Servers: WOL-NA Sorry been busy/lazy. Pretty old version. New version to be released SoonTM.
Ranked Play: Need to make sure it works with latest patch. (read below for details on how to get it working)
This post: as of 12 May 2013
Maps
Akilon Flats
Antiga Shipyard
Cloud Kingdom LE
DF Atlas
Newkirk DIstrict
<more to come! still trying to determine the best maps to include. I personally like maps where the naturals are not ramped. Akilon Flats seems to work well, though.>
SC2Pro Mod
Many of you have probably heard of SC2 mods like Starbow, SC2BW, and OneGoal, and if you have not, I highly encourage you to try them all out. They are all awesome!
SC2Pro is my take on how SC2 can be improved, but I am taking a minimalistic approach to the changes I make to the units. It also features a ranking system similar to the one used by iCCup.
Instead of focusing on units like Blizzard does to balance/improve the game, I seek to improve gameplay by tweaking economy, macro mechanics, as well as the user interface. I think that SC2 is too unit focused (mainly because most games are max versus max battles), but that rips us away from many other aspects of the game.
While I do make some unit changes, they are for design decisions that affect all 3 races. I will get to that in more detail in a bit, but most of the units have been left untouched in how they work, so there is little to adapt to on that level. However, the economy changes vastly expand the possibilities in the game, so gameplay can (should) feel different, even though the units are mostly the same. Of course, you can still play it like vanilla SC2, but timings, builds, and strategies may not be as viable or not, anymore.
The most important features of this mod are:
1. Increasing the importance of expanding by changing the economy.
2. Defender's advantage (33% high ground miss chance -- I may increase this)
3. Balancing micro and macro (i.e. so maxing out can be considered somewhat "impressive") Floating minerals is more okay in this mod, since you probably have more stuff to do.
Some of you may remember the former SC2 Pro Mod thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=117987
Sad to say, it was just an April fools joke. >_<
While many of the changes from the joke are good, I wanted to leave SC2 as much as SC2 as possible. You should check out the website for a good laugh, though.
Note: You will have to play differently. Terran can (should?) be more aggressive. Zerg can (should?) not be as greedy and not just play reactively. Protoss is probably somewhere in between. Of course, all of this may completely change as people get better, but, while the feel is still similar, there are many aspects of the normal SC2 gameplay that may be even more important in SC2Pro.
Furthermore, players who are "better" at SC2 may lose to "lesser" players in this. This will not necessarily mean that the game is "imbalanced". I did say that the changes are small, but the effects are considerable.
User Interface
I have always believed that there was a certain disconnect between the player and the units s/he controls due to the interface in SC2. Units in SC2 do not have presence like they did in Brood War. While this is mainly due to units dying a whole lot quicker in SC2 and the rate at which they can be reproduced, the units are just several times smaller on the screen. This contributes greatly to the feel of the game for both the players and viewers.
I have increased the size of all non-building units by 13%. In addition, I have reduced the HP/shield bars by about 40% to make the screen look cleaner. Formation diameter is also increased to 12 (from air 8 and ground 6).
It may seem weird at first, but once you get used to it, it should be more pleasant and exciting. While the game is still SC2, please do give it a try or two!
Sound
Sound is a huge part of the game, since it provides a great layer of feedback for the players and viewers. Coming from BW, I noticed that many of the sounds in SC2 are either bland or non-unique. While I personally like nearly all of the BW sounds more than the ones in SC2, I have opted to keep most of the SC2 ones. The sounds I have added/changed are sounds that make explosions/deaths/etc more unique for each type of unit. While sound changes have been made for all 3 races, this mostly applies to Terran. For example, the banshee death sound is no longer a generic Terran explosion; it is now like when a BW Wraith dies. These sort of things allow players to immediately identify which unit has died in battle, etc. While small, I still think it important to the playability of the game.
Economy
http://www.teamliquid.net/forum/viewpost.php?post_id=17788834
Macro
- Zerg Queen inject gives 3 larvae instead of 4.
- MULE gives 25 per trip instead of 30. Due to the longer time to mine, this information does not mean much itself, but basically one MULE will give 200 minerals during its life (nearly every time). It used to be 240 or 270 depending on patch distance.
- Warpgate research also reduces normal Gateway production time by 10 seconds. Warpgate cooldown is 15 seconds more than that. Warpgate will continue to cooldown 2x as slowly in Gateway mode but not during transformation. Warp-in time increased to 7 from 5. I will be looking at this thoroughly.
Miscellaneous (but still important) changes
- DPS (via attack period) for most units has been reduced from what it is on Faster to what it is on Fast... about 15%. This is to further balance the macro and micro aspect of the game. I will look at this very carefully on unit by unit basis. Particular units are nerfed more than others by this (i.e siege tank).
- All (hopefully) splash damage radius has been increased by 13% to compensate for unit size increase. I will be looking at this very closely.
- Some watchtowers removed on certain maps. Scout more and have more map presence throughout the whole game!
- Gave some specific explosion/death sounds to some units (mostly Terran)
- Added casting time for many unit spellcasters. I will pay very close attention to this. Still working out the kinks.
