Improve Global ability

Some needs Help.

Needs love

  • Vorazun: Emergency Recall (no recovery and long cooldown)
  • Karax: Unity Shield (Can we have Shield Batteries to charge Guardian and Unity Shield???) (Also isn’t Stettmans Juice better than Repair Beam?)
  • Han Horner: Salvage (Have allies collect each others salvage)

some additional

  • Zagara: Regenerative Acid (Banelings or any explosive acidic units can restore Health of biological units).
  • Alarak: Matrix Overcharge (All Pylons give Aura that drastically increase Movement speed as well as attack speed)

Zeratul’s recall is better, but I don’t think this really needs much of a change.

No, Stettman’s HUGS configuration only works on units. Karax’s Repair Beam works on anything mechanical or is a structure. They each have their own strengths and weaknesses. Also, no to recharging Guardian Shell and Unity Shield. That would make them a little bit too ridiculous.

Absolutely not. You’d be encouraging players to kill one another to pickup scrap, turning it into a selfish ability, rather than a recovery ability.

Unless it spawns an acid pool on the ground that lasts for a few seconds, I don’t see this being particularly useful. Zagara’s army is mostly “one burst and then done”, and only other commanders who make use of short range or Melee units can benefit from it.

God. NO. You have NOT played the Campaign with this ability, otherwise you would not be suggesting this. The amount of lag it causes is ridiculous. Units constantly going in and out of power fields, and all of the speed calculations, would make the game basically unplayable for many players. Stettlag 2 - Stettlag harder.

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I mostly agree, but the regenerative acid would help Abberations out.

They spawn Banelings when they die, so one going down healing up the ones next to them could be a nice boost to their survival.

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Guardian shield and Unity shields work on all unuts but shadow recall wroks on cloaked Units only.
It needs to have bit more edge for some compensation.

Karax’s repair beam works on 5 units (6.5) and buildings (13) (mech only) while HUGS works on All Other Units (16 self 8 others, mech and Bio) under it. I propose 5 Units and 5 Buildings and improve higher repair rate.
Karax heal is really underpowered.
Also I wish Unity Shield would be charged 120 seconds per use seeing it can be triggered so easily.

Why not? Dehaka and Mengsk can easily kill their allies early and other commanders can somehow troll you. If most players are not as decent as you say I would have not recommended this.

Abbherations, Corruptors and partner units can certainly benefit from this. If Zagara’s Baneling ability can heal protoss units that would be swel.

Okay scratch that, but Alarak needs some mobility remedy. He does have structural overcharge but that’s not going to help with Alarak’s mobility. It would be nice if he had an Endurance Aura or something.

If I had my way the entire Salvage mechanic would be removed. I’d either drop the cost of all H&H units by 20% or give them some sort of a raiding ability similar to Kerrigan’s, allowing H&H units to take resources from - let’s say - buildings they attack.

Sorry for cross-promotion but you’re my local Alarak expert. Does this for the Destroyer’s damage sound too much? First target is damaged for 6 (+4 vs Armored) per second, the second target is damaged for 3 (+2 vs Armored) per second. Over three seconds the beam targets up to three additional targets for 2 (+1 vs Armored) damage. Each level of Protoss Weapons increases all damage by 1 on the three additional targets. On the first two targets the damage is increased by 1 (+1 vs Armored).

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Like Orc Pillage Attack from Warcraft 3, that could work.

I’d say the attack should be increased with each bounce like Kerrigan’s Former Mutalisk Galive attack but to better degree.

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Never played Warcraft, so maybe. My idea comes from Isengard in BFME2.

Right now Destroyers only do 1 damage with further bounces, so I’m trying to bring them up to Calldown level.

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Hold up, what was your name in bfme2?
I was top 50 in that game :scream:.

(Dragonbeard/DragonDisciple)

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I have absolutely no clue anymore. I was a non-English-speaking kid back then, so probably something horrible.

