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level up select improvment:
+10% hit chance - more hits each game
+3 stamina - did it ever drop to 0?
+10% magic resistance - when was the last time it was useful? right never
there is no choice, only noob trap.
Medium FireB, its nice touch (even if I dont like it :) ).
One firebat do about 4/5 damage for the enemy building, not ~12.
Shields not take full dmg? You want to reduce FB dmg if its burst? I would refrain from that. Take into account double victim armor.
Rather FB will have a chance to kill some protoss units other than Zealots.
is there other difference between burst and concussive, than dmg threshold 100/75/50 ?
"Firebats finally found their place as front line units. With increased stats and cost, can stand in fights longer, the medium size modifier makes them stronger against concussive and burst attacks."
I disagree, unless you speak about FB in Rev1.6.
Firebat do not work well in front line. To stand in fights longer he need to DO DAMAGE, otherwise he will not chase away anybody. Medium size (transport space), increased cost, barrack reactor (=more marine) reduce Firebat numbers. Also Hydra and Dragoon do now more damage to FB! Sentry outrange FB very easily. Surprisingly Fire is not effective against structures.
Firebat damage are pathetically weak. His 2x9(=double target armor) vs large unit or building will deal 4 dmg or less if large opponent out-armor our weapons.
(9-1[armor])*2 = 16 * 25% => 4
4 -> its better to attack with SCV's !
And damage is the very reason why Firebat is useless.
I adore this unit, nevertheless it have a very, very limited application. 3 to be precise:
1. Base defense against early Zerglings (deceptively, hopefully with not too much Banelings),
2. defense against Zealot rush,
3. drop to kill exp workers.
Vanilla flamethrowers are only good vs zerglings. Versus zealots they at most mediocre.
did I mention his other weaknesses? noAA, melee range, gas req.?
from Rev1.6 I remember how nicely useful become Firebat with Incinerators. They start to do some damage. Normal 18 damage were a little too high, for a group of 8 unit with stims, but Firebat was useful at overcoming base defenses and razing structures at deep landing rides. And he was not ridiculously IMBA, because has no-AA, melee range, low HP, bio make them susceptible to lots of skill - there were tons of counters.
First of the vanilla Concussive damage threshold is **** up. 100/50/25% type for only 3 terran unit. small unit has low HP, why give some unit such a big boost against it? On the other way, you end with little damage vs large unit and buildings.
when you think about it, explosives 25/50/100 and Concussive 100/75/50 make more sense. SiegeTanks from 55 do only 12 splash to zerglins? ling would have chances at least. I would ditch Concussive all over, and balance ghost,vulture and firebat around burst 100/75/50. Firebat 2x8*, Vulture 16, Ghost 10 (he has Sniper skill).
*incinerator gauntlets granting normal dmg type was fine upgrade
but if it has to stay "old way":
If Firebat have native, passive damage (+10) boost versus buildings (like Banelings), it would stay useful at overcoming bunkers, sunken colonies and photon canons. Fire demolishing structures feels right.
some other solution could be changing FB initial damage into Explosive type
right, its better with paper
Give me access to beta, I will paid for it.
сладкий Иисус ортодоксальный
I didnt think it will look such good. It looks "natural" and there is not too much garbage icon on the screen.
Units are nicely exposed.
Still I didnt like the big AP numbers, could you do some experiment with removing the paper-scroll background at least?
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.
this is massive improvement in UI clarity. I see unit now. I even start to like the game looks now.
shield-men has a metal shield. They looks like cheap unit, maybe you could give them wooden one?
enemies (orks) looks like blurred stain, its hard to distinguished where they have arms, where torso. Maybe on game it looks better.
little green arrow (unit facing direction), looks odd.
maybe you could remove green arrow. And highlight green/red hex frame at the one side the unit is facing?
line colors in my mock up are too bright, but you should get the idea.
I try somewhere to remove the hex frame and leave only front line - I think it could be a good change.
there is a BIG contrast in right panels icons esthetic.
there are some dark toned skulls, or skills at the bottom - looks decent.
