Topic
[Nexus Wars] - Changelog/Suggestions (2)
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Edited by isospeedrix on 4/24/12 11:23 PM (PDT)
Original Thread: <a href="http://us.battle.net/sc2/en/forum/topic/188779114?page=1">http://us.battle.net/sc2/en/forum/topic/188779114?page=1</a>
--------- Hi everyone, this is Isospeedrix and I will be creating a community for Nexus Wars and handling suggestions and changelogs. Nexus Wars was created by Lilman, and was one of the most popular maps in SC2 beta. I work with Lilman personally and he has decided to minimize dealing with forums and public affairs in favor of focusing on map design. Lets hope Nexus Wars will continue to thrive in SC2 retail! I will post all relevant changes in new versions, and update this thread constantly when a new version is out. All suggestions, bugs, balance concerns should be voiced in this thread. I will relay them directly to Lilman and we will work together on improving the map. Thanks everyone! -Isospeedrix (Isonubdrix) ***** NEWS AND UPDATES ***** 4/13/11 - Name change! Argh I hate my new name, my original name was too long to fit, so now it's just gunna be SCDiso. Looks like Disco. 2/9/11 - Please join chat channel "Nexus Wars" for discussion and arranging games. I'll be in the channel from time to time as well. *****CHANGELOG v 1.84***** 4/24/12 Bug Fixes: -Fixed kerrigan burrowing giving mineral and costing mineral to unburrow -Fixed repair button showing only repairs mechanical and structures -Nexus is now set to control group 0 Balance: -Increased travel speed of point defense drone -Scan now has a 1 second cooldown *****CHANGELOG v 1.80***** 4/23/12 -Changed the default camera back -Fixed upgrade numbers being higher than they should when selecting 2 Upgrade and heroes buildings -Increased the duration of the destructable rocks to 3minutes *****CHANGELOG v 1.78***** 4/22/12 Features: -Fixed attack scan range for some of the new builders -Fixed hybrid patrol and repair being switched -Text announcement when a hero dies -Heroes cost 2 times more each time. ex 1000, 2000, 4000, 8000 -Added destructable rocks in the center that lasts 2min 30s -Added a button for changelog in the options menu (f10) -Added new spell point defense drone to nexus. 100mineral 10sec cd -Added changelog button in the options menu(f10). still can type -changelog if you want to view it though Balance: -Odin nuke range reduced from 80 to 45 -Scv can now repair any units. not just mechanical or structures -Upgrade research time now increases after each upgrade. 5, 10,15,25,35,45,55,65,75seconds Bug Fixes: -Fixed bounty for tank -Fixed tooltip for scv blink showing 20seconds cooldown *****CHANGELOG v 1.74***** 4/4/12 Features: -Nuke now shows total damage done -Nydus spawn sound reduced -Make a barrier in the middle that lasts 3min so players can't build down the middle -Added cooldown timer to scv for heroes and upgrades building -Income timer set to 20 ingame seconds. Almost same as 15 real time seconds -Added new builders based on wins. scv 0 wins (default) drone 10 wins probe 25 wins medic 50 wins tauren marine 100 wins aberration 200 wins mothership 300 wins hybrid 500 wins Balance: -Dropship heal have an upgrade allowing them to heal 2 units and increases starting energy by 25 -Infestor build time reduced to 45s -Ultralisk build time reduced to 50s -Broodlord build time reduced to 50s -Archon shield armor +1 -Archon damage increased to 25 -Reduced DT build time to 45s -Combat shield upgrade reduced to 75 minerals -Marauder stim upgrade reduced to 100 minerals -Glial reconstitution upgrade reduced to 75 minerals -Zeratul model slightly bigger*****CHANGELOG v 1.73***** 3/8/12 -Added a changelog in game --The changelog will only be automatically open at the start of the game when it is your first time playing a new version. To view the changelog at anytime, type -changelog. -Viking and storm assassin bounty fixed -Zeratul void prison works on heroes -Void prison time reduced from 12 to 8 seconds -Zeratul damage now 70+30 heroes -Fixed hero icon for kerrigan *****CHANGELOG v 1.72***** 3/4/12 -Ling speed upgrade reduced from 125 to 100 minerals -Infernal preigniter upgrade reduced from 150 to 100 minerals -Hydralisk range upgrade reduced from 150 to 100 minerals -Combat shield upgrade reduced from 150 to 100 minerals -Concussive shell upgrade now also in marauder building -Kerrigan energy