So, I’ve had this extension mod for a while, making changes that I think would either be better for the game or just more interesting. The mod’s name is “Terranic’s Random Tweak Mod”.
Feel free to try it out, look at it, use it as a basis for your own mods, etc. I would appreciate any feedback, positive or negative.
Protoss:
Adept:
4x projectile speed.
Reduces damage point to 0.035.
Carrier:
Interceptor Life & Shields reduced by 5 each.
Colossus:
Increases the damage of Colossus from 10 +5v.L to 12 +3 v.L. Upgrades remain the same.
Disruptor:
Projectile changed from a 1.375 radius to instead deal 100%/50%/25% damage in radius of 0.5/1.0/1.5
Cooldown changed from 21.429 seconds to 12.857 seconds (40% reduction) to compensate for the reduced potential damage.
Auto-cast option created with 9 range. Right-click to activate. Expect wasted shots.
Ability range set to 12, so Disruptors don’t launch their weapon at targets out of their range.
Gateway:
All Gateway units except Archons start with 0.7 shield regeneration instead of 2.8.
Shield Generator upgrade added to Twilight Council. Restores the shield regeneration rate of Gateway units to 2.8.
Scout:
Added with the cost 225/150/3, 100 shields, 150 hit points, and a top speed of 5.25 (the speed of an “upgraded” scout).
Made a number of fixes to the model to get it working properly.
Ground attack deals 12 damage at 5 range on a 0.893 second cooldown.
Air attack deals 2x 7 (+5v. armored or +7 v. massive) at 5 range on a 0.893 second cooldown. The air damage is slightly nerfed from the campaign Scout’s 7 +7 v. armored, but in testing I found that Scouts with those original stats would consistently beat every air unit. The slight reduction in anti-armor damage is just enough that Vikings can sometimes beat Scouts with micro, but they will lose without it.
Despite the Scout’s bad reputation in Brood War, this version performs well.
Stalker:
4x projectile speed.
Reduces damage point to 0.035
Phoenix:
Damage changed from 5 +5v.L to 6 +4v.L
Terran:
Battlecruiser:
Yamato Cannons now deals 240 (+60 vs. Structures).
Yamato Cannons can only target Massive units and Structures.
Ghost:
Supply cost increased to 3, to nerf the overall power of mass-Ghost armies.
EMP changed to deal 25 initial damage and 75 damage over a few seconds time. Applies to both shields and energy.
Steady-Targeting changed to deal damage over time. Total damage remains the same. The first 26 (+8 v. Psionic) damage is dealt immediately. The remaining damage is inflicted over 8 ticks over 2.14 seconds.
Hellbat:
Introduces an upgrade that increases Hellbat & Hellion hit points by 15.
Hellion:
Reduces damage point to 0.035
Liberator:
Base anti-air damage increased from 5 to 6.
Anti-air splash damage changed to deal 100%/50%/25% damage in a 0.5/1.25/2.0 radius.
Anti-air armor reduction is weighted alongside the damage so that Liberators deal consistent damage at all upgrade levels.
Take all of these with a grain of salt; I’ve not had an opportunity to test them, but these are my general thoughts/feelings on your changes.
I assume this is simply changing the rate at which the projectile moves. No real issues with that, though it does make dodging those projectiles much harder (as with medivac pickup), which should be considered.
Always okay with adding micro through the damage point changes.
Did you feel interceptors were to tanky currently?
I’m okay with this.
Mmm… 13 second cool down might be a little short given the amount of damage that the unit actually does (145 damage+55 to shields means 200 damage to protoss/DM shielded units), even with the reduced values. Perhaps an even 15 might be more appropriate?
Part of the reason I think this is because we already see people making several disurptors, even post nerf, and using them to force disengages consistently. They’re a very consistent, and very dangerous source of damage. With the change you’re suggesting, it’s going to promote making more disruptors given the significantly reduced cool-down to compensate for the damage change.
I am curious about this change; this should, if I recall, make it a slightly smaller radius than it is currently?
While I’m not opposed to the idea… Why? What’s the purpose of this addition? I want to know what your thoughts are here. What role are they supposed to serve? Anti-Armoured Air?
Phoenixes are already a very good AA unit currently, and given you’ve got the scout in the game, I’m uncertain what the purpose of this change is in the scope of things.