That’s not Detroyin’ that’s Ticklin’… Destroyer needs some serious Upgrade…

Yup. Also, Alarak’s Chrono Boost should be red.

+15% damage isn’t enough? +Shield Regen? +Energy Regen? These are all benefits from Vorazun to cloaked units, on top of Emergency Recall.

Doesn’t mean that it should be promoted. People who do that are griefers, if they do it while the mission is on-going. If they do it at the end, it doesn’t matter much. It would be pointless to turn Salvage into an all-out greedy scrapfest. It won’t help H&H improve at all, and only serves to make the game worse.

They do not benefit from it. They are medium range units, and are fliers. Even if you gave the ability to the Scourge, they are too far out of range to make use of it.

This isn’t the way to solve it. Alarak’s War Prism should have a larger carrying capacity (perhaps as a research) so that he can put his army into it and fly away. That’s probably the most reasonable. Or give him access to the Titanic War Prism, which would be silly.

You’re stroking my ego, lol.

Looking at the math…
18 (+14 vs Armored) DPS on Primary
12 (+10 vs Armored) DPS on Secondary
10 (+2 vs Armored) on the additional 3 targets
If I understand the DPS math correctly for this unit (and I probably don’t, as this is pretty complex DPS math compared to something like a Marine or Goliath), then that means that a Destroyer can deal up to 60 (90 vs Armored) before damage reduction, compared to 24 (38 vs Armored) as it is now. That’s a 250% DPS increase. I think it might be a little bit too much.
Taking out the initial secondary target, and just leaving the base and the 3 jumps as it currently works leaves us with 48 (68 vs Armored). I think this might be more in-line and would be a good start for them as actual DPS machines. Keeping in mind that we get eight of these per fleet, sooo yeah. That’s some strong wave damaging.

I lol’d.

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Anything for ya.

While that sounds jolly I also went from 0.5 attack speed to 1. Which is still a huge increase I guess. Back to the drawing board!

Tis true though!

Karax’ Reconstruction Beam also requires no APM. With Stetmann, you’re constantly switching between different configurations. Also, you need Stetalite coverage. Not something you can count on on larger maps. I put max mastery into Karax’ Recon Beam, which may give it a leg up on HUGS.

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Vorazuns emergency recall helps shielded cloaked units, get to full HP pretty fast. You can put a dark Pylon near both bases and all recalled Units get their shields (and energy) refilled pretty fast. Think big shield Units like Archons for example … or spellcasters.

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A Titanic War Prism for Alarak actually sounds fun.

Reasonably fasttransport, high capacity, high health, and a big power field for getting reinforcements.


I’d like Vorazun’s cloaked buff to grant some health regeneration to help fragile Oracles and Corsairs.

I did the math again (with the doubled attack speed I was talking about). Against an Armored enemy (with zero armor) at maxed out Protoss Weapons the Destroyer would do 45 damage per second up from 34. It is an increase aaaand it’s also only affected half as many times as previously. Now, does that sound too powerful or should I stop worrying?

What are the numbers between base and vs armored? If it’s 34 > 45 vs armored, it should be okay. But at base, I’m not 100% sure.

I want the stupid Oracles to not be such high attack priority. The problem with them vs Observers is that Oracles are both a combat unit, and a spellcaster, making it a very high priority unit if the enemy can see them. Makes it super annoying to keep them alive, especially without being able to siege them like all of the other detectors, minus Dehaka, Havocs, and Nova’s Ravens.

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The calculation was aimed at a unit with the Armored tag but without any armor, so yeah, it is the vs Armored number. Against a non-Armored and armorless unit their damage would be 30. So pretty much half of your calculations.

I’ve enjoyed massing Oracles and Corsairs to attack.

It works surprisingly well on most things, though Vipers, groups of Thors, and too many High Templar kind of wreck them.

That and Corsairs are pathetic against armored air. I wish the Void Ray would lose some damage in exchange for reducing the target’s armor to zero, to support the other craft.