regeneration rate reduced from 1.75 to 1.25 -Reaper attack speed decreased back to 1.1 -Detection removed from buildings. Pylon, cannon, nexus, still have detection -Added low range detection on scv -Fixed banshee tooltip -Frenzy temporarily removed (possibly permanent, we will see) *****CHANGELOG v 1.70 ***** 2/12/12 -Fixed using leaver scv to build buildings Balance: -Scout air damage reduced from 10+8 to 10+5armored air -Reaper attack speed increased from 1.1 to 1.25 -Reaper damage reduced from 5+5 to 4+5 -Zealot cost reduced to 75 -Immortal build time reduced from 50 to 45 seconds -Zeratul shield increased from 500 to 1000 *****CHANGELOG v 1.69 ***** 1/30/12 Balance: -Added melee range detection to all buildings -Spells during frenzy now only deal 1.5x damage instead of 3x. (storm/snipe/etc.) -Upgrading pylons now increases its life -Siege tank build time reduced to 40 from 45 -Scout now deals 10+8 armored to air and 10 to ground -Scout air range increase from 5 to 7 -Zeratul now only do 50dmg to structures. and less splash on structures. -Sentry attack range increased from 4 to 5 -Archon immolation no longer damages structures *****CHANGELOG v 1.68***** 11/16/11 Balance: -Roach: --build time increased from 27 to 30sec --life decreased to 120 from 140 -Firebat hp increased to 145 --Firebat armor upgrade cost lowered from 150 to 100 -Tank range increased from 6 to 7 -Viking range increase from 7 to 8 -Lurker damage increased to 15+5light -Reaper damage increased to 5+5light *****CHANGELOG v 1.65***** 11/2/11 Balance: -Immortal build time 40 to 50 secs. *****CHANGELOG v 1.64***** 11/1/11 -All new loading screen art! Thanks to Aeroscythe, aeroscythe.deviantart.com, aeroscythe.blogspot.com. Balance: -Map length reduced -Baneling: HP increased by 5 -Ultralisk: Now has charge, and HP reduced from 1100 to 800*****CHANGELOG v 1.63***** 6/2/11 Bug Fixes: -Fixed a boxing bug where units would group. -Fixed a bug for team 2 where when a player leaves his units didn't change ownership to the rest of the team. Balance: Queen - Now leaves a trail of creep Ghost - Snipe does 40 damage *****CHANGELOG v 1.59 ***** 4/13/11 Features: -When there are 0 players on a team, the opposing team wins. No longer need to wait for nexus to die. Balance: -Archon --Shield armor reduced from 1 to 0. --Immolation damage from 5 dps to 3 damage/1.5 sec. Radius still 3.5. *****CHANGELOG v 4.1.11***** 4/1/11 Bug Fixes/Features: -When Nexus Wars starts, 1 random player will be dropped from the game. All other players on that team will have twice the starting income. -Due to the back and forth nature that nukes cause, we decided to reduce the redundancy of nukes. Whoever uses the first nuke automatically loses the game. -If you control a photon cannon, typing "OMG noobs com fix canon" will automatically teleport all allied scvs to your cannon and start autorepairing it. -Nexus Wars can now only run on ultra graphics settings. -The nexus is now spelled correctly. Balance: -Carriers now hold 20 interceptors and gain +5 damage from attack upgrades -Thor range increased to 30 -Whenever you build a pylon, you can no longer build any other structures other than pylons for the rest of the game.*****CHANGELOG v 1.58***** 3/30/11 -Pylon prices and income rebalanced: Price | Income 175 16 250 32 450 64 900 128 1800 256 -Archon Shields reduced from 600 to 500. *****CHANGELOG v 1.57***** 3/24/11 -Fixed a bug for team 2 where if someone on team 2 left and players built using the leaver scv they get to control the uncommandable unit. -Fixed lobby for 1v1,2v2,3v3 *****CHANGELOG v 1.56***** 3/22/11 Bug Fixes/Features: -Fixed units stopping in the lane. -Fixed units being able to rally to a location first. -Fixed Archon being able to kill enemy SCV. -Hellions no longer run back constantly. They will only run back once every 5 seconds. -Fixed pylon upgrade cost. -Frenzy is now at 40 minutes up from 35. -Heroes no longer gain frenzy. *****CHANGELOG v 1.55***** 3/22/11 The mega patch to compliment the blizzard patch! Here we go! Bug Fixes/Features: -If Teams are uneven: --Players now receive additional minerals. There is no extra income gain. For example: 3v4 each player on the 3 team gets 25 more mineral each. 2v4 each player gets 50 each. 1v4 player gets 100 more minerals. --Extra SCVS are now owned by computer player and everyone on the team can use them. -SCVs cannot attack own or ally buildings