View Full Version : Need more ideas for mod?
mongoose41
03-14-2006, 4:42 PM
Does anyone have any ideas for balance/new weapons/effects changes for my latest mod? Mainly for Zerg/Protoss changes. EDIT:New version! 3046
Holocaust
03-14-2006, 5:40 PM
Indeed,
Your mod effects are cool, but way too overpowered
ie. The Siege Tank, nice fly to target effect, but My base was owned in a few seconds
My battlecruisers were also blown out of existance by 3 siege tanks
Lower the damage and lower the amount of Shock Shells that it fires >_>
Medic, cloaked and fires multiple grenades?
Also too overpowered
Making it permanantly cloaked won't allow it to regenerate energy
Maybe you should up the cost and build time WAY more
mongoose41
03-15-2006, 3:18 PM
Indeed,
Your mod effects are cool, but way too overpowered
ie. The Siege Tank, nice fly to target effect, but My base was owned in a few seconds
My battlecruisers were also blown out of existance by 3 siege tanks
Lower the damage and lower the amount of Shock Shells that it fires >_>
Medic, cloaked and fires multiple grenades?
Also too overpowered
Making it permanantly cloaked won't allow it to regenerate energy
Maybe you should up the cost and build time WAY moreWell, the medics are supposed to recharge energy when aruond comsats/science vessels, the buildtimes will have 0's on the end soon, but due to not a lot of time to test, they will stay low (will do the same for other races as well) I do agree that the tanks are too powerful, but the BC's are also a bit outrageous. Medics need to be microed to attack though, and dropships don't. Here's the new version (toned down, more penguin related colors)3034
mongoose41
03-16-2006, 3:47 PM
New version! Come on, people! I need Ideas!
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