Description

SC Revolution Mod 2.0 Version! After more than 3 years a new version has been Released! This version includes new units, spells and abilities. Lot of changes and tweaks for existing units. Smart Casting mechanics, faster game start, Improved UI Information, bug fixes and more! Enjoy!

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SC Revolution Mod 2.0
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KYSXD
KYSXD - - 460 comments

OMG, OMG, OMG!
Best Christmas Gift ever.

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Black_Overseer
Black_Overseer - - 1,341 comments

Finally!!

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skff1234
skff1234 - - 119 comments

you are the best.
I love it!

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GAG_Mania
GAG_Mania - - 59 comments

Finally back!
awesome mod!

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Guest
Guest - - 689,380 comments

Thank you RavenWolf,Cheer。

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PowerTempest
PowerTempest - - 1 comments

oh my lord,this is amazing!

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keksek
keksek - - 224 comments

ten outta ten!

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Templarfreak
Templarfreak - - 6,721 comments

Still don't really agree with all those buffs to Dropships. Dropships were fine and dandy and totally usable before-hand, now they're just insanely OP. Not only is it going to be a pain in the *** as Z to handle Marine/Medic drops now, not like it wasn't already bad before, but this will frankly completely throw TvT balance entirely out of whack and just make it a "who can doom drop fastest" game because there is basically 0 counters to it. =\

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Łagi
Łagi - - 174 comments

cloak give drop-ship insane ability to infiltrate enemy base. And take spy role out from wright which is odd.

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RavenWolf Author
RavenWolf - - 261 comments

Yeah it received too much buffs, but i wanted to test the blinding nova skill and it was the only unit where it fit. Itself the skill is not very powerful, but can offer some edges in tank vs tank wars. Also i wanted to test Cloak on a transport to add more flavor and strategies. The faster drop speed may be too much. And probably will be reverted

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Templarfreak
Templarfreak - - 6,721 comments

Cloak is what makes it too freaking strong, though. Even if a Z spots it ahead of time (Which is unlikely if it's cloaked) they can't do anything about the drop unless they have detection which you severely nerfed Zerg detection by moving it to the Queen. (But I can see the reason for moving it to the Queen, to try and give the Queen some extra versatility which I like the idea of)

As well, that extra ability makes it even more strong in breaking through tough defenses and dropping because the Dropship will take way less hits because the defenses have less range so it takes less damage.

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HappyNy
HappyNy - - 4 comments

bug report:
for zergling,the shortcut of [S]courge is the same as [S]top, it's conflict.

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dadp
dadp - - 106 comments

I will miss the broodlings :(

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tima123
tima123 - - 55 comments

COOOL!

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Łagi
Łagi - - 174 comments

mealstorm rounds (?) upgrade in factory tech lab has broken tooltips.

siege tank are not OP. And diamond are nice way to counter them = they soak the initial volley, allowing rest of your army to come closer.

firebat; I was afraid will be more OP than before, after 2 games they seems rather nerfed. Bigger size = less in drop-ship. Concussive dmg way less effective vs units. Upgrade to Burst instead normal dmg type, balance them nice. They are no longer instant base demolisher.

Valkyrie in hunter mode is a rampage, however its nicely balanced by immobilization.

unit queue bar; would rather want one big bar for one currently produce unit, than micro bar+4 indicators.

battlecruiser; new ability give them diversity on energy spending +
jump give nice tactics. I use it to omit turret line, or quickly transfer to other HotSpot. IMO jump will be OP in the hands of pro.

Ghost, sniper round; THIS IS INSANE. kill organic for 50! energy, on cheap unit with cloak. can something explain me, how its balanced? by required micro?, by time it come to play? I will try terk vs zerg, relaying solely on this ability.

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RavenWolf Author
RavenWolf - - 261 comments

Build queues: Amount of queued unit is important to know, If you have 3 barracks training units, you may want to know how much units are in each one to add units in the one with less.

Snipe: damage was nerfed to 65. Its good to 1 shoot medics. Using 1 snipe will cut your cloak time

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Łagi
Łagi - - 174 comments

Moddb.com

also not sure if possible,
what if, shift + click/key on unit in building produce max (5) unit? it would reduce clicking.

f.ex. I press 5 - select barrack. i press (shift+m) add 5 marine to production.

It will be handy for me and I play on slow speed. So folks on fastest would be even more happy with it.

even better would be toggle adding 1 or 5 unit with capslock.

in late game when I have lots of building I spend significant amount of time, switching structures to queue max unit production in each (mostly marines).
if I can work same as now, just with capslock on, adding 5 instead 1 - it would be QoL improve.

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Łagi
Łagi - - 174 comments

Sorry for the nagging.

This mod is great. And is a big improvement.

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Łagi
Łagi - - 174 comments

Zerg are really nice. All unit mutation seems well thought out. Like the queen as detector change. Roach has nice stealth application. Ravager cloud skill, fills the gap in GvsA defense (however I use cloud as harassment).

Protoss. Zealot without active skill is a good step, cause reduce the micro. Dragoon after Overload should has cooldown bar, same as sentry.

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Łagi
Łagi - - 174 comments

Dragon overload is fun. I laugh when enemy Immortal gets "angry" and I move my troops away, then coma back in a while and shoot down helpless "spidey" :D.

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Guest
Guest - - 689,380 comments

It's nice but it has some bugs

-BUG REPORT
1.For zergling,the shortcut of [S]courge is the same as [S]top, it's conflict.

2.When mothership core is killed, the error is generated

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VenomSVK
VenomSVK - - 58 comments

Hi RavenWolf, will this version works with the new StarCraft 1.18 patch? Or you will be releasing new version or patch? Thanks :)

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Guest
Guest - - 689,380 comments

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