anymore. -AIs work again if you set a player as computer in lobby. -Blocking is made more difficult. Balance: -Attack upgrades are now limited to 9, same as the armor upgrades. -Pylon - You can only can build 1 now but the pylon is upgradable 5 costing more each time to upgrade. Makes for less pylon spam and more focus on building units. -Chrono boost costs 30 minerals, reduced from 50. -Constant +10% damage buff removed. -Nuke no longer uses gas. You have 1 charge and instead the icon will become grey after you use the nuke. -Photon Cannon --No longer uses terrazine. You have 2 charges and whenever it dies you'll gain another charge. --Cannon no longer costs 5 supply. -Kerrigan - energy regen reduced from 2.5 to 2. -Odin --Nuke casting range increased to 65. --Nuke damage increase from 100 I think to 200. --Barrage damage increase too from 8 to 10 damage per hit. Channeling. -Zeratul- life decreased to 2000. -Infestor- --SCV Nuke and Odin Nuke can now kill infested terrans. --Each upgrade now only gives them + .5 damage instead of +1. --Infested terrans have 150 HP and can now be attacked but it has a low attack priority (will not be attacked unless nothing is around). Stalker- --New upgrade: Blink- 100 minerals to upgrade. 20 second cooldown. --Stalkers blink back whenever they get hit if cooldown is up. -Hellion- will run back after each attack as if it micro's itself. -Archon- --Now require Storm Assassins (High Templars) instead of Aeroscythes (DT) --Now have immolation - 5 damage/second melee range aura. -Firebat --Armor increased by 1. --AOE area increased from .6 radius to 1. Ultralisk- damage increased to 15.*****CHANGELOG v 1.53***** 2/6/11 Bug Fixes/Features: -Voting has now been removed to reduce the amount of desync and drop occurrences. Default modes are now: Fog of war = on, Income = 15 sec, Supply = 90. *****CHANGELOG v 1.52***** 2/5/11 Bug Fixes: -Fixed leaver SCVs able to cross the barrier *****CHANGELOG v 1.51***** 2/4/11 Bug Fixes/Features: -The long awaited 1v1, 2v2, 3v3, modes has arrived! The creator can now pick 1v1, 2v2, 3v3, or 4v4 mode from the game lobby. -HOW TO GET A DIFFERENT MODE OF NEXUS WARS: 1) By creating a game: --Click "Create game" --At the game lobby, there is a dropdown menu called "Mode", choose your desired mode (1v1 2v2 or 3v3) --Click "Open to Public" if you want a public game 2) By joining: --Click "Join game" --Search the list for Nexus Wars with the mode you desire (1v1 2v2 or 3v3) --Note that 4v4/Tug-Of-War catagory will be the most popular and other modes will be far down the popularity list. **Due to the popularity system, other modes will not be as popular, but they exist for those who want to have an inhouse game with friends since it was a frequent request on the forums. Enjoy! -Siege tank failing to sync fixed Balance: -Ultralisk --Rebalanced HP to 1000, and damage to 10 (+0 to armored) --Collision removed -Archon - Collision removed -Heroes' health and mana regen approximately doubled -Upgrade margin costs increased from 50 to 75 -Pylon cost decreased from 200 to 175*****CHANGELOG v 1.49 ***** 1/16/11 Bug Fixes/Features: -For each player that leaves during countdown in lobby, 1 SCV and 1 Vespene gas will be given to first player of whichever team the leaver is on. -Frenzy now activates at 35 minutes down from 40. -Medivac heal fixed -Odin nuke failing to activate fixed -Some building missing buttons were fixed Balance: -Kerrigan --HP Regen increased to 3 --Mana regen increased 1.5 -Odin --HP Regen increased to 1.5 --Mana regen increased to 1.5 Zeratul --Shield Regen increased to 5 --HP Regen increased to 2 -Attack upgrades are now infinite -Armor upgrades max out at 9 --Each upgrade after level 3 costs 50 minerals more than the previous Note: Please post any balance changes due to the upgrade change. In theory, infinite upgrades will not have any incredibly drastic impact; the cost of upgrade goes up and the % increase in damage goes down. (For example, zealot damage going from level 0 to 1 increases from 8-10, a 25% increase for only 100 minerals, while damage going from 100 to 102 is only a 2% increase while costing thousands of minerals.) *****CHANGELOG v 1.47 ***** 1/13/11 Bug Fixes/Features: -Fixed lack of salvage option for Marauder, Medivac, Ghost buildings -Fixed hydralisk range upgrade -Fixed unable to cancel banshee's with ESC -Reverted terrain back to normal Balance: -Pylon: Cost decreased