
Welcome to the jungle: peasant can't gather terrazine, keep casting spells and can‘t do anything Knight only have a little HP when just trainedĬutthroat: can‘t pick up scrap salvage (except Reproducible, although it gives minerals, not gold, so I can only use mira’s gold mine before I finish quest 1) Keep and Castle usually can't train Peasant *update:also can't be attacked by flying machine ,look like only unit that can “attack air and ground” could attack it Gas building (like assimilator ) can't be attacked , although mortar team can damage it by attack ground.Ĭolossus can't be attacked by melee unit like footman or knight Not English native speaker ,please understand if the expression is inappropriate

Wowhead wings of liberty mod#
In this version, human is like an ordinary sc2 mod race, but it's not so interesting because it deviates from wc3.

Although it's not so balanced, AI is almost impossible to kill any of my knights, but it's very interesting. Personally, I prefer your previous version. We like wc3, and we like a footman of 420HP, rather than a large ling or small zealot of 75 HP. It's very strange that your rifleman is good at shooting marine, zergling, hydralisk, and is restrained by tank. I don't think there will be much positioning difference between rifleman and marine, hydralisk, and stalker. Rifleman is a long-range shooter whose piercing damage is good at shooting air units, while the middle armor is restrained by footman, which means that the shooter is good at attacking the air, but is afraid of melee assault. Please consider the armor design concept of wc3.

You directly map the heavy armor of sc2 to the middle armor of wc3, which is unreasonable. The first item is about the armor system. I am looking forward to your campaign and am pleased to see frequent updates, so here are two suggestions.
Wowhead wings of liberty upgrade#
The workshop have no option to build zeppelin and there are no free zeppelins given at the beginning.įorgot to mention, Rifleman's long rifle upgrade can be upgraded twice here and their attack range is devastating, and I'm kinda having fun with bunch of riflemen shredding enemies into pieces from long distance. He can use his abilities from distance, like that Flame Strike to take down enemies and structures, Banish to disable them, Siphon Mana to replenish his lost Mana/Energy, and Phoenix for assistance.Īnd it's impossible to complete The Moebius Factor mission without air transportation. And, having the ultimate skill Avatar doesn't help much, if you activate it, those Thors will automatically use their 250mm Cannons on Garithos on Avatar and stun-locked him till die.Ī suggestion, replace him to Blood Mage Kael. His 1st skill seems to be missing until reaching lvl 6. New Folsom playing as Tosh (Garithos) is incredibly hard due to his mana costing, slow mana regen, being a melee hero that cannot attack air units and have to get close to attack, and one ghost is enough to remove all of his mana. In some missions the Keep cannot upgrade to Castle, the functionality of vault is probably the useless one since the purchased items the infantries cannot use them.Īt the beginning of the mission The Dig we only get 2 footmen and 2 rifleman, it's impossible to defeat with enemies 2 zealots and 2 stalkers with these infantries alone. Again, the troops cannot even attack Assimilator, Refinery, or Extractor for some reason, same as the last time.Īlso, you need Arthas or any other available heroes to be available in every mission for leading troops and supporting them. The Mortar Team's attack range against structure is insanely long range, not to mention their attacks can seriously kill your own melee infantries like footman or so. The Blacksmith cannot queue up all the researches and you have to click them one by one. And hydralisk can outrange the guard tower. Try to reduce the upgrade time needed from watch tower to guard tower, it takes too long to finish one. Also, the assassin model does not display during the mission briefing screen.Īlso, the farm tile size need to go back to 1 tile, the farm eating up 4 tiles and it took a lot of spaces, only produce 6 supplies, not to mention you cannot lower or raise the building for strategic moments. Footman took only 20 seconds but this Assassin took 65 seconds to finish training, not to mention they're pitifully fragile, only 50hp and they die too fast. The new beta version just made your Assassin cannot go up the cliff or go down from the cliff, and training one takes longer time than other infantries.
