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Re: Titular M&T Units

Posted: Sat Mar 07, 2015 4:22 am
by IskatuMesk
The car should be able to be loaded into invisible transports and allow dts to attack from within them.

Re: Titular M&T Units

Posted: Sat Mar 07, 2015 9:39 am
by Ricky_Honejasi
IskatuMesk wrote:The car should be able to be loaded into invisible transports and allow dts to attack from within them.


Oh dear. I would prefer to not do that for this specific car. Hmm, well ...

However, I might prefer to actually make some sort of new bunker-like moving transport that can be loaded into another transport of the same type and possibly into an invisible variant one.

Re: Titular M&T Units

Posted: Sat Mar 07, 2015 6:21 pm
by IskatuMesk
You should extract that long anguished grunt sample you made from XXE and use it in the map when the car spawns, too.

Re: Titular M&T Units

Posted: Sat Mar 07, 2015 7:31 pm
by Mucky
did someone just mention grunting

Re: Titular M&T Units

Posted: Sat Mar 07, 2015 8:16 pm
by DrumsofWar
dat appropriate avatar

Re: Titular M&T Units

Posted: Sat Mar 07, 2015 10:00 pm
by Ricky_Honejasi
IskatuMesk wrote:You should extract that long anguished grunt sample you made from XXE and use it in the map when the car spawns, too.


I really, really don't recall that specific grunt unfortunately.

Mucky wrote:did someone just mention grunting


I might perhaps need yours for your own unit since it would make more sense as your beastmastery unit hits stuff the MANLY way.

Re: Titular M&T Units

Posted: Sun Mar 08, 2015 8:32 am
by IskatuMesk
Ricky_Honejasi wrote:
IskatuMesk wrote:You should extract that long anguished grunt sample you made from XXE and use it in the map when the car spawns, too.


I really, really don't recall that specific grunt unfortunately.


Really.

http://youtu.be/JdfMTpZa3ik?t=56m25s

56:25

Re: Titular M&T Units

Posted: Sun Mar 08, 2015 10:16 am
by Mucky
And while you're at it, 15:35

Re: Titular M&T Units

Posted: Sun Mar 08, 2015 10:28 am
by Ricky_Honejasi
Ah, I see. That kind of grunting I did.

Also, I guess I might as well add the HydraLICK to the list.

Re: Titular M&T Units

Posted: Fri Mar 13, 2015 6:11 pm
by Ricky_Honejasi
So I actually made a new titular unit.

Now to present ... HIGHZEALOT for the Micro and Tactics map!

See the "shiny" screenshot!

Zealot model, 20% enlarged, has hero glow.
Life : 250, Shields : 150, Energy : 50/200
High Psi Blades, 14x2 damage, 0.9 attack cooldown

Abilities/Buffs :
* Charge, 5 seconds cooldown instead of 10.
* Psi Storm (75 energy cost, standard)
* SC1 Hallucination (100 energy cost, 2 copies, can be scenario-buffed to deal damage).
* Focused Zeal (300% attack speed for 4 seconds, 33% attack for 5 seconds after, 9 secs cooldown).
* Quick-Step (Very short range blink, no cooldown, 5 charges, recovers 1 charge every 3 seconds).
* Zealot Rallier (Aura, Grants +25% attack speed and +0.25 Move Speed to all non-hero Zealots in a range of 5).

With the combo of Quick-Step and Focused Zeal, it adds a dimension of a hit-and-run micro that can be possible and favorable. The Psi Storm and SC1 Hallucination helps HighZealot further in general.

It is also of note that Blink (and any variant thus Quick-Step) makes 100% direct missiles fail to hit the target so with enough micro and prediction, you can potentially avoid a lot of ranged attacks. Also useful to just blink out of Psi Storm attack or an upcoming Yamato Gun shot and so on.

Re: Titular M&T Units

Posted: Wed Apr 15, 2015 9:49 am
by Lavarinth
If only there was a proper Defiler unit!!

Re: Titular M&T Units

Posted: Wed Apr 15, 2015 7:40 pm
by Ricky_Honejasi
Lavarinth wrote:If only there was a proper Defiler unit!!


Oh dear, Lavarinth wants his Defiler unit!

Technically, there is a Defiler model that can be imported into SC2 maps and all. I remember there was one with some side models/effects for some abilities such as Plague and all.