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On March 09 2012 13:06 sluggaslamoo wrote:Show nested quote +On March 09 2012 12:11 Golgotha wrote:On March 09 2012 12:06 eviltomahawk wrote:Siege Cruiser still is not enough to beat Flash. Neither is the Mothership or the giant Zerg cockroach bug thing. siege cruiser is flash's wet dream Hes probably working on a 3 base 2:1 Siege Cruiser timing right now.
Nah, based on his recent play he's probably working on how to proxy them.
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This looks completely sick, I'm way too bad at the game to produce entertaining games with these units myself, but I'd love to watch some other people's games with them.
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holy shit i am super glad i clicked this
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MOther of god...this looks amazing! DAT mothership! How does one turn a 3D mothership into sprite like that?
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Downloading it now, gonna mess around with it against CPUs.
Which unit do you think is the most OP? I gotta go with Mothership, at least once it learns that reverse recall. I mean seriously, reverse recall, that is some ridiculous shit. Warp your army right into a zerg's critical tech structures or a terran's production facilities, no need to try flying an arbiter in there.
Should be spotlighted so more people download it and release gameplay vids, sounds funny as hell.
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If I am allowed to delve a little bit into theorycrafting, I'd say implementing this mod to be played on pro-games will actually have little effect.
While cost of these super units are well-deserved it still means that anyone looking to utilize this units will leave themselves for fatal timing attack any good players can exploit (the cheapest cost of one of these units is 1200/1200. Even when mass carrier switch creates enough weakness for good player to straight up exploit, it's easy to imagine progamers cheering for their opponent to go super units). Of course, once created single super unit can have significant impact straight away so I might find myself pleasantly surprised. I imagine progamers will keep counter units like Science Vessel, Dark Archon, and defiler/queen/scourge handy in case of the rainy day.
The biggest proponent of this patch will actually be Terran, not because of Siege Destroyer but due to their pre-requisite building; Fleet Headquarters. Priced at 200/200 (with max energy of 200), they are surprisingly affordable and by themselves offer overpowered ability.
Jammer Sweep available by default Cost: 50 Range: unlimited
The Jammer Sweep is based on the same technology as the Scanner Sweep of the ComSat Station. Jammer Sweep emitters use the same carrier frequency and have therefore equal properties concerning range and energy cost, but the effects of the two abilities are quite contrary. Jammer Sweeps serve the purpose of distraction instead of reconnaissance. Jammer Sweeps does not have detection capabilities, but units in the target area will suffer from jammed detectors and paralyzed optic nerves. The effect is applied to all units - no matter if friend or foe, ground or air - within a range of 4 around the target area and will cause a sight range of 1 and will deactivate any detection ability. This effect has a limited duration of 10 seconds. After this duration has elapsed all affected units will be restored to normal sight. Note that this effect can be removed immediately with Medic´s Restoration ablility. Affected units will display the tag 'Jammed' in their information box when selected. I mentioned that progamers will refrain from going for super units in fear of creating fatal weakness. This is the only overpowered ability introduced on the mod that is actually very affordable. Even when my guess is wrong and super units become common part of the meta, this ability still stands out because how easy it is to get this add-on into the game. Terran will be using Jammer Sweep first before other race have their respective powerful abilities into the play.
I was formerly joking when I said Terran was overpowered, but upon consideration it does seem like they might hold some advantage. Of course I may be completely wrong - once Protoss gets mothership out their opponent has to play really defensively as its owner can backstab with strong army (due to shield injection) any time - so I should really wait for vods/streams but just want to put my thoughts out there. On high level the SU balance should turn out to be: Terran > Protoss > Zerg, and serve as bandwagon "win more" units on the lower levels where player do not have sufficient skill or already in a big disadvantage to properly punish a creation of super unit.
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HJAHAHAHAHAHAHA
This needs to be spot-lighted.
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My SC crash when i execute it
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downloading, gonna play around with it a bit, looks like you put in a lot of effort and it seems really cool!
