Hi Pastelmind,
I have waiting to see on what kind of project you have been working. And this looks really nice!
Our mods have some similarities, I also have started my mod trying to include SC2 stuff and mechanics such rally points for harvest, balance some units (like scouts, tanks, ghost), improve the gameplay and try to make the game more realistic. But lately I tried to make some different than SC2, Im still including some of the units/mechanics, and stuff that I consider appropriated (even some stuff from HotS) but trying different abilities/roles for the SC2 units.
I have played some matchs so here is some feedback:
I really like the air units changes, specially the scout and wraith/valkirie.
Some of the new spells are interesting, like ocular implants and the new shield battery. The consume change seems nice also.
The venomous damage its a nice addition and fits lore wise.
From my point of view of the zerg race, I dont feel right with the changes for zergling and hydralisk.
Zergling costing 50 minerals, using 1 supply each and having only 10 extra hp, doesnt feels balanced (even with the other units changes). Maybe reducing its cost to 37.5 (75 for 2)?
Hydralisk, they now do more and venomous damage, cost more, but have the same durability and use 2 supply. They are easily killed by splash weapons or spells (storm, plague, irradiate), making those weapons devastating in some situations. And the increased cost make harder to rebuild your army.
The increased supply of those units also accelerates the overlord production at the beginning, so still need some extra hatcheries to maintain the larvae count.
Zerg suppose to be a race with cheap and expendable units. This change seems to go in the SC2 direction of zerg. I dont like how hydras and roach are in SC2 (just my opinion).
For queen, I also have considering make this unit a detector, I dont like that zerg have free detection denying almost any cloak attack. Still not decided about how to solve this issue. But I like how you do it.
Other change that Im not sure is the Reaver. I also reworked this unit to deal explosive damage and make it more bulky (and added a new ability for the next version), but the speed increase might make them OP.
In original BW zerg have the hardest mach up against corsair /reaver. Now reaver moves faster and are more bulky, and corsair easily counter mutalisk. Queen now can help against reavers, but corsair also counter queens (and telepathic trace help to hunt them down). Guardians will help for sure, but revaers can retreat easily now.
So im afraid that this protoss composition can be even stronger against zerg.
Some small bugs I found:
Fiend weapon use the weapon vehicle upgrades instead of infantry.
Disabled medic and valkyrie production button have switched their tool tips (i.e. Medics said Valkyrie: requires armory)
Thats all for now.
About rally point to bunker I have implemented that in my upcoming version, but the units stay stupidly outside the barrack if the bunker is full, so you will need to check the bunker load space to give the proper order to make units move if the bunker is full.
I will follow this for future updates. Also, great work on the page
Post has been edited 1 time(s), last time on Nov 2 2012, 1:25 am by RavenWolf.
None.