Page 12 of 38

Re: Warlords and Merchants Discussion

Posted: Fri Apr 29, 2011 7:23 pm
by Xenon
Since Protoss doesn't have many elite units, here's something I threw together. It's designed to punish reliance on one-unit-type globs, but the shield may end up being too powerful for a passive. Could be made active or nerfed to 33% or something. All stats are up for tweaking.

If you like it, all the relevant data should have "Aegis" in the name so just filter that, copy and paste. Didn't bother linking upgrades seeing as you couldn't really paste those. (types to copy: unit, actor, weapon, behavior, effect, model, validator, mover, ability, button)

Re: Warlords and Merchants Discussion

Posted: Fri Apr 29, 2011 9:19 pm
by Mucky
Why did I just spend 5 minutes mashing yamato cannon?

Re: Warlords and Merchants Discussion

Posted: Fri Apr 29, 2011 10:00 pm
by Xenon
Lol, because you can? I put that there to test the shield...

Re: Warlords and Merchants Discussion

Posted: Sat Apr 30, 2011 12:26 pm
by IskatuMesk
I think what would make it overpowered is the hitting 10 targets with 30 base damage vs armored (everything basically). I like the idea though. It would need some tweaking to fit well but it would definitely end up becoming a core meta unit.

Did it have to be green?


What concerns me most is how it would scale with already extremely powerful units like the Omegalisk or the Exploding Gopher (baneling). Anything that reduces damage by a % that stacks with armor is liable to have hilariously broken results in circumstances where you're already dealing with very strong units. Let's not speak of Immortals with that absurd shield upgrade...

Re: Warlords and Merchants Discussion

Posted: Sat Apr 30, 2011 12:41 pm
by Vetraeus
Hmmm? Seems OP at this time, could use more abilities, not enough defensive protection.

Re: Warlords and Merchants Discussion

Posted: Sat Apr 30, 2011 12:50 pm
by Ricky_Honejasi
Latest Changes for this upcoming FFS :

1) Camera Far clip is now 100 (from SC2's 400) and now scales with the Zoom feature.
2) Elite - Aegis (Lv4) was added.
3) Hellions now deals 8(+10 light) damage from 10(+8 light).
4) Combo - Strafing and AA Hellions now costs 25 more minerals.
5) Science Vessel's Irradiate now costs 60 energy (from 75).
6) Adv - Extended Burst no longer grant AoE bonus.
7) Archons now have 1.5 attack speed instead of 1.75.
8) Archons are now Psionic and Massive.
9) Worm Networks and Canals now costs 150% resources.
10) 2x and 3x Photon Cannons properly get Shield upgrades.
11) Salvage now return the right amount of minerals for 2x and 3x bunkers.
12) Adv. Merchants with new Improved Mining or Gas Extraction levels will now trigger pop-up messages.
13) Siege Cruiers now have 250 life/700 shields (from 100 and 500).
14) Vultures can use 3 mines free and can research for 5 mines total.

*Other notes*
I modified Aegis the following way (for an Elite Lv4) :
- More or less halved life/shields
- Attack Range 9 (from 10)
- Damage halved but hits up to 15 targets instead of 10.
- Damage reduction via barrier to 75%
- Costs 600/600.
- Maximum mana of 300. Regens up 50%. Castable ability requires 150 (from 100).

Re: Warlords and Merchants Discussion

Posted: Sat Apr 30, 2011 1:23 pm
by Xenon
Sounds good. :)

Also, I think that the damage bonus vs armored was what made Extended Burst overpowered, since it makes them cost-effective against virtually anything ground except possibly Archons.

Sorry about the green Mesk, but it fit better with the dark Sentry model.

Re: Warlords and Merchants Discussion

Posted: Fri May 06, 2011 11:34 am
by Vetraeus
Terran Reinforcement Tower: Units can be called to this tower to reinforce the front lines from Orbit via Drop-pod or orbit. Units will cost a selected supply, and Mineral/Gas, and all units will have a cooldown.