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On March 09 2012 13:37 Hesmyrr wrote:If I am allowed to delve a little bit into theorycrafting, I'd say implementing this mod to be played on pro-games will actually have little effect. While cost of these super units are well-deserved it still means that anyone looking to utilize this units will leave themselves for fatal timing attack any good players can exploit (the cheapest cost of one of these units is 1200/1200. Even when mass carrier switch creates enough weakness for good player to straight up exploit, it's easy to imagine progamers cheering for their opponent to go super units). Of course, once created single super unit can have significant impact straight away so I might find myself pleasantly surprised. I imagine progamers will keep counter units like Science Vessel, Dark Archon, and defiler/queen/scourge handy in case of the rainy day. The biggest proponent of this patch will actually be Terran, not because of Siege Destroyer but due to their pre-requisite building; Fleet Headquarters. Priced at 200/200 (with max energy of 200), they are surprisingly affordable and by themselves offer overpowered ability. Show nested quote + Jammer Sweep available by default Cost: 50 Range: unlimited
The Jammer Sweep is based on the same technology as the Scanner Sweep of the ComSat Station. Jammer Sweep emitters use the same carrier frequency and have therefore equal properties concerning range and energy cost, but the effects of the two abilities are quite contrary. Jammer Sweeps serve the purpose of distraction instead of reconnaissance. Jammer Sweeps does not have detection capabilities, but units in the target area will suffer from jammed detectors and paralyzed optic nerves. The effect is applied to all units - no matter if friend or foe, ground or air - within a range of 4 around the target area and will cause a sight range of 1 and will deactivate any detection ability. This effect has a limited duration of 10 seconds. After this duration has elapsed all affected units will be restored to normal sight. Note that this effect can be removed immediately with Medic´s Restoration ablility. Affected units will display the tag 'Jammed' in their information box when selected. I mentioned that progamers will refrain from going for super units in fear of creating fatal weakness. This is the only overpowered ability introduced on the mod that is actually very affordable. Even when my guess is wrong and super units become common part of the meta, this ability still stands out because how easy it is to get this add-on into the game. Terran will be using Jammer Sweep first before other race have their respective powerful abilities into the play. I was formerly joking when I said Terran was overpowered, but upon consideration it does seem like they might hold some advantage. Of course I may be completely wrong - once Protoss gets mothership out their opponent has to play really defensively as its owner can backstab with strong army (due to shield injection) any time - so I should really wait for vods/streams but just want to put my thoughts out there. On high level the SU balance should turn out to be: Terran > Protoss > Zerg, and serve as bandwagon "win more" units on the lower levels where player do not have sufficient skill or already in a big disadvantage to properly punish a creation of super unit.
Battlecruisers cost 400/300 and provide a fraction of the potential firepower, a Siege Cruiser costs only 4 times this much but provides much more firepower than 4 Battlecruisers (hopefully), and you might see 10 BC's in a TvT. Same goes for Ultras and Carriers.
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On March 09 2012 14:03 sluggaslamoo wrote:Show nested quote +On March 09 2012 13:37 Hesmyrr wrote:If I am allowed to delve a little bit into theorycrafting, I'd say implementing this mod to be played on pro-games will actually have little effect. While cost of these super units are well-deserved it still means that anyone looking to utilize this units will leave themselves for fatal timing attack any good players can exploit (the cheapest cost of one of these units is 1200/1200. Even when mass carrier switch creates enough weakness for good player to straight up exploit, it's easy to imagine progamers cheering for their opponent to go super units). Of course, once created single super unit can have significant impact straight away so I might find myself pleasantly surprised. I imagine progamers will keep counter units like Science Vessel, Dark Archon, and defiler/queen/scourge handy in case of the rainy day. The biggest proponent of this patch will actually be Terran, not because of Siege Destroyer but due to their pre-requisite building; Fleet Headquarters. Priced at 200/200 (with max energy of 200), they are surprisingly affordable and by themselves offer overpowered ability. Jammer Sweep available by default Cost: 50 Range: unlimited
The Jammer Sweep is based on the same technology as the Scanner Sweep of the ComSat Station. Jammer Sweep emitters use the same carrier frequency and have therefore equal properties concerning range and energy cost, but the effects of the two abilities are quite contrary. Jammer Sweeps serve the purpose of distraction instead of reconnaissance. Jammer Sweeps does not have detection capabilities, but units in the target area will suffer from jammed detectors and paralyzed optic nerves. The effect is applied to all units - no matter if friend or foe, ground or air - within a range of 4 around the target area and will cause a sight range of 1 and will deactivate any detection ability. This effect has a limited duration of 10 seconds. After this duration has elapsed all affected units will be restored to normal sight. Note that this effect can be removed immediately with Medic´s Restoration ablility. Affected units will display the tag 'Jammed' in their information box when selected. I mentioned that progamers will refrain from going for super units in fear of creating fatal weakness. This is the only overpowered ability introduced on the mod that is actually very affordable. Even when my guess is wrong and super units become common part of the meta, this ability still stands out because how easy it is to get this add-on into the game. Terran will be using Jammer Sweep first before other race have their respective powerful abilities into the play. I was formerly joking when I said Terran was overpowered, but upon consideration it does seem like they might hold some advantage. Of course I may be completely wrong - once Protoss gets mothership out their opponent has to play really defensively as its owner can backstab with strong army (due to shield injection) any time - so I should really wait for vods/streams but just want to put my thoughts out there. On high level the SU balance should turn out to be: Terran > Protoss > Zerg, and serve as bandwagon "win more" units on the lower levels where player do not have sufficient skill or already in a big disadvantage to properly punish a creation of super unit. Battlecruisers cost 400/300 and provide a fraction of the potential firepower, yet you often see mass Battlecruiser in TvT. Same goes for Ultras and Carriers. I guess so. I suppose it all depends on how normal units can handle themselves against SU units. If I negate everything I have said as false, then protoss is utterly OP. Not sure why everyone is whining about Terran
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This was very
very entertaining to play.
