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Topics - fade.fall.

#1
u can play my 2nd starcraft 2 beta   account i created with the friend   invite key

you need starcraft 2 installed in order to log in to   play


change the password to what you want when you   play, but change the password back to hotdog10 after you are done   playing. remember i can recover the account with my "secret answer"   anytime so it is impossible to steal

i am giving the account info   to a bunch of people so you might get disced if someone else tries to   log in. play 1v1 or 2v2 or whatever i dont care.



if someones a douche i will reset the password to something else pm me on this forum if u wanna play i could reset the password and give u the new password if u wanna play and no one is currently online and the password is strange
#2
blizzard im sure you check this forum out so i will post this here. i am currently a top 20 platinum player in the beta but i dont want ppl to know who i am cuz they will see most of my games are with a certain race and they will think i am biased. maybe ill post this in the main forum soon but i dont think i am biased to a certain race.

heres all my ideas in patchlist form. i honestly would like it if every idea was implemented but hopefully blizzard will like a few and consider a few

ill post my ideas in patch form and give my write up to why i feel this way after


ZERG:
-the spire can be upgraded to a greater spire without a hive. requires nothing but a spire

-corrupter moved to tier 3. now requires hive and spire to build
-corrupter no longer morphs into brood lord
-corrupter still costs 150min 100gas 2food
-corrupter stats are 200health 100mana (down from 200h/200m)
-corrupter anti air attack is still 12(+10 massive)
-corrupter now has a ground attack with 5 range that does 8 dmg (no bonus) at a firing rate slightly less than a unstimmed marine
-corrupter anti air attack places a "heavy damage" debuff for 2 seconds on any unit hit and each hit refreshes the debuff. additional corrupters attacking the same target can stack up their debuff to a max of 5 stacks. each stack of the "heavy damage" debuff reduces the movement speed of the unit by 2% and doubles for each stack to 4%, 8%, 16%, or 32% reduced movement speed at maximum 5 stacks. does not effect attack speed
-the range of corrupters "corruption" spell increased to 7 game units

-hydralisks now morph into brood lords for 200min/200gas (so 275min 225 gas total unit cost down from 300min/250gas) without needing an upgrade for this morphing ability. hydralisks require a greater spire and a hydralisk den to both be alive to morph into brood lords. stats of brood lords unchanged so they received a slight total cost reduction

-baneling health increased to 50 from 30

-overlords can now be upgraded to all have cloak detection. upgrade costs 400min/400gas at the lair. overseers still have natural cloak detection
-overlord speed upgrade reduced to 100min/100gas down from 150min/150gas
-overlord transport upgrade reduced to 100min/100gas down from 200min/200gas
-overseer upgrade reduced to 50min 50gas (from 50min/100gas) with slightly increased natural movespeed

-zerglings 20% attackspeed upgrade reduced to 100min/100gas (from 200min/200gas)

-neural parasite now has a casting range of 25 game units (over a screens length) but when casted it fully reveals the infestor to the enemy for 30 seconds
-fungal growth now does 1 dmg + 2% of the units maximum health in dmg every second (not including shields) rounded UP. so units with 1-50 health take 2 DPS (16 dmg), 51-100health take 3 dps (24 dmg), units with 101-150 health take 4 dps (32 dmg), units with 201-250 health take 6 dps (48 dmg). units with 501-550 health like battlecruisers take 12 dps (96 dmg). the spell still immobilizes all units hit and lasts for 8 seconds
-fungal growth area of effect slightly increased (i think 20% increase would be fine)
-fungal growth now has a cast range of 8 game units (up from 6 i think)
-energy cost of Terran Infestation reduced to 20 (from 25)
-infested terrans now pop out of their egg in 1 second (down from 5 seconds)
-infested terrans now last 60 seconds

-nydus networks now have 2000hp and a health regen rate of 10 hp per second, but once completed in construction they are forever completely revealed to your enemy along with a 1 game unit aoe around the nydus network is revealed to your enemy until it is destroyed
-all nydus worms owned by a zerg player are destroyed if that zerg player has no fully constructed nydus networks currently alive. nydus worms still have 250health and can be killed individually as well
-when a nydus network finishes all enemies are warned with a "nydus network detected" message


PROTOSS:

-chrono boost now lasts 90 seconds (up from 20 seconds) and accelerates buildings by 20% (down from 50%)
-chrono boost can now be cast on units and increases movement speed by 20% and their shield regeneration rate by 100% for 90 seconds
-chrono boost energy cost is increased to 30 (from 25)

- dark shrine is now cloaked while powered. while warping in it is cloaked too.