to 175 Note: Due to the overall damage buff, cannons became relatively weaker so we felt that reducing pylon cost can encourage more economic play without degenerating into cannon turtle play. *****CHANGELOG v 1.46 ***** 12/12/10 Balance: -All units' attack damage increased by 15% -Heroes' hitpoints increased by 1000 -Added snow as homage to a Christmas theme -Note: These changes are quite drastic; none of the changes however, make any particular unit imbalanced. We implemented this as an attempt to see how the players adjust their strategies with the change in attack power. We will monitor the status of balance. Please post what new strategies open up or close; and which units end up becoming stronger than before. We also suspect this may play a big role in determining the tug-of-war factor of the "deathballs" from each side. Hero hitpoints were increased because heroes that were sent out to the lane simply get crushed too fast, and its not fun losing a hero on a 10 minute cooldown. *****CHANGELOG v 1.44***** 11/9/10 Features: -Added "Tug of War" game variant. You should now be able to see Nexus Wars if you filter the Tug of War option. *****CHANGELOG v 1.43***** 11/8/10 Bug Fixes: -Fixed bug with Isonubdrix abusing blink allowing teleport Balance: -Medivac movespeed reduced to 2.5 *****CHANGELOG v 1.42***** 10/18/10 Balance: -Void Ray damage changed to level 1: 6, level 2: 6+4 armored, level 3: 8+8 armored -Battlecruiser: cost changed to 350 minerals -Roach: Range increased to 4 *****CHANGELOG v 1.40***** 9/14/10 Bug Fixes: -Fixed supply cap when a player leaves a game on 60-supply mode -Moved salvage button on cannon Balance: -Void Ray cost increased to 250 from 200 *****CHANGELOG v 1.37***** 9/7/10 Features: -New vote for 60 or 90 food ---If 60 max food is chosen, only 1 cannon per player is allowed Balance: -Photon cannon - Damage decreased to 20 *****CHANGELOG v 1.26***** 8/31/10 Bug Fixes: -Fixed infestor only attacking air -Fixed units sometimes getting stuck in the middle of the lane Balance: -Infestor - Increased infested terran cast range -Queen - Air attack range reduced to 7 (same as in melee games) *****CHANGELOG v 1.24***** Bug Fixes/Features: -Changed sweeper scan and chrono boost hotkey to q and w respectively -Fixed chrono boost not working on some buildings -Zeratul now cannot use void prison on the nexus -Nexus now can detect cloaked units very close to it (melee range) *****CHANGELOG v 1.22***** Bug Fixes: -Fixed supply bug |
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Edited by isospeedrix on 4/4/12 8:34 PM (PDT)
Reserved in case more space is needed.
http://www.youtube.com/isospeedrix *****CHANGELOG v1.20***** 8/27/10 Bug Fixes: -Fixed frenzy -Fixed Isonubdrix being able to cross over to the other side *****CHANGELOG v 1.19 (Very buggy)***** Features: -Isonubdrix leveling up now adds: +.1 movement speed +1 damage -Isonubdrix starting damaged reduced from 7 to 6 -Added chrono boost to nexus for 50 minerals -Buildings now will only have 1 unit training in them at a time so it's easier to cancel production to sync -Auto queue timer is every 10 seconds -Timer added to the top of the screen. It's based on game time so it's a little faster than real time -Supply splitting when a player leaves changed so it splits all supply and assets to the team instead of getting 30 more when someone leaves *****CHANGELOG v 1.18***** 8/25/10 Bug Fixes/Features: -Isonubdrix now levels up and the exp is how much income you have. Leveling up currently has no functionality but will create design space for the future. Suggestions should be voiced in this thread. -Fixed rally for mutalisk building -Fixed spire and greater spire being treated as the same building Balance: -Banelings now give 1 bounty if killed, still 0 if they explode at their target -Supply for leavers now always set to 10, while the rest of the team that's still playing still gets 30. *****CHANGELOG v 1.17***** Bug Fixes/Features: -Fixed kerrigan not dieing and mana regen while burrowed -Fixed the tooltip on voidray showing +10 income. Should be +8 -Changed Isonubdrix blink animation - now leaves a really cool looking effect behind -Changed how some of the triggers operated (functionality unchanged, just more efficient coding). *****CHANGELOG v1.16***** 7/21/10 Bug Fixes/Features: -Units now blink out if they're caged in. -Fixed not being able to rally broodlord *****CHANGELOG