I think this is in response to your EMP change specifically, but I genuinely don’t see a need to change gateway unit’s shield-regen rate if that EMP change wasn’t there. I could see an upgrade for archons increasing their shield regen rate further though, or perhaps reducing the time it takes to activate the shield regen.
Side-note, I am personally of the opinion that Feedback should either be 10 range, or have it’s damage reverted as an attempt to help restore the relationship between Ghosts and Templar.
I like the bonus vs Structures, not so much a fan of the targeting on massive only. The reason I’m not a fan is that I feel that mouse accuracy is important in an RTS like sc2 where units are extremely microable. BCs in particular already require very little micro to use, being move and shoot, and this limits that option even further by reducing the choice of what to target, and making that mouse-accuracy less important as well.
I assume this is to better prevent them from yamatoing Corruptors/voids/vikings specifically?
Supply nerf to 3, great change.
EMP nerf - the shield damage is something I know a lot of protoss complain about, and I generally disagree with for a number of reasons; in particular the general durability of Protoss units - this is a huge, huge nerf that is, IMO, not necessary. However I PARTICULARLY loathe the change to energy - as it is, you’re required to double-tap templar to ensure that they can’t cast storm on you; with the removal of the EMP radius upgrade and the reversion to EMP’s original stats, this is something that is wholly unnecessary.
Not opposed to the steady-targeting change, though I think this would need to be paired with the reduction in cast time since it seems like it can still be cast; queens can very, very easily counteract the damage off steady-targeting.
Curious; why? I don’t necessarily think hellbats or helions struggle in the role they have currently?
I’ve long been a proponent of this change, though I would have thought that the damage they do for AA currently isn’t enough; 25% damage reduction on the outer radius effectively means they’re doing 1-2 damage per missile against anything on the outer radius, and that’s before taking into account the armour values of any air units, most of which have innate base armour. If you intend to do this, perhaps it would be prudent to add a 3rd/4th missile for AA?
I’m okay with DM replacing Auto-turrets. However, this is something that needs to be handled very carefully both in terms of shield-value and in terms of the matrix duration. DM, while not super spammable, has the potential to become very problematic; an extra 200 HP to something can quickly get out of hand when adding multiple Ravens in, as we’ve seen in a few TvTs in the past with IM’s ability to shut down multiple Tanks, for example (this was particularly pertinent in the recent EWC tournament where Maru completely shut-down an armada of tanks with a few Ravens).
The point of the projectile speed change was to reduce wasted shots in larger engagements.
No, that one was just random. I will probably revert it at some point.
I wasn’t completely certain what to set the cooldown to. I can increase it though.
Maximum radius is still the same. The player just can’t “completely” waste a shot by targeting something more than 12 distance away.
The auto-cast is terrible. I just didn’t put in the time necessary to rework the Disruptor.
Potentially a Battlecruiser counter, and a unit that can actually “beat” Corruptors. I threw this in both because I found it interesting, and because I don’t like the Void Ray much.
Voids Rays are too inconsistent, and they are harder to balance because they use the same attack against ground and air.
I will revert that one then.
I talk with my brother a lot outside of the forums. One of his takes on Protoss is that they tend to dominate early PvT in part because most Protoss units can heal between fights, whereas Terran at that stage either isn’t setup or because Medivacs aren’t out yet. That is the reasoning behind this change.
I can do that next time I patch it. Edit: Feedback range is already 10.
In part, but this also allows Scouts to be a potential counter at 3 supply.
I agree that I probably over-nerfed it.
Ok, that will go into the next patch.
I was curious if it would make mech more viable long-term.
Yeah, it isn’t enough yet. I will need to increase the damage. I just don’t want to overdo it.
Not a problem; I’m always happy to help. I’ll definitely have a look!
Wait, really? I thought it was a 9 range spell. that surprises me.
I don’t know your brother well enough to know what his takes are usually like. I can see the logic behind what he’s saying, though I would personally argue that Protoss’ generally bulkier nature, tied with chrono means that they can put on more pressure earlier than a Terran can at that stage of the game, in order to keep the T on their side of the map. Alternatively, it can be used to get up econ much, much faster than Terran can while also defending most of what Terran can do that early.