-pheonix attack changed to 13 dmg (+8 light) from 5 dmg (+5 light) x2
-pheonix anti air attack places a "heavy damage" debuff for 2 seconds on any unit hit and each hit refreshes the debuff. additional pheonixs attacking the same target can stack up their debuff to a max of 5 stacks. each stack of the "heavy damage" debuff reduces the movement speed of the unit by 2% and doubles for each stack to 4%, 8%, 16%, or 32% reduced movement speed at maximum 5 stacks. does not effect attack speed

-zealot shields increased to 60 (from 50)
-zealot charge upgrade reduced to 100min/100gas (from 200min/200gas)

-feedback now has a cast range of 25 game units (over a screen) but when used fully reveals the high templar to the enemy for 30 seconds
-feedback now costs 65 mana (up from 50)
-psi storm now has a cast range of 8 game units (up from 6 i think)
-psi storm now does 120 dmg over 6 seconds (up from 80 dmg over 4 seconds)
-psi storm now has a slightly increased aoe (i think 20% is ok)
-archon build time reduced to 5 seconds
-archon attack range increased to 3 game units

-warp gate upgrade is now called "hyperwarp capability"
-after researching hyperwarp capability, the protoss nexus, gateway, robotics facility, and stargate can be upgraded to hyperwarp structures. the gateway upgrades to the warp gate. the stargate upgrades to the fleet gate (or call it whatever u want blizzard)
-upgrading a building to a hyperwarp building costs 200min/200gas and takes 70 seconds. once the upgrade finishes the building can not return to its previous state
-once a building completes its upgrade to a hyperwarp version of itself, all enemies are warned with a "hyperwarp energy detected" warning and the hyperwarp building it is fully revealed to the enemy forever until it is destroyed. hyperwarp buildings have 100 more health and shields than their previous counterpart
-all hyperwarp buildings are able to warp-in units it could normally build, with zero cooldown on the warp ability but a increased cost of 40% min / gas for the unit. hyperwarp buildings can only warp in units, they can not build units normally.
-you can warp in 20 carriers in under 2 seconds with a fleet gate, however each carrier costs 40% more minerals and gas so use the ability wisely

TERRAN:
-vikings transform ability now takes 0.5 seconds to complete (down from 4 seconds)
-vikings health increased to 150 (from 125)
-vikings anti air attack places a "heavy damage" debuff for 2 seconds on any unit hit and each hit refreshes the debuff. additional vikings attacking the same target can stack up their debuff to a max of 5 stacks. each stack of the "heavy damage" debuff reduces the movement speed of the unit by 2% and doubles for each stack to 4%, 8%, 16%, or 32% reduced movement speed at maximum 5 stacks. does not effect attack speed

-ghosts cloak no longer drains energy, instead it only stops the ghost from creating more energy
-mana cost of snipe reduced to 20 (from 25). banshees cloak still drains mana.
-arming a nuclear silo now takes 45 seconds (down from 60)
-emp now has a cast range of 8 game units (up from 6 i think)

-upgrade cost of yamato cannon reduced to 100/100 down from 150/150
-energy upgrade of battlecruiser reduced to 50/50 down from 150/150

-marine +10 hp upgrade reduced to 100min/100gas down from 150min/150gas
-terran bunker/cc load capacity upgrade reduced to 50min/50gas down from 100/100

EVASIVE MOVE COMMAND

this is a move command that will be used to unclump your units quickly to make the buffed aoe spells slightly weaker, imo its a good addiction

"evasive move" command is like the move command and is available on all moving units. you click "V" when selecting a bunch of your units and then you can click any area. when you click the area, the game AI gives each selected unit a unique move command to a location 2 game units in the opposite direction the clicked area is in relation to each unit. basically if you evasive move command in the middle of your army, all your units will run away from the center of your army and stop after they travel 2 units of distance. units stop moving during the evasive move command if you order another command (like attack or attack move) or if they move 2 game units. the reason they stop after 2 distance units is because if a unit is by a cliff and you use this command the move command unique to that unit could be on the other side of the cliff, so it would keep running until it reached the other side of the cliff. but if you limit the evasive move command to 2 game units distance max moved before the command terminates then that problem wont arise and you can keep spamming the evasive move command to unclump your armies to avoid psi storm and guided missiles and there wont be any problems