v1.14***** Features/Bug Fixes: -Added new voting mode for income timer in the beginning of the game. 15 seconds or 20 seconds income timer -Added scanner sweep to the nexus. Costs 25 minerals to reveal an area of 15 radius for 13 seconds -Fixed hotkeys in the upgrade building -Added scout speed upgrade to the upgrade building *****CHANGELOG v 1.13***** 8/19/10 Bug Fixes/Features: -Fixed upgrades for lurker and science vessel -Science vessel - Irridiate only casts on biological units -Team setup is different now. Players 1,2,3,4 are team 1. Players 5,6,7,8 are team 2. (Previously it was player 1,3,5,7 team 1, player 2,4,6,8 team 2). So now, when you join the one with custom and gametype/variant. even though it's 3v5, it'll be top 4 players vs bottom 4 players. Balance: -Cannons are no longer armored -Ultralisk - Damage from 18 to 15+25 to armored. (same as in ladder games) *****CHANGELOG v 1.10*****8/17/10 Balance: -Photon Cannon - Cost increased to 150 -Banpeis - Cost increased to 200 -Photon cannon and chelupa cannon now have armored attribute -Chelupa cannon hp reduced to 2000 -Reduced science vessel heal to 5hps *****CHANGELOG v1.9***** Bug Fixes: -Fixed science vessel not casting heal -Fixed void ray building not able to be attacked by ground attacks *****CHANGELOG v 1.8***** Bug Fixes/Features: -Raven replaced with science vessel Science Vessel: --Casts iradicate and nano repair (repairs mechanical) - Fixed firebat building not having 1000 hp Balance: -Photon Cannon price reduced to 125 -Chelupa cannon now only fires 3 times as fast instead of 4 -Increased repair time for the chelupa cannon -Thor - Model size decreased *****CHANGELOG v 1.7***** 8/16/10 Bug Fixes: -Fixed corruptor building not having 1000 hp -Fixed raven building leaving behind debris after being killed or salvaged Balance: -Photon cannon - Bounty reduced to 15 minerals -Chelupa cannon - Bounty is set to 50 minerals -Enrage timer is now 40 minutes -Raven: --Damage changed from 2 damage 6 hits to 12 damage 1 hit. (still total 12 damage) --Attack upgrade is now from terran air upgrade instead of protoss -Corruptor - Corruption reduced to 3 seconds -Viking - Range increased to 6.5 *****CHANGELOG v 1.6***** 8/15/10 Bug fixes: -Fixed cannon splash killing Isonubdrix -Fixed hunter seeker missile AoE friendly fire *****CHANGELOG v 1.5***** 8/15/10 Bug Fixes/Features: -New terrain -Fixed tanks not showing weak/strong against units in help -Fixes on upgrades for campaign/new units -Photon Cannon has an upgrade to shoot 4 times as fast and has 3000 health for 300 minerals -Fixed heroes cooldown where if you built multiple upgrade and heroes building, each one had it's own cooldown -Fixed kerrigan razor storm dealing damage to allies Balance: -Photon Cannon: --Price reduced to 100 minerals but has a 4minute cooldown --Food supply reduced from 10 to 5 --Added small splash -Baneling building damage reduced from 80 to 40 -Upgrade building now has a 3min cooldown (because noobs built it first) -Hero cooldown reduced to 5 minutes -Kerrigan - Increased razor storm damage slightly -Raven - seeker missile increased to 150 damage -- *****CHANGELOG v 1.3***** 8/10/10 Bug Fixes/Features: -Fixed some buildings that still had the armored attribute -Added salvage to raven building -When a player leaves, his buildings will be split up between his allies, and each person on the team will get 30 more food supply -Added a new building(100 minerals, no income) that is used to train heros and upgrades -Cost of armor/weapon upgrades are same as in melee, minus the gas -Removed "invulnerable" from the Scout building -Fixed infernal pre-igniter upgrade Balance: -Raven - Build time reduced from 60 to 50 seconds and fixed the price -Storm Assassin (High templar) -Psi storm will no longer cast on broodlings and interceptors -Void ray - Must attack 1.5s longer before the charge increases damage *****CHANGELOG v 1.2***** 8/7/10 Bug Fixes/Features: -Added a vote in the beginning for fog of war -Fixed hot key for carriers -Zeratul -Fixed splash killing scvs Balance: -Removed armored attribute from all structures -Removed biological attribute from zerg structures -Removed terran buildings burning when at low hp -Changed scan range for air units so it's shorter -Broodlord - Cost decreased to 250 -Scout -Air attack vs armored +5 dmg -Raven - Cost reduced to 175 -Lurker - Cost reduced to 150 -Queen: -Transfusion now