Glitches from version AL4 (idk if u fixed in al5, haven't tested yet):
1) Exp leaderboard only displays 1 player at a time. (was on the south team, dont remember which slot, playing as MM)
2) When MM builds a building, the building is given P7/8 as soon as it is being built. This makes it easy to make very hidden walls, easily block spawn, and makes it impossible for the player to cancle the building, or for the scv to finish building the building.
3) The random hero pick (beacon, and the auto random hero too i think) isn't very random. It usually gives MM, Necro, or Kerri. Then, it usually gives lurker or firebat. In all 20 games that I randomed, I only got defiler once, and never got the ninja or psychopath or samurai. (perhaps its just my luck, but other people also reported getting MM, necro, and kerri at higher rates than other heroes).
Balance issues:
1)MM's mana to money spell is op. In all 4 of the games where I rushed power upgrade, then whored money, I easily won by creating 2 observatories (spawns hydras). The 2 hydra spawns + ling normal spawn killed a 600 exp, 19 defense, 24 attack firebat with incinerate final spell.
2) Damage early game is still bias to large units, although its more ok since the bigger units move slower (with the exception of the lurker, which still whores exp while having great mobility from L1). The damage types tend to balance themselves out because of the extra random spawns (concus damage early game helps aid big units) (gj on that). However, this creates an imbalance on the probe building spawns. All high level spawn buildings do explosive damage. About middle to late game, small fast units gain a huge advantage (especially the zergling with daytime L2) over slower, explosive damage spawn.
Things i'd like to see added:
1) skeleton (marine) use as part of spawn.
2) normal damage type unit placed either between bats and goons, or goons and hydras. No necessarily as main spawn, but possibly random spawn.
Idea?:
Random "creeps" on each side. They spawn at random, like artifacts, at certain places. On the north side, south creeps spawn, and on the south side, north creeps spawn (side = line over all3 outposts). I'm thinking of this like WC3, where the players can level their heroes by fighting creeps. This is similar, except that the spawn is also used to slow down retreating heroes, and can be killed for exp for people trying to whore artifacts. They can stall the final blow, or block an enemy hero with 1 life left.
None.