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[MOD]StarClash

Forum Index > SC2 Maps & Custom Games
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Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2012-03-12 22:47:06
March 12 2012 16:02 GMT
#1
Im Danko and i was working together with Kabel on Mod Sc2BoW and recently we decided to separate our works as we had different vision of what we want to end with.

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]
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]
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]
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.
Skomakaren
Profile Joined March 2012
Sweden4 Posts
Last Edited: 2012-03-17 21:17:00
March 17 2012 21:02 GMT
#2
Cool mod! I really like it. :D

What I really like, is that some of these units awards micro, and it gives a more fun playstyle than sc2.

--Protoss:
Gateway units are finaly strong enough to survive alone, but you still want tier3 in the lategame. =)
Rest stuff are more.. Unique.

--Terran:
Mech seems very available in all matchups, great.
Bio seems abit.. boring, with only 3 units.

--Zerg:
Ultras are finaly a choise instead of going broodlords everygame.
Scourges seems abit OP versus air. :S
And these reworked hydralisks fells so awesome to use!

Good luck with you mod.
Awesome.
MerdaPura
Profile Joined February 2012
Brazil148 Posts
March 17 2012 21:50 GMT
#3
Without injects, zerg will need 3 hatches per base or get outmacroed.
FreeTossCZComentary
Profile Joined September 2011
Czech Republic143 Posts
March 17 2012 22:11 GMT
#4
I still want Scouts back, after both void ray and mothership removal. Scouts rulez! :D
www.youtube.com/OnlyFreeToss, FreeCraft ForFun SC2 MOD Rulez: http://www.teamliquid.net/forum/viewmessage.php?topic_id=292319 Dont even dare waiting, join FreeCraft now!
Danko__
Profile Joined January 2012
Poland429 Posts
March 17 2012 22:41 GMT
#5
Skomakaren:
I like that you like it ^^. And i gotta agree that bio is one of least complete aspects. I just dont have any ideas for good unit. Marines are cool, firebats could be better, ghosts needs tweaking (probably) and medics cant be implemented with medivacs (which are quite good unit imho). I need your help with that one.
Scourges can overkill now. I think that can partially solve their OPness, but i will think about their atack priority as well.
MerdaPura:
Gotta say that no larvae inject works better then i expected so far. Zerg macro is not easier at all as you are really operating now on low number of larvae and you have to make some choices. Outmacroing zerg is no longer that hard, but keep in mind zerg is forced to make earlier hatcheries anyway so he can choose to expand much earlier and have much better gas income. And expanding profitable on longer term. Also teching zerg is much scarier. I dont feel like its just "macro race" anymore but can relay on tech as well. Mutas hit much earlier (queens are not delaying tech at all, less workers are neccesasry for full saturation). Lurkers are really scary, and much more efficent then banes (i feel so). Tech adventage gives now zerg real adventage. I suggest you to try it. Its already in enjoyable state i think.
FreeToss:
I have to agree that toss air lacks something. But scouts are boring. I really would like to add something but have no idea what yet. ^^
Skomakaren
Profile Joined March 2012
Sweden4 Posts
Last Edited: 2012-03-18 00:31:18
March 18 2012 00:31 GMT
#6
On March 18 2012 06:50 MerdaPura wrote:
Without injects, zerg will need 3 hatches per base or get outmacroed.


Zerg can easily get 2-3 hatches up early (main+nat+macrohatch) so, that is not a big problem.
And Zerglings/Hydralisks are quite strong earlygame, so you are able to defend pushes.

( You are still able to punish zerg for expanding early, so dont get me wrong )
Awesome.
Danko__
Profile Joined January 2012
Poland429 Posts
March 18 2012 08:10 GMT
#7
Ofcourse im not saying this mod is close to beeing balanced right now,but its not completly broken :D.
Few things are probably still op but i would prefer to nerf whats really neccesary right now and let people to get over difficulties. I think its better then overnerfing.

Things which needs most of work right now:
-Terran bio
-Toss air lacks something but im not sure if another strong AA is neccesary there as phoenix is quite strong right now.
-Terran tech tree could be longer i think.Moving reaven bit further, forcing terrans to relay on carefull scans maybe could be good idea, but im not sure.
-Lots of bugs (and part of them is quite hard for me to fix).
-Swarm guardian abilities.
-Stalker overlaping role with goon. I wanted stalk to be harrasing ground unit, but he doesnt seem to be enough effective for that role (especially with phoenix as AA and colo drops).

What i was thinking recently i could add/change:
-Give stalker ability to warp from power field to power field (something like mass recal, but they can do that whenever they are on power field to any power field on map). That would make them very annoying and unique (imho).
-Make terra tech longer by adding science facility (like in bw) to be required to build ghost academy, fusion core, science vessels and lvl 2/3 upgrades. Doing so would give ability to make these units strong (ghosts, bcs,SV) and tech paths would openi unit trough longer time in game (not give acces to every bio tricks in 5-6min of game, somehow balancing bio/mech/air).
-Lowering detection range. Advancing vs invisible units would require to be much more carefull. For now you can just HAVE detector over your army. I think forcing active use and care about them would be good part of game (fly forward with SV, but care about scourges).
-Slowing down some units projectiles to make big armies less effective (slower projectiles = more overkilling). Big blob fights are not cool, and maybe that will help a bit.

What do you think about that?
Danko__
Profile Joined January 2012
Poland429 Posts
March 20 2012 09:24 GMT
#8
Anyone wanna try it? Im looking for testers, preferably dia+ players. PM me or on bnet: Danko.616.
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