heals targets only when they are lower than 50% hp -25 second cd on transfusion -Queen model and radius made smaller -Movement speed reduced to 2 -No longer biological so can't be healed with transfusion -Storm Assassin - Psi storm cooldown decreased to 40 seconds -Kerrigan - Increased razor swarm damage -Zeratul - Increased splash damage range *****CHANGELOG v 1.0***** 8/4/10 Bug Fixes/Features: -Added supply for Raven and Scout -Improved loading screen text (thanks to myself :D )*****CHANGELOG v 0.9***** 8/4/10 Bug Fixes/Features: -Fixed protoss building icons on Isonubdrix (SCV) -Fixed roach upgrade requiring lair -Added Raven --200 minerals --Casts a point defense drone every 30s --Point defense drone has 100 energy --Upgrade available to cast hunter seeker missile --Detector --Has a weak attack so it doesn't just fly over units -Added Scout --150 minerals --150 life, 100 energy --8 damage to ground --7x2 damage to air --Attack speed- 1.6 Balance: -Odin: --Removed splash damage from normal attacks --Nuke damage decreased to 100 --Reduced barrage damage -Queen: --Casts transfusion - heals 100 hp to biological --Transfusion costs 50 energy (can cast transfusion every 25 seconds) --Queen energy: ---Energy regen increased to 3 ---Energy starts at 75 ---Energy max is 125 -Storm Assassin (High Templar): --Psi storm no longer costs mana, instead it has a cooldown of 50 seconds -Infestor: --Increased mana regeneration to 1 -Tank: --Lowered attack range from 7 to 6 --Lowered bonus damage to armored from 10 to 5 *****CHANGELOG V 0.8***** 8/3/10 Bug/Features: -Photon cannon - Cannot be built in the first 3 minutes of the game -Roach - Added upgrade Glial Reconstruction: +.75 speed for 100 minerals -Removed flowers from the road and reduced the amount there are on the map -Auto-set Isonubdrix (SCV) to control group 1 for all players, because I am #1 Balance: -Lurker: Damage increased from 10 to 10+4 light -Firebat: -Life increase from 100 to 130 -Attack period decreased from 1.4 to 1 (Buff) -Heroes - Spawn cooldown increased from 2 minutes to 10 minutes -Odin - Nuke cooldown increased from 120 seconds to 240 seconds *****CHANGELOG V 0.7***** 8/2/10 Bug Fixes: -Fixed Banpei pylon tooltip so it doesnt say that it adds supply Balance: -Reduced build time of carriers by 30s to 80s -Reduced build time of ultralisks, battlecruisers, brood lord, colossi by 10s -Changed the attack priority on infested terrans so they will be attacked now, but increased their life from 75 to 100 *****CHANGELOG V 0.6***** 8/1/10 Bug Fixes: -Blink cooldown added back to 1 second to prevent queue blinking to opposing side and nuking nexus -Added supply to firebat (2) and lurker(4) Balance: -Hero unit cooldown increased to 10min from 90sec -Kerrigan and Odin - Mana pool reduced to from 250 to 150 -Heroes - Cost increased to 1000 minerals *****CHANGELOG V 0.5***** 7/31/10 Bug Fixes/Features: -Salvage ability added to Banpei pylon -Fixed salvage tooltip showing -100 minerals -Whenever a player leaves, all buildings owned by that player will be split between the team -Added new units: Lurker and Firebat -Heroes (controllable units): Odin, Zeratul, Kerrigan --800 minerals --Shared cooldown of 90 seconds --Does not level up Balance: -Ghost - Snipe reduced from 45 to 30 damage -Isonubdrix (SCV) - --Damage increased from 5 to 7 --Blink cooldown removed -Banpei (pylon) - Cost increased from 150 to 175 *****CHANGELOG V 0.1 (Retail)***** 7/27/10 -Same version as V 3.16 beta, version number is changed. |
I consider it a problem you can win by going mass Marines into mass Thors with little effort. Thors and Marines should be nerfed. :( nucs are fine the way they are. I don't know why marines should be nerfed, thors, perhaps. marines are very easy to counter with banes or a combination of other units. marines are not in anyway unbalance. if someone wins with mass marines that means only two things, that the other team are noobs or weren't paying attention and building the right counter. Thors don't really need to be nerfed. they are easily countered with mass colossus, mass colossus when upgraded will PWN the thors without difficulty. |
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So.. i've been playing a lot lately and have a couple ideas for units and problems. I think if some of the units were changed we'd see more variety besides mass void ray, immortal, carrier, BC, thors or infestors.
