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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.
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.
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.
cloak give drop-ship insane ability to infiltrate enemy base. And take spy role out from wright which is odd.
Giving cloak for air drops seems OP indeed. Blinding Nova works is nice (reduce range), but Dropship as harrasment? Should rather has skill to protect unloading cargo.
Dunno will like to test it anyway.
Cargo indicators are great.
Looks like you forgot to upload 1.7
Zerg suffer least from cycling through structures to create units.
multiple select buildings - you would select lets say 2x Barrack + Factory on shortcut "5".
by pressing 5 you select 1st barrack, then 2nd barrack, then Factory, then 1st Barrack again .
numeric counters kills the game feeling, it feel more artificial like excel sheet. SC is game, not work.
"But in the other it will remove part of game basis that is ...."... timing estimation :D
Such queue toggle button would be sweet.
Too much of repetitive gameplay (esp. in late game) is cycling through structures to create units. My numeric shortcuts for structures are in range from 3 till 0, leaving only 1 and 2 for unit groups.
Queue Loop will help in similar way like auto repairs SCV.
To avoid being competition to other unit (hydra, melee), maybe let his core attack to slow down the target (move speed), with dealing only marginal damage (4?) Kind of Sorceress from Warcraft 3.
this way it could combine well with Hydra (without taking his place) and his own spell.
Ravager will be define even more in supporting role.
This is not so "small" update, congrats - when do you find time for hacking, dont you sleep? ;)
I wonder how much thouse bar will disturb the "immersion" :D, but maybe I'm getting old.
I would kill(or pay) for queue loop. It could work like that:
Player click one of units in the building queue, and the unit background (in queue bar) highlight (change color from black to pale-blue).
Highlighted unit in queue will now auto be add to the end queue after being produced.
its probably nearly imposible to hack - but whatever, talk is cheap :)
edit: in case of Zerg, highlight unit marking for constant production can be done in hatchery. If mark one unit, game will morph all larva, if mark 2, then production change every other larva.
From watching pre-view, Ravager looks quite powerful in GtG area (no hide from Fungal skill, mid+ range of attack). I'm affraid it may devaluate other melee units (mostly Ultra).
Resign from GtA and cloud spam? Without autocast, at least let Rav be rare unit, to reduce micro with unit switching.
//edit: there will be smart casting I'm idiot :D//
Let DPS be nerf with reduced attack speed, slow missle GRP, but rather high dmg stat will fit for large unit. Hope his stronger side would become supporting skills, not GtG attack.
Can not await to test 1.7 ;)
Ravager: no GtG; avarage, middle range GtA
Rare, caster with strong, but energy expensive abilites.
Zerg has AtA tools (scourge, devourer) but they are hardly an option if opponent already has air dominance. Zerg gameplay crave for ground solutions. Hydra is overused jack-of-all-trades. Using Hydra for GtA, show obvious role gap to fulfil in Zerg gameplay. Maybe introducing Ravager is a good time to remove some 1-2 damage from Hydra's GtA?
Opponent micro to defend vs Clouds is sensible argument to not make Cloud a default attack. Area of Effect suggest strong ability, that reward skilled targeting more than click-spam. Taking it all into consideration I see Cloud as energy expensive skill that is cast once (max 2 if full energy/with Energy upgrade) per Ravager, but spell is very effective.
You mean with morp possibilities Hydra (Lurker) – Roach (Ravager) final army composition has no weakness and it might reduce production unit to this two? I would rather remove GtG attack from Rav., making him susceptible to ground units. Long range Cloud + middle range GtA to finish off cloud survivors.
To balance GtA, Ravager need to become rare unit. Mirror eco decision of Hydra=>Lurker. By morphing Roach to Ravager, player sacriface GtG capabilities for more power to counter air. The question shall be: "how strong air force I expect from opponent, how many ground power should I keep?"
Fungal Scourge (Fungal bomb is better name) range disadvantage compare to static defenses require Ravager to has more HP ~150, to survive coming closer. Fungal is a great addition. Upgrade (i hope) that tweak the usability of an unit (not only anti air), fit a lot to the spirit of the game. Fungal with it cherry-picking target (invisible, burrow) will find his function.
P.S. Adding Consume ability to Ravager would help in late game with energy lacks or fresh morphs when you quickly need to counter enemy air and rushly transform some Roach. Knowing when to Consume is also skill.
Templarfreak know the "craft". :)
Another ground attacking unit for zerg. Still no core anti-air ground unit, with default attack, so it can be stand alone, without need to focus on casting.
suggest: default attack which work like Spore Cloud (toxic cloud is better name IMO), Cloud would need some nerf to be normal unit attack, but zerg army auto-creating cloud-wall when enemy air approach would be decent.
Fungal Scourge as upgrade: granting casting skill, so if player focus on Ravager's, they can boost them with one clickable skill, that affect ground targets.
/I know its SC2, but maybe we can tailored Ravager behavior to sc1 needs?/
would like to play .7 already :(
also +: zerglings morf into scourge would help a lot for zerg anti-air
How about Rapid Prototyping?
you have few beta-testers here.
JUNE?!... ok (please release source when you decide its vaporware ;-))
nah.. publish new versions ASAP because I begin to lose hype
looks like few units will gain "jumping" - but they are very different in use, which is good.
the ground and air attack could have different grp. One the current fire ball from the cockpit (ground attack), other blue plasma from the wing (air)
Agree completly. Affecting all units attribute, should has every AoE ability. I would even say I would like for every range attack to has friendly fire possibility.
this hull looks better.
Old GRP dont match with turret?
After seeing Shuttle effect, i wanna try protoss :)
I admire how well crafted and perfectly fitting changes you adding to the game
for the attack GRP, would rather see volley of rockets (Goliath/Valkyrie'ske style), instead SiegeTanks shoots.
also would be sweet if Shield skill act as steel plate that eject from front hull and cover vehicle. Maybe during this let turret hide on the side of the hull and change projectile to common cannons.
[I know, I know... i'm fastidious :) and do ****, only complain]
There would be no incentive to turn off the shield.
Everybody would always set the shield mode on.
Make it more explicit:
turn on shield = no attack, but 66% damage reduce.
or reduce attack speed, so player would need to consider when he want more defense and when attack power.
or screw it! let it be, let me test it :)
What is the disadvantage of turning on shields? (speed only?)
I agree with Templarfrak about Wraiths.
Liberator looks and works decent as single unit, RW You do a really good job.
But globally: every terran air combat unit (wraith, valkyrie, batlecruiser) will have ground and air attack.
It reduces diversity of air unit. Each unit can take role of the another.
I'm disappointed there would be no dedicated air vs ground, with no air attack. In every game I play such flyer has natural advantages and flaws coming just from inability to fight back other air fighters.
I burst into tears, when read the quote. :'-)