Change please: heart into blood drop.
there is also ugly green magic resist symbol (i belive) under plate armor icon - what that suppose to be?
you can use small and big marker = 3x small
1 AP = x
2 AP = xx
3 AP = X
4 AP = Xx
5 AP = Xxx
6 AP = XX
7 AP = XXx
at least you could hide all zeros AP. (same idea like with health bar).
opposite team AP info, during your turn:
numeric AP, provide only one info for the player - if enemy has evasion +1 or not. But this information is useless, because player dont know the base value of enemy defense.
so if enemy has ?+1 evasion, player need to R-click (or hover mouse over) enemy to check the evasion value ANYWAY.
dont forget to include button : "buy all previous"
brilliant idea with Stamina recovery. In theory.
so if unit has 2 spare AP, and gets attacked 3x times he get
+1 ev, +1 ev and 3rd attack without +1 ev?
healing potions looks a little too good. Unit with 20 hp regain instantly 50% hp.
now imagine heavy armored unit (some hero), you spend all your units actions in this turn do deal him minor damage. And then in next turn opponent just drink potion and his perfectly fine. Isn't this annoying?
it also diminish benefit from healer units. Why include medic (priest whatever) in your team, if you can just give everybody red bottles? (I remember this from Fallout Tactic, devs try to introduce doctor archetype).
please, put in mind that You are not making rpg, but tactic game.
In DoW you need also to spend your turn for drinking, this mechanism is not my favorite, but it balance the benefit from potions very well.
I dont know how it would be in play, need to test.
what is the benefit of keeping AP in opponents turn?
1st point increase defenses (in drums of war)
saving 2 points increase your defense and grant one more AP in your next turn?
victim use 1 point of saved AP versus each of attacks. If still has spare 1 or more AP at the end of turn. He gain additional +1 AP in his turn.
this way: many aggressors can neutralize high defense unit with extra +1 def (its inbalance in DoW). AND victim as well may spare more AP if he predict to be attacked by more attacks.
spared AP could also work versus spells and increase magic defense.
What is the purpose of map and line?
can player choose his way? or decide where to go next?
could you try to put markers instead of 2,1,0 ?
I mean when unit has 2 action points, it show two markers f.ex. ᐁᐁ
when has 1 AP - it show ᐁ. If has 0 zero, then nothing is display.
instead of all this big 0 zeros on half of the unit would be nothing.
A propo, why do opposite site has visible number of AP anyway? its system "I go with all unit then you go with yout all" isn't it?
Also full health bar could not be display. this way player know;
no HP bar = unit in perfect condition, not damaged.
it "clean" the interface and is more informative.
moving all your units at once is WORSE than single units alternately.
1. combo massacres - all vs one. 2. boredom - i have to move all units at brain use
3. less couter-act'ing ability
animation slow down the game. I would turn them to instant in my very first game (will not spend a second at admiration)
gods of RND, scroll-able battlefield?! ok
besides i would pay you rather to upgrade Drum Of War, than doing next game.
this baggins-eater is beautiful.
the fire ring effect (explosion) should be more visible
I got impression that top and bottom tile ignite them-self.
IMO there is too much visible interface markers around units. There take attention from unit itself. Making harder to recognize unit.
At first glance i see big 2, 0 ,1 that are AP (i presume). then red bars. then green and rex hex frames, then special icons (blue shield, blood drop), at the and i see shield guys.
can you post the same screen "naked"? only units without even hex grid - no interface at all. For comparison.
this is reminiscent feature from Drums of War. I was surprised its so funny and useful.
the tree-fall "animation" is weak. Some inclined tree just before fall would help a lot. At least there is leaf effect (contrary to water-push)
i would do something with that fire, maybe add..
can You put also some non-potion items? (can work same, just feel overeat with potions).
Dancer looks as cheap attention bait. For sure her half-nakedness is believable explain by setting.
assistanst looks great. All the faces are masterpieces.
the gameplay effects are also cool, someone put great effort into it. Kemogar Tisharu effect looks great.
would input some ugly or old assistants too (i would hire old,ugly women, just for the sake of diversity from other games).
this map is the best graphic in game
very original style. lots of "imperfections" build natural picture, very pleasurable for eye. In contrast to your all units 3d sprites.
some water splash when the unit is pushed into water would enhance the effect.
You put "passive" water movement, waves, but the gameplay action beg for visuals.
place into C:\Windows\SysWOW64
click "plik oryginalny"
put into your Starcraft Tools folder
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.
Sorry for the nagging.
This mod is great. And is a big improvement.