Race-specific changes not mentioned above
The vast majority of these changes are to allow Protoss units to be less forcefield dependent. Furthermore, I changed Terran to allow for more early aggression. Zerg must make units, not just reactively.
In addition, due to the tweaked economy, other cost changes were made. Finally, the reduction of supply cost for some units are to increase macro mechanics skill cap (i.e. the need to macro all game, unlike the current SC2 situation where it is so easy to max out and remax)
Protoss
- New research at Cybernetics Core: Shadow Essence. This increases Stalker shields by 20 and gives them +1 attack range (to 7). Costs 150/150 and 140 seconds.
- Stalker Blink now reduces Stalker shields by half each time. I may increase the shields reduced.
- Stalker now deals 12 (up from 10) damage (still +4 to armoured). I may revert this.
- Zealot shields increased to 160 from 150. I may revert this.
- Charge is now default not autocasted. Cooldown increased to 20. Able to attack move with it. Charging Zealots now take 20% more damage. The active Charge speedboost is reduced. Charge range increased to 6 from 4.
- Sentry forcefield duration is now 7 seconds, down from 15. I am considering making it have HP, but I just want to try this out first; most players will not have enough time to target and kill a 7 second forcefield, anyway. I am considering lowering it to 5 seconds, too. Forcefield will require exact timing, otherwise it is thoroughly wasted.
- Sentry Guardian Shield reduces 1 ranged damage instead of 2. I do not want to phase out the Sentry fully, so I will pay attention to the use of the Sentry.
- Immortal shields reduced to 60. Damage reduced to 40. Cost reduced to 200/100.
- Immortal is now 3 supply.
- Colossus is now 4 supply. Speed reduced to 1.65 from 2.25. Cost reduced to 250/150. Shield/HP decreased to 125/125. ***this will change as I redesign the colossus***
- To be done: Change colossus to shoot a projectile similar to BW Reaver.
- Assimilator cost is now 100, up from 75.
- Forge upgrade costs reverted to before the 1.4.2 patch.
Terran
- Marauder HP reduced to 100 from 125.
- Concussive shell removed from the game.
- All barracks units are 1 supply.
- Siege tank is now 2 supply (from 3) and 100 gas (from 125).
- Sieged tank attack is now "dodgeable"; it is a projectile that has a very slight delay between shot and hit.
- Thor is now 4 supply (from 6). Cost reduced from 300/200 to 300/150.
- Thor's 250mm cannon energy requirement reduced to 125 from 150. (probable changes to come for this; I am aware of the HotS changes)
- Dropship replaces Medivac in the Starport. Same cost. Slower acceleration, faster max speed.
- Medic added to the Barracks (hotkey E). Starts with 50 energy. Costs 50/25 and 28 seconds. Requires attached Tech Lab. No upgrades for Medic right now.
- Medic and Dropship can "merge" to upgrade into a Medivac. This upgrade takes 10 seconds. Medics and Medivacs heal at the same rate.
- Caduceus Reactor upgrade moved from Starport Tech Lab to Barracks Tech Lab. It does the same thing for Medics and Medivacs (+25 starting energy). This replaces the slot of the removed Concussive Shell.
- Refinery cost is now 100, up from 75.
- Missile Turret cost reduced to 75 from 100. Damage reduced to 10 from 12. HP reduced from 250 to 225.
Zerg
- Roach and Hydralisks are now 1 supply (from 2).
- Roach HP reduced to 120 from 145.
- Glial Reconstruction upgrade no longer requires Lair.
- Ultralisks are now 4 supply (from 6). Mineral cost reduced to 250. (I may revert the cost reduction)
- Broodlord is now 4 supply.
- To be done: mutalisk mutates into corruptor and broodlord.
- Extractor cost is now 50 from 25.
- Hatchery HP reduced to 1250 from 1500. Lair HP reduced to 1800 from 2000.
- Hydralisk movement speed increased to 2.75 from 2.25. Creep speed bonus increased to 0.45 from 0. Creep speed multiplier reduced to 1 from 1.5.
- Muscular Augments upgrade added. Upgradeable at the Hydralisk Den for 150/150 and 100 seconds. Requires Hive. It increases base Hydralisk speed by 0.75. Hotkey is A.
- Hive takes 120 seconds instead of 100 seconds to morph into.
Gameplay race-specific considerations
Protoss
- WG should be used lategame or in particular cases. You can also use it to add a production cycle if you have enough time for cooldown in GW mode. I will look at this carefully, as it may be too powerful or underpowered.
- Kite with Stalkers. Be careful of when to use Blink. Try and be constantly active with them, as shields regenerate pretty quickly, and Stalkers are still fast.
- With Zealots, push C then click on a target unit or location to charge attack move. Auto-cast is still available but must be set. Use it wisely as they take 20% more damage while charging.
- Use Warpprism to move the slower Colossus. Once I change the Colossus attack, Warpprism will basically be required.
- Be careful of your high templars. Please make sure you consider the casting times of spells!
- +1 range Stalkers outrange bunkered marines but not bunkered marauders.
- Researching Shadow Essence before WG is often a good idea.
Zerg
- You can not just make units when you see your opponent attacking. Do not be so greedy.