Terran: The firebat in it's current form is useless. It's so weak for it's cost, and since it has such a short range it has to take a lot of damage before it even gets a shot off. For its cost, there's no reason to get it over the marauder. Either make it cheaper or increase it's HP. My suggestion is to either make it cost 50 or make it cost 75 and increase the HP. The hellion is also useless. Pretty much the same problem as the firebat, it costs way to much and dies way too fast. People only get it to tech. Give it more HP and/or increase it's damage. Better yet, switch it out for something else, like the goliath. The siege tank needs help. If it could run up and siege really quick and do splash damage before it dies it'd be more useful. Think of the terran version of storm assassin but for +damage vs armored. The viking needs a small buff, terran needs a good counter to void rays and carriers. Protoss: The DT needs help. The DT always just runs up and dies instantly. The lurker and banshee are both very viable units even after the other team gets good detection... the DT is worthless once there's a single sentry on the field. Increase it's HP so it can take some hits and it'd be useful again. The Archon is worthless. It does a lot of damage but dies so fast. Plus you need the DT to get it so you're even more screwed. Increase it's HP and it'd be useful. Zerg: The ultra needs help. Increase it's HP or lower its cost so it'd be a viable counter to thors. Infestors are breaking the game. After 35 minutes it becomes a race to see who can get the most infestors out. It's crazy that unupgraded infestors can take out anything with 10 armour instantly. Maybe if you made infested terrans targetable. Heros: Odin- Either make it nuke instantly or if it's going to sit there and be a target for 30 seconds give its nuke the same power as a nuke in the game. Zeratul- I don't know what to say. It's a neat trick to sneak it in and attack stuff with him, but chances are good that theyll have at least 1 detector, and he's very squishy. maybe if the blink cooldown was removed or lowered significantly, or its range increased and you could blink him out of danger he'd be useful. Other notes: Was in a game with a real winner... after he salvaged his buildings he proceeded to attack our own nexus. We actually made it past the 35 minute mark, were getting pushed hard and game over because he killed our nexus. Take out the ability to attack your own nexus. |
Other notes: Yeah I had this problem once. Also I've played a bunch of games where someone literally sits AFK the entire time. I think it would be nice if they instituted a ban system where 3 players could vote out one of their teammates. |
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Infested Terrans NEED TO BE TARGETABLE! Late game is completly broken because you can just infestor spam and get free hits off because in the current build infested terrans are invincible. It is completly broken lategame when you get a ton spammed with attack upgarades and you can't even kill them.
-Ghost's cloak is useless. They burn up all their energy on snipe which is a far better ability than cloak and having cloak just makes them cloak just drains the energy and makes them dance between 0 and 1 energy when near the enemy. They would benifit much greater from an optical implants (+1 range +2sight) or a mobeius reactor (+25 starting energy) upgrade. -Stalkers still should be reduced in price to 100 given that they rely on micro and alternatives like marauders and hydras will just straight up own them. -I would like to suggest adding a celuar reactor upgrade to the upgrade building. Basically a modified version from the zerg research in the campaign the upgrade would allow all units to start with 100% of their maximum energy. Cost should be somewhere between 300-500 imo -Odin needs fixing on the nuke. Countdown needs to be greatly reduced to around 5-10 seconds given how unviable it is to cast because you can't predict where the army is. |
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cant wait. could u give some ideas of what changes will be made? one thing i would like to address is the unlimited upgrades...
the unlimited attack upgrades has caused some problems imo. like the comeback of infestor spam... my strat is to get a few infestors going then *!#*% income while they push back... the infestros prevent a major ball from building up most times and its easily held off with a cannon or even if you need to nuke... by then your income is near 200 while everyone else is sitting at 80-100 and you start spitting out infestors like crazy then when your nearing their base with your push u just start upgrading infestors weapons and they can never push back... then finish your infestors up and ull push through into their base and win... if they choose to hard counter the infestors your income boost from the start will allow you to change while they wont be able to afford a new counter... i think queens AA range should increase by 1 i think archons should have a 20% shield boost and 10% increase in dmg i think ultras should get 1 more base armor and 10% hp boost thors should take a 10% dmg cut immortals should take a 10% dmg cut ghosts should have free stealth hellions should be replaced with Goliath stalkers should have cost reduced by 25 and dmg buffed 10% firebats should have 1 extra armor and their aoe increased slightly give protoss a late game unit that isnt as much of a front line unit that has detection (like the dingle) in my honest opinion zerg gets the short end of the stick late game. thors %@@* mutas... any aa %@@*s broodlords... ultralisk are almost useless once attack upgrades are added to thors/immortals... zerg are going to need some major boost after infestors are nerfed hard |
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How to Nessu~!
