Since LOTV got introduced, Adepts and Disruptors have gone through quite a few revisions. But in my opinion, there has always been a constant throughout all these changes: These unit's abilities are somewhat clunky to use. This is a bad thing, considering both of the abilities cause the unit to split in two instances of itself you can control separately. The interface should make it as easy as possible to manage these.
My main objective with this mod was addressing this clunkyness. It should not seen as a balance change, these are interface changes than in my opinion, should have happened long ago.
I have also added a couple of secondary experimental changes to the mod for fun that modify Swarm Hosts and Ghosts, but I don't want it to be the main focus.
DISRUPTOR RANGE INDICATOR FIX
In my opinion, this is the big one.
Unlike some units like Swarm Hosts - which always show their maximum range - Disruptors don't unless you have a single one selected and you are actively targeting the Nova. Otherwise you get no range indicator.
This is pretty bad considering how complicated the unit already is, the lack of smart casting and the nature of the projectile.
Players in lower leagues will often miscalculate the range and launch Novas from way too far for them to do anything. This doesn't matter as much as high or pro level, but it is a huge deal when you a learning to use the unit.
The fix is simple, make the range visible at all times. You can see it in action here:
ADEPT SHADE FIX
When I first used Adepts in LOTV I was kind of confused at why I was losing Adepts when shading away from Zergs. I soon realized that casting the Shade canceled whatever command I had issued previously, so if I was walking North and casted Shade South, I would have my Adept come to a dead stop instead of continuing to walk North.
Soon you realize you have to reissue the command for the Adept, but this is not great, since honestly you probably want to be managing your Shades at this point, and most of the time you would want your Adept doing the same thing it was previously doing instead of just halting.
Anyway, I fixed this too. The only thing that is gone is the Shade Cast animation, but players would always cancel that animation anyway. Here it is:
SWARM HOSTS AS CASTERS
This is a more experimental change (and not a priority like the above). What if Swarm Hosts were casters?
Energy management means you have a little more flexibility, and in this particular instance I allowed them to bank up to two waves. Waves still regenerate at the same pace, but this lets you skip a cycle and then launch two waves in relatively quick succession.
SH have a total of 100 energy, and each wave costs 40 energy. They are highly susceptible to Ghost EMP.
This would create a more flexible Swarm Host, but also one with more powerful counter-play. It might be too good as it stands in the mod, but you could nerf other aspects
+5 DAMAGE TO GHOST SNIPE
Queens have 175 HP, Ghost Snipe does 170 damage.
This irks me for some reason. I think it would be cool if Ghosts were good at killing Queens too (right now leaving one at 5 HP just means it will instantly get transfused).
This isn't serious or important, but I think Ghost are a fun unit and creating chances for them to shine will make them see the light a bit more.
The mod is named:
Perezas MINDBLOWING Adept Shade fix and new Disruptor Range
It is open for custom games and editing in case you want to check it out.
And it is currently available in Europe and America (will upload to Asia soon).
Cheers. If you have any small usability ideas (keyword:small, the smaller the higher the chance Blizzard might add them) or fun experimental changes, tell me and I might incorporate them