- Make more macro hatcheries than you normally do!
- Use roaches to tank and hydralisks to DPS. Kite with hydralisks.
- Use more than 1 tech path at a time (i.e. you can use infestors while you are using mutalisks)
- Be careful of your building rallies.
- Flank! Use your speed to your advantage and attack multiple places at once!
- Maynard your workers to your natural. You will get a lot more out of them.
- Infestors have a slight casting time for fungal growth.
- Make sure you pay attention to defense, as hatcheries are 1250 HP not 1500.
Terran
- Be aggressive (especially against Zerg)! You no longer need to turtle until Medivacs, since you have medics upon Tech Lab.
- Other than supply, you do not get a refund on the Medic when you upgrade a Dropship+Medic=Medivac, sorry.
- Build more tanks! 100 gas and 2 supply~
- You do not have to go strictly biological or strictly mechanical. Mix it up!
- Use up the rest of the Medic's energy before changing it into a Medivac. Medivacs will always start with 62 energy. Medics with 50.
- Slow push with tanks and turrets to hold your ground.
- Dropships accelerate slower but they move faster than Medivacs do. Keep that in mind before you upgrade.
- +1 range Stalkers outrange bunkered marines but not bunkered marauders.
Known bugs
- WG cooldown still works in Gateway mode when unpowered. Should be easy fix.
- Medic+Medic or Dropship+Dropship gives 2 duplicate error messages if you try and upgrade to Medivac. I know why, but I am still thinking of a workaround in my trigger.
- Sieged tank shots sometimes are harder to see on the largest of buildings. This is due to the way the projectile was added. I will try and fix this. If I can not figure out a way and it becomes detrimental to players (and no one is actually microing against it), I will revert the sieged tank to no projectile.
- Still working on giving the Colossus a projectile (similar in nature to how the reaver works).
- Still working on broodlord shooting a generic projectile with the target spawning broodlings upon death.
- Still considering mutalisks morphing into corruptors and broodlords.
- Highly considering added Zerg Scourge.
- Fixing some units' casting time.
- If there are units in a Dropship, and the player merges a Medic and that Dropship, the units inside will be lost forever. I am pretty certain I can make a workaround to this, so please be patient.
System requirements
Because of the possibility of more units in the game, games will naturally stress your computer more. I think a good guideline is that how ever your computer runs in 2v2 midgame is how your computer will be in lategame SC2Pro. I apologise to those who get lag, but sadly I can do nothing about it.
Ranked play
SC2ReplayStats (created by breath) has partnered with me to provide a ranking system for SC2Pro. More details on this coming very soon, but basically you will have an external program open while playing and the results of your match will be sent to a ranking database. Please check out the website for additional tools like a unique replay storing system with unique stats! It features online replay storage, league/division tracking, and is completely free! It is very easy, so sign up here!.
Please do check out the TL SC2ReplayStats thread.
RANKED PLAY IS NOW AVAILABLE. HOW TO:
1. Go to http://sc2replaystats.com, register, and download either the *standalone* program or the SC2Gears plugin.
2. Click on Settings on the website.
3. Open the program you just downloaded / open SC2Gears and activate the plugin.
4. On the first time use, you need to copy the hashkey from the Settings website into where the program asks for it.
5. Click the button (should turn from red to green). Leave the program/SC2Gears on as you play.
6. Go to Arcade, search "SC2Pro", and play any of the maps that are labelled Ranked with [R]. Please make sure you "Create" not join. (the loading screen contains old information, apologies)
7. Once done playing, go back to the website to view your statistics!
Heart of the Swarm
I understand that the vast majority of you are probably playing the HotS beta, as it is soon to be fully released. While HotS has new units, the units that were added or changed were "necessary" because there are/were so many holes to fill coming from WoL.
I plan on releasing a HotS version soon after the game is actually released, but I do believe that the expansion may not necessarily need all of the changes that vanilla HotS has, because it will be building on different structure. Regardless, I will try my hardest to accommodate as many good units and changes that are in the HotS expansion.
Balance
I will take careful consideration before making huge unit-specific balance changes, as I want the players to be the ones being victorious over one another, not the units. If you are outplayed, then you are outplayed. Vice versa.
A big part of this project is to allow both players to battle each other directly, reducing the amount of layers between the player. I understand that changes will more than likely have to be made, but this is just my philosophy.
My balancing philosophy is NOT to make things easier for the "losing" race by making units better, but rather that I can try to increase the skill potential for the race. Understanding that I still want to keep this very much SC2, I will put every effort to keeping it that way.
How to play
Go to Arcade and search for "SC2Pro"
Maps labelled with [R] are Ranked. All others are unranked. ***If you want to be ranked, you must also have the SC2ReplayStats program/plugin up and running throughout your games***
(loading screen contains old/incorrect information, apologies. I will fix this soon)
More information
- Ranked play against a computer will not count.
- Only 1v1 is supported
- Only maps published by "purakushi" will contribute to your rank.
Contact
SC2ProMod@gmail.com
Chat channel "SC2Pro" for players.
Please do send me replays! especially if you think something is "imba". Of course, great games are welcome, too.