When not laddering, it is fun to play an occasional game or two of Nexus Wars. It really is an interestingly fun game that teaches proper unit counters. The problem is that most participants do not know how to play Nexus Wars properly. What is meant by the term properly is that most players do not utilize simple but effective means of gaining an advantage over an opposing player. This original post will attempt to describe some techniques that will better enhance the game. It will also describe an efficient way to utilize each race. It will also describe problems with a specific unit and how this issue could be fixed. Finally, this introductory paragraph stated the hypotheses for this thread. Pylon- Probably one of the most important aspects of Nexus Wars is the Pylon. It gives 16 income to your total mineral balance every round since it was constructed. Most participants do not even build a Pylon or do not know when to construct a Pylon. The best time to construct a Pylon is after your army has successfully pushed the opposition past the equatorial median that separates the map into two halves. If the opposition is still being pushed back into their main base, then multiple Pylons may be constructed. Hold- This is a slightly advanced technique but it is very simple to execute. In the beginning of the game, players choose between the three races to build an army that defends the Nexus. Most participants trickle their units down one at a time to the opposing players main base. This is a flawed strategy and needs to be rectified. If not the best, the most valued technique would be to remove units from the queue until a total of 20 income per round is achieved. Before the proposed income per round is achieved it is advised to keep building structures and using the Hold technique on those newly created buildings. When 20 income per round is achieved, try to synchronize the various structure's production cycles as one. Listed below are sample openings that are very effective using this technique. Terran: Marine (5); each structure yields 2 additional income per round. **** [5(2) + 10*] = 20 total income Zerg: Zergling (5); each structure yields 2 additional income per round. **** [5(2) + 10*] = 20 total income Protoss: Zealot (1); structure yields 4 additional income per round. **** Sentry (2); structure yields 3 additional income per round. **** [1(4) + 2(3) + 10*] = 20 total income * - initial income After a total of 20 income per round is achieved, it is recommended that a stockpile of 175 minerals is available before creating any additional structures. This is assuming that the Hold technique efficiently pushed the opposing army out of the main base. At 175 minerals immediately construct a Pylon. The push should fail against the opposing team as soon as it reaches the first ramp of their main base. After your initial push has been neutralized by the opposing team, Hold your units once again. This will cause the opposing team's units to trickle down to you with a smaller army composition than if your units continued to push and lose against a seemingly larger and larger opposing army composition. Do not continue to stockpile minerals after the Pylon has been built. Continue to build structures, preferably structures that cost more than the Tier 1 buildings. Listed below are sample transitions that are very effective. Terran: ** Hellion (1) **** Medivac (1) Thor (1) **** Zerg: ** Roach (4) Hydralisk (1) Protoss: ** Stalker (5) **** ** - income analysis is no longer important for the remainder of the thread. Final Compositions The Infestor is the most underused unit in this custom game. Opposing units will not shoot at Infested Terrans and nuclear missiles will not destroy the Infested Terrans either. It is entirely plausible to never even utilize a nuclear deterrent while playing as the Zerg race. The Infestor needs to be altered in order for there to be balance in the late game. Terran: *** Viking Battlecruiser Zerg: Infestor Protoss: *** High Templar **** Carrier *** ratio of units are dependent on opposing team **** do not upgrade unit This is my repost from another forum. I hope this helps. |
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infested terrains are very unbalanced. i just played a game which lasted to 300% damage and, once the 300% damage was activated and with upgrades, they destroyed everything instantly. In late game, nothing can stop them because nothing can hit them.
roach rushes seem to becoming more common and seem a little unbalanced; they are too cheep. personally i would like to see a one lane nexus wars, or nexus wars frenzy without the 200% damage as it causes many balance issues (though i haven't played it in a while so this may have changed). thanks for the great map |
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Infestors in frenzy are particularly are easy. Just build units, and only units that out range them and will kill them in 1 shot.
I miss playing Nexus Wars Frenzy, only because I had a very strict formula for winning and never lost using it. I like coming up with a strat and losing with it- means there's a better one out there. |
Other notes: Sometimes when we start off with really uneven odds stacked in our favor, we'll attack our own nexus while waiting on income and make that our bomb timer. If we don't finish them off fast, (within usually about 9 minutes), we lose. Self imposed handicap. |
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i assume your talking about starting a player down or something... and i must say that its not really THAT much of a disadvantage because the other team could roach rush and if they play smart like one person building on the line and swinging units back and forth they will probably win... ive won many 3v4 and even 2v4 rounds useing such strategies... so for you to attack your own nexus for any reason makes you a newb =D
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No dude.
Starting truly 4v3. They don't get the fourth SCV, extra minerals, or nuke. Just more supply. I've won starting from 2v4, same 50 resources as everyone else, just me and my partner get 2 nukes, 50 mineral each, and 180 supply to go nuts. Obviously we were up against beginners but I'd like for that to be the norm between me and my partner. To start disadvantaged more often so we have to try. Steamrolling people who don't know how to play isn't fun, hence I'd totally be down to be involved in a nexus wars league. |
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How do you add a.i.? I mean I can "add" a.i., but it won't actually play or do anything except just sit there.
The reason I ask is because a friend and I are trying to play against comps. |
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Banshees, once you start the building, can't be canceled.
Units that are useless: 1. Hellions 2. Ultralisks 3. Archons What would be absolutely fantastic is if you made the buildings absolutely tiny, but still take up the space they normally do, like a lot of tower defense maps. Sometimes it's hard to see over tall buildings (broodlord is particularly bad) |
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Anyone? No one seems to know how to add working a.i.
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