T1:
4 SCVs - 125 Minerals, 2 Supply
4 Marines, 2 Medics - 175 Minerals, 45 Gas, 4 Supply
6 Marines - 250 Minerals, 4 Supply
2 Firebats, 2 Medics, 1 Reaper - 200 Minerals, 50 Gas, 4 Suuply
3 Firebats, 3 Medics - 180 Minerals, 35 Gas, 6 Supply
3 Reapers, 1 Ghost - 200 Minerals, 80 Gas, 4 Supply
5 Reapers - 150M/Gas, 5 Supply
5 Firebats - 125 Minerals, 75 Gas, 5 Supply
2 Ghosts - 200M/Gas, 2 Supply

T½-2:

2 Ghosts, 1 Goliath - 200 Minerals, 100 Gas, 3 Supply
4 Hellions, 1 Vulture - 280 Minerals, 80 Gas, 5 Supply
4 Reapers, 2 Hellions. 1 Vulture - 265 Minerals, 40 Gas, 5 Supply
8 Vultures - 400 Minerals, 5 Supply
8 Hellions - 450 Minerals, 5 Supply
4 Goliaths, 2 Hellions - 300 Minerals, 100 Gas, 5 Supply
2 Siege Breakers - 500 Minerals, 250 Gas, 8 Supply
1 Siege Tank, 4 Marines, 2 Goliaths - 425 Minerals, 150 Gas, 6 Supply
1 Ghost, 1 Siege Tank, 6 Marines, 2 Hellions & 1 Spectre - 500 Minerals, 300 Gas, 12 Supply
4 Siege Tanks, 2 Goliaths - 550 Minerals, 280 Gas, 8 Supply

T3:

2 Medivacs, 12 Marines, 4 Medics - 650 Minerals, 280 Gas, 12 Supply
3 Medivacs, 2 Siege Tanks, 2 SCVs, 4 Marines, 2 Ghosts & 1 Goliath - 600 Minerals, 200 Gas, 6 Supply
3 Medivacs, 2 Dropships, 24 Marines, 4 Siege Tanks - 850 Minerals, 500 Gas, 14 Supply
1 Medivac, 6 SCVs, 2 Ghosts - 500 Minerals, 150 Gas, 5 Supply
5 Wraiths, 4 Banshees - 750 Minerals, 300 Gas, 5 Supply
12 Wraiths - 950M/Gas, 6 Supply
12 Banshees - 950M/Gas, 6 Supply
15 Medivacs, 96 Marines, 6 Siege Tanks - 1500 Minerals, 750 Gas, 50 Supply
2 Science Vessels, 1 Raven - 200 Minerals, 125 Gas, 4 Supply
3 Science Vessels - 200 Minerals, 125 Gas, 4 Supply
3 Ravens, 1 Science Vessel - 200M/Gas, 5 Supply
8 Ravens - 400 Minerals, 800 Gas, 12 Supply
6 Ravens, 2 Banshees, 4 Vikings, 2 Medivacs, 2 Siege Tanks, 8 Marines, 4 Wraiths, 1 Battlecruiser - 1250M/Gas, 24 Supply
200 Medivacs, 1600 Marines - 6500 Minerals, 4000 Gas, 250 Supply// http://www.youtube.com/watch?v=t55nKXBAMPo "(1:41)"


Also added these:

500 Terrorists (Prisoner Model) - 500 Minerals, 1000 Gas, 10 Supply
Terrorist: 1-2 DamageVsLight, 1-5 DamageVsStructure, 200 HP, 8.65ms, 4.58as

Re: Warlords and Merchants Discussion

Posted: Sat May 07, 2011 9:26 am
by Ricky_Honejasi
For any Terran Drop pots, it's very far in my mind. Odds are I would greatly prefer some kind of method that you can prefit the wanted (and already trained/bought) units in some pod (probably in some inmovable transport) and then be able to launch them somewhere.

When I think about it, wondering if it could make a new special Elite unit to "catapult" some units at a considerable range. Thus, it would ensure all 3 races can benefit from it and not do a lot of work just for the Terran.

For the Terrorists part, considering the heavy censoring over Battle.net 2.0, I am not going to risk that.

Re: Warlords and Merchants Discussion

Posted: Sat May 07, 2011 5:14 pm
by RazorclawX
Ricky_Honejasi wrote:For any Terran Drop pots, it's very far in my mind. Odds are I would greatly prefer some kind of method that you can prefit the wanted (and already trained/bought) units in some pod (probably in some inmovable transport) and then be able to launch them somewhere.
Drop pods in the campaign were preloaded in an off-area on the map and done with triggers. If you want to fire off Drop Pods you need to find some way to load them up that won't cause some huge hassle.

Re: Warlords and Merchants Discussion

Posted: Sun May 08, 2011 10:44 am
by Ricky_Honejasi
RazorclawX wrote:Drop pods in the campaign were preloaded in an off-area on the map and done with triggers. If you want to fire off Drop Pods you need to find some way to load them up that won't cause some huge hassle.
Well if I am actually going to bother with it, I thought about using some kind of unit with the Load ability to "load" them. After that, some ability that would dispatch them that would be likely done with triggers.

