Titular M&T Units

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IskatuMesk
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Re: Titular M&T Units

Postby IskatuMesk » Sat Mar 07, 2015 4:22 am

The car should be able to be loaded into invisible transports and allow dts to attack from within them.
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Ricky_Honejasi
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Re: Titular M&T Units

Postby Ricky_Honejasi » Sat Mar 07, 2015 9:39 am

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.

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IskatuMesk
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Re: Titular M&T Units

Postby IskatuMesk » Sat Mar 07, 2015 6:21 pm

You should extract that long anguished grunt sample you made from XXE and use it in the map when the car spawns, too.
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Mucky
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Re: Titular M&T Units

Postby Mucky » Sat Mar 07, 2015 7:31 pm

did someone just mention grunting

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Re: Titular M&T Units

Postby DrumsofWar » Sat Mar 07, 2015 8:16 pm

dat appropriate avatar

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Re: Titular M&T Units

Postby Ricky_Honejasi » Sat Mar 07, 2015 10:00 pm

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.

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IskatuMesk
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Re: Titular M&T Units

Postby IskatuMesk » Sun Mar 08, 2015 8:32 am

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
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Mucky
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Re: Titular M&T Units

Postby Mucky » Sun Mar 08, 2015 10:16 am

And while you're at it, 15:35

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Re: Titular M&T Units

Postby Ricky_Honejasi » Sun Mar 08, 2015 10:28 am

Ah, I see. That kind of grunting I did.

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

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Re: Titular M&T Units

Postby Ricky_Honejasi » Fri Mar 13, 2015 6:11 pm

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.
Attachments
HighZealotSC2InfoShowcase.png

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Lavarinth
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Re: Titular M&T Units

Postby Lavarinth » Wed Apr 15, 2015 9:49 am

If only there was a proper Defiler unit!!
- - Lavarinth
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Re: Titular M&T Units

Postby Ricky_Honejasi » Wed Apr 15, 2015 7:40 pm

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.


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