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Just played as Terran against a CPU, the Siege Destroyers are ridiculous, it's a flying siege tank that shoots 4 times as fast (seriously, BAM BAM BAM BAM BAM) for 100 damage(+10 each upgrade) her hit. Park one at an expo and everything just melts.
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On March 09 2012 13:37 Hesmyrr wrote:If I am allowed to delve a little bit into theorycrafting, I'd say implementing this mod to be played on pro-games will actually have little effect. While cost of these super units are well-deserved it still means that anyone looking to utilize this units will leave themselves for fatal timing attack any good players can exploit (the cheapest cost of one of these units is 1200/1200. Even when mass carrier switch creates enough weakness for good player to straight up exploit, it's easy to imagine progamers cheering for their opponent to go super units). Of course, once created single super unit can have significant impact straight away so I might find myself pleasantly surprised. I imagine progamers will keep counter units like Science Vessel, Dark Archon, and defiler/queen/scourge handy in case of the rainy day. The biggest proponent of this patch will actually be Terran, not because of Siege Destroyer but due to their pre-requisite building; Fleet Headquarters. Priced at 200/200 (with max energy of 200), they are surprisingly affordable and by themselves offer overpowered ability. Show nested quote + Jammer Sweep available by default Cost: 50 Range: unlimited
The Jammer Sweep is based on the same technology as the Scanner Sweep of the ComSat Station. Jammer Sweep emitters use the same carrier frequency and have therefore equal properties concerning range and energy cost, but the effects of the two abilities are quite contrary. Jammer Sweeps serve the purpose of distraction instead of reconnaissance. Jammer Sweeps does not have detection capabilities, but units in the target area will suffer from jammed detectors and paralyzed optic nerves. The effect is applied to all units - no matter if friend or foe, ground or air - within a range of 4 around the target area and will cause a sight range of 1 and will deactivate any detection ability. This effect has a limited duration of 10 seconds. After this duration has elapsed all affected units will be restored to normal sight. Note that this effect can be removed immediately with Medic´s Restoration ablility. Affected units will display the tag 'Jammed' in their information box when selected. I mentioned that progamers will refrain from going for super units in fear of creating fatal weakness. This is the only overpowered ability introduced on the mod that is actually very affordable. Even when my guess is wrong and super units become common part of the meta, this ability still stands out because how easy it is to get this add-on into the game. Terran will be using Jammer Sweep first before other race have their respective powerful abilities into the play. I was formerly joking when I said Terran was overpowered, but upon consideration it does seem like they might hold some advantage. Of course I may be completely wrong - once Protoss gets mothership out their opponent has to play really defensively as its owner can backstab with strong army (due to shield injection) any time - so I should really wait for vods/streams but just want to put my thoughts out there. On high level the SU balance should turn out to be: Terran > Protoss > Zerg, and serve as bandwagon "win more" units on the lower levels where player do not have sufficient skill or already in a big disadvantage to properly punish a creation of super unit.
Yeah that jammer sweep ability seems like it has a ton of utility. Do the new toss and zerg buildings get any new abilities or do they just unlock the super units?
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United Arab Emirates5090 Posts
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Holy balls.... its a siege tank riding a battlecruiser!
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does anyone want to play a quick game with me on this showcasing the super units? NR10 :D and we duke it out. I'll stream it so people can watch later.
we gotta use hamachi
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Man, those units are ridiculous! :D
The Zerg one is especially crazy: its movespeed is higher than a crackling (and possibly equal to or greater than a speed vult) and its ground attacks have splash! O.o The mothership's Shield regen aura is awesome, as well! Its like having a shield battery that moves.
On March 09 2012 15:49 Golgotha wrote: does anyone want to play a quick game with me on this showcasing the super units? NR10 :D and we duke it out. I'll stream it so people can watch later.
we gotta use hamachi
I'd be up for it.
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