army.
Siegetanks: Stronger vs armored units, more massable.
Goliaths: Very strong AA damage, with aoe and with very good range after upgrade (in current version still has upgrade for multi-targeting, but most probably it will be removed).
Dropship/Medievac: Starport gives you ability to produce dropships or medievacs after upgrade. Bit faster then sc2 medivac.
Wraiths: Shares cloak with banshee. Very fast, good at sniping important flying targets (or collosus).
Banshee: More expensive, good damage vs buildings. Can be very powerful with well used wraiths (after good sniping of overlords or obses).
Battlecruiser: Slow atack speed, high damage. Scales well with upgrades.
Science Vessel: PDD, Irradiate, EMP.
Zerg:
![[image loading]](http://i.imgur.com/dtFhA.png)
Very gas heavy units.
Hatcheries are now only way of producing larvae, so expanding is even more essential for zerg as he is forced to build hatcheries.
Queens are now build from larvae. They can spread creep, transfuse, and cast fungal growth at lair tech (which slows units and buildings, no damage).
Hydras: hatch tech. Upgradable range and speed. Good vs mech and most toss units. Can morph into lurker after upgrade.
Lurker: Very good aoe damage dealer. Excelent at killing zealots and bio and good vs any clumped units. Also possible to use as harrasement with researched early drops.
Scourges: Very fast, suicide units, dealing heavy damage on atack. Can overkill, so good control is esential to be effective.
Swarm Guardian: Not finished yet support unit. Now has skill parasite which blinds target and units around in small aoe lowering their sight and atack range for short period of time. Also disables targeted abilities. Good unit vs Power units like colo or tanks, but can be used even to blind small group of marines if neccesary.
Ultralisks: Less hps, smaller, no bonus vs armored. Small aoe atack, insanely effective vs small units (especially when outupgraded).
Infestor: Very expensive, very strong late game caster. Has dark swarm which blocks most of ranged atacks (except aoe ones), plague and consume. On of units which can be game changing, but requires to be babysit or dies very easly.
Ofcourse there are more changes, but i thing these are most essential part of mod. There are lots of things to be done still, but im working (slowly) on it. I encourage to try it, as its realy fun to play (but ofcourse requires some time to learn).
You can find this mod on EU server by looking for: starclash.
Im waiting for your opinions and support.
Danko.
My acc. on eu server is: Danko.616
-Edit-
Just noticed i didnt make maps public. Should be fine from now on.