TvP is a bit of a weird matchup for terran; it’s not specifically tempo based like TvZ is, It’s much more based around surgical strikes at certain times, to hit when Protoss is actually weak, and there’s a back-and-forth there where one side is weak and has to defend, before it swaps, and then swaps again, and then is reasonably even.
That’s a good change then.
Hmm… I can still see this being problematic, but it’s not necessarily imbalanced either; this is something I’d have to test out, but I could easily see this getting a little out of control with a few Ravens in the mix.
Personally speaking, I do think 14 seconds is a little too long - most fights don’t last that long, and it should be an option to counter-play by pulling back and letting the timer run out; depending on where you are, this could be very, very difficult to do.
Increases the damage of Colossus from 10 +5v.L to 12 +3 v.L. Upgrades remain the same.
Disruptor:
Projectile changed from a 1.375 radius to instead deal 100%/50%/25% damage in radius of 0.5/1.0/1.5
Cooldown changed from 21.429 seconds to 12.857 seconds (40% reduction) to compensate for the reduced potential damage.
Auto-cast option created with 9 range. Right-click to activate. Expect wasted shots.
Ability range set to 12, so Disruptors don’t launch their weapon at targets out of their range.
Gateway:
All Gateway units except Archons start with 0.7 shield regeneration instead of 2.8.
Shield Generator upgrade added to Twilight Council. Restores the shield regeneration rate of Gateway units to 2.8.
Nexus:
Starting energy decreased from 50 to 30.
Scout:
Added with the cost 225/150/3, 100 shields, 150 hit points, and a top speed of 5.25 (the speed of an “upgraded” scout).
Made a number of fixes to the model to get it working properly.
Ground attack deals 12 damage at 5 range on a 0.893 second cooldown.
Air attack deals 2x 7 (+5v. armored or +7 v. massive) at 5 range on a 0.893 second cooldown. The air damage is slightly nerfed from the campaign Scout’s 7 +7 v. armored, but in testing I found that Scouts with those original stats would consistently beat every air unit. The slight reduction in anti-armor damage is just enough that Vikings can sometimes beat Scouts with micro, but they will lose without it.
Despite the Scout’s bad reputation in Brood War, this version performs well.
Stalker:
4x projectile speed.
Reduces damage point to 0.035
Phoenix:
Reverted
Terran:
Battlecruiser:
Yamato Cannons now deals 240 (+60 vs. Structures).
Yamato Cannons can only target Massive units and Structures. I might revert this later or come up with another change.
Ghost:
Supply cost increased to 3, to nerf the overall power of mass-Ghost armies.
EMP changed to deal 25 initial shield damage and 75 more shield damage over a few seconds time. The 100 energy drain is still instant.
Steady-Targeting changed to deal damage over time. Total damage remains the same. The first 39 (+12 v. Psionic) damage is dealt immediately. The remaining damage is inflicted over 7 ticks over about 1.95 seconds.
Steady-Targeting damage cast time reduced from 1.428 to 1.25 alongside the above change.
Hellbat:
Introduces an upgrade that increases Hellbat & Hellion hit points by 15.
Hellion:
Reduces damage point to 0.035
Liberator:
Base anti-air damage increased from 5 to 8.
Missile count increased from 2 to 3.
Anti-air splash damage changed to deal 100%/50%/25% damage in a 0.5/1.25/2.0 radius.
Anti-air armor reduction is weighted alongside the damage so that Liberators deal consistent damage at all upgrade levels.
Raven:
Granted an attack to prevent suicides.
Auto-Turret replaced with Defensive Matrix. Since I neglected to state this above, these are the “current” stats:
Cost: 75 energy.
Absorbs up to 150 hp.
Duration: 5 in-game (7 in-editor) seconds, down from 14 -in-game (20 in-editor) seconds.
Thor:
Reduces damage point on Thor’s Hammer by half.
Zerg:
Guardian (experimental, the model is reused, but this unit is very different from Brood War:
Added a new version of the Guardian with shorter range and the ability to attack ground and air at 6 range.
The “goal” of this unit is to make a reasonable air counter system in ZvX match-ups, and both this unit and the Corruptor will probably need a lot of testing and changes to perfect.
Air attack consists of 3 projectiles inflicting 5 damage each with a 1.0714 second cooldown.
Ground attack is currently quite weak at 12 (+24 v. Structure) damage at the same range and cooldown.