Anyway, I am really not in a big rush for that one and I would probably have to make tests to see how concretely feasible it is with non-static units.

Re: Warlords and Merchants Discussion

Posted: Sun May 08, 2011 11:01 am
by Xenon
Ricky, I think I figured out how to let units in "bunker transports" attack while it's moving. In the bunker behavior (used for range bonus), add "attack" to "abilities enabled".

Minor Aegis fixes:
-Aegis Weapon Primary mover, change the arrival test type on the first motion phase from "adaptive" to "never". This will prevent it from splitting immediately after firing.
-Adaptive Barrier actor, in "inherited properties" add "visibility" to prevent the shield from appearing from a transport or dropzone.

Re: Warlords and Merchants Discussion

Posted: Fri May 13, 2011 3:45 pm
by Ricky_Honejasi
Xenon wrote:Ricky, I think I figured out how to let units in "bunker transports" attack while it's moving. In the bunker behavior (used for range bonus), add "attack" to "abilities enabled".

Minor Aegis fixes:
-Aegis Weapon Primary mover, change the arrival test type on the first motion phase from "adaptive" to "never". This will prevent it from splitting immediately after firing.
-Adaptive Barrier actor, in "inherited properties" add "visibility" to prevent the shield from appearing from a transport or dropzone.
Applied the fixes so far including the attack to allow attacking on the move. Applied it on Bikes and Bunker BCs. Thanks a lot for this one.

And now, Bikes shall RULE the lands.

Latest Changes (done and not final for this week) :
1) Many combo units requires 1 less Combo level.
2) Units in Combo - Bikes and Bunker Battlecruisers now auto-shoot even while moving.
3) Bunker BC only have bunker capacity of 4.
4) Combo - Bike's model reverted to Vulture to allow actor destruction.
5) Combo - Bike now costs 35 minerals instead of 25.
6) Elite - Sniper Commando's Range is now 8 (from 10)
7) Elite - Sniper Commando's Cost is now 300/300 (from 250/250)
8) Stalkers' damage now 12 (from 10+4 Ar) and gains +1.5/upgrade.
9) 250mm Strike Cannons only cost 100 mana.
10) Thor's ground attack speed to 1.48 (from 1.68).
11) Some fixes on Elite - Aegis.

Other notes :
- Murloc Marines and bikes are now Lv1 Combo. Lv1 will also be able to get Cliff Workers, Stim Reapers, Quick Phoenixes and Quick Mutalisks as well. Most of the relatively unused Lv2-Lv5 units also benefits from this to allow them to be any used before everyone jumps into the Lv5 Elite Bandwagon.
- With patch 1.3.3's changes to Thors (150 mana for 250mm), I did to re-modify it again.
- While Dragoons would still dominate over Stalkers overall, Stalkers would be now a unit that you might want to pick over Dragoons in fights vs light units or for heavy blink micro.
- Mucky recommended that I change the Sniper Commando more heavily (remove EMP on shot but allow his line-splash ability on shot yet with considerable damage reduction). For now, I prefer the above changes (less range to avoid 1-shotting most detectors too easily) and I could always re-change it to Mucky's recommendations later.

Re: Warlords and Merchants Discussion

Posted: Fri May 13, 2011 6:23 pm
by Ricky_Honejasi
Newest addon :

Elite Lv2 : Pokelot

Features :
Costs 125/50, 3 supply.
15 shields, 20 life.
Takes up to 5% Maximum damage to shields but always a minimum of 1 point flat per blow.
Deals 2 damage per blow (2 blows), has 0.1200 attack speed. More or less 34 DPS.
Their damage dealt ignore all enemy armor.
3.25 attack speed.
No zealot charge.
Unupgradable.
Since its shields' effects doesn't affect spells and low stats, they are VERY vulnerable to spells such as Irradiate, Psi Storm and Fungal Growth. EMP is also dramatic against them.

Notes :
- In general, mass "light" units (marines, zerglings, hydralisks, mutalisks, zealots, etc.) for many small hits or mass splash tend to counter them fairly cheaply as well.
- Can be decent against many ground high-end units including Lv5 Elite units in great enough numbers.

Re: Warlords and Merchants Discussion

Posted: Sun May 15, 2011 7:54 am
by Vetraeus
New Phase: Due to no competition vs Mucky, Last night's game was a: Diamondback, BC, and few Hellion. Zerg player was wiped out within first 10-20mins