my idea is just that random people shouldnt give tips for multiplayer, but your idea could be good in single/custom games
Random people? Take it as what?
Among us, by the way, there are also people who previously or now actively play.
Therefore, I ask without unfounded statements.
And now about the mod itself and why we decided to release it at all:
In fact, we can say that we are testing 2 projects:
1) war2mod
2) improvement of the original war2
The first project is supposed to be done as an additional game mode, where many of the most interesting features of the game will be implemented.
And the second - to strengthen the Alliance race, and only slightly, perhaps, to correct the orcs.
The fact is that everyone knows that there is no balance between races in Warcraft2.
Everyone is already too much used to it - you are right, of course.
Therefore, in improving Warcraft2, we especially do not want to change and somehow strongly expose the orcs to the balance.
Much more attention should be paid to the Alliance race.
They are played mainly to give an advantage to the opponent, or try to win quickly on small maps. Or just for fun.
We want to strengthen the Alliance race so that it can become proportionate in strength to the Horde race.
So that people choose not only orcs, but also people. Of course, like Starcraft, the mechanics of playing for both races should be somewhat different.
Therefore, before you blame war2mod for anything ... remember! That this is just a test of the game's capabilities.
If the community nevertheless comes to the conclusion that a rebalancing of races is necessary, then the relevance of the war2mod will become much lower.
If the community does not come to this, then war2mod will be some alternative to the original war2, and will live in the new mode, without annoying 99% of the players. In which all sorts of interesting things will be available like sheep or demons with heroes.
Anyway ... we are waiting for what people will say about all this. How much they are interested in it, and whether they are ready to support the initiative.
I have seen quite a ton of conservative people on the overall global warcraft 2 community about doing any "possible" balance changes to the races in game... Seems like they just want another 25 years of the same Orcraft 2 game balance... which is quite stupid in my honest opinion. I haven't ever ever seen Human faction ever being relevant or remotely strong as orc is with the well known ogre mage spell: Bloodlust. Changes always are necessary to keep things fresh in many ways. I just suggest you pushing game races being balanced as much as you can because I highly doubt that Blizzard Entertainment will ever modify this game in a future nearby. Go ahead commander, you do great with such a motivational feeling to making the game actually balance for both factions. I have started watching warcraft 2 multiplayer for around 1 year and I just can imagine bloodlust have been the very only thing used since at least 20 years ago already in mid/late game. You can't be serious to keep that up for the eternity on the game that you like boy, come on.
I totally encourage you to either boost massively Human faction in so many ways:
Paladins healing from 6 mana per 1 hp to something like 3 mana per 1 hp.
Archers arrow level 2 switched from +1 to either +2 or +3
You could decrease sight range upgrade from +3 to +1 so in that way you can make flying machines way more usable overall games.
In the same spot, Trolls you could add up to the regeneration upgrade to also improve the AI those units have to wait less time looking to their target so they can retarget much faster... As far as I know both archer and trolls wait something like 1 or 1.2 seconds if they retarget, which makes them pretty hard to be useful if melee units approach to any of them. So if in addition to the regeneration upgrade then also improves retarget AI for trolls from 1.2 seconds to something like 0.6 or 0.5, you would make them available and more unique for Orcs to deal with melee units just as the Ogre mages.
Gryphon Raider and Dragons should decrease their cost dramatically from 2500 to 1500 for gryphon raider and 1800 for dragons just to consider the fact you can use unholy armor for dragons plus haste plus bloodlust and gryphon raiders have nothing to them for being boosted so in that way you could make them more different from each faction.
I'd suggest to increase attack speed for gnomish submarine and giant turtles and less attack damage so they would still be slow on sea but would be better to snipe key locations. Helpful for either campaigns and multiplayer. Also would be another reason to use flying machine / zeppelings more frequently.
I'd like to add one of the current mod changes from your war2mod to this idea of re-balancing warcraft 2 about allowing to "train sheeps" but instead of farms, I'd suggest from Stables for the Alliance and pig farms for the Horde, in that way you have both different states to use that ability.
Mage invicibility spell should be decrease from 200 to 100, that spell requires a ridiculous amount of time to be available and it doesn't just help the way polymorph would do against dragons, for example. So it would allow much better to do invicibility outplays and would require to have more flying machine/zeppelings to counter.
Fireshield/magic shield from mages should be changed with another usage to cancel bloodlust from some melee units with area of effect (just like paladins exorcism), so this way you can prevent some people playing only mass ogre mages and of course would make the orcish player to micro around instead of "1a". In case this is not something you want to code (if ever possible), this spell still could be useful if you decide to apply massive buffs to archer / trolls and people who decide to play this way. In my current campaigns Insane Edition which is already available to community, I have had to deal several times with magic shield and if can be launched a couple of those, they can turn a counter to this game style... Of course if trolls get buffed for multiplayer first.
Death knights/rise of the dead spell is a curious buggy spell... I have tried to use this spell specially on XOrc9 campaign mission from beyond the dark portal and this spell is rather buggy if you have some units in front of the death knight or some "rocks" between the death knight and corpses, also if there's some of your units standing above a corpse then its buggy still. In all of those cases, mana is wasted for free and still doesn't summon any skeletons at all.
In the same spot, I'd suggest increasing either attack speed from skeletons or more damage plus HP, I bet in that case you could increase the spell cost to something like 80. So that way you could use death knights to play death coil plus raise of the dead quite nicely.
For the same unit, Tornados should be decreased in mana cost from 100 something like 50 or 60. Death and decay it's such a massively cost efficient spell so in the same line, the later should cost 40 or 50 mana cost because it's not only useful for sieging up towers but they're way more efficient to land and do damage compared to mage blizzard (because of how the sprites work for blizzard spell).
And for the last point, I'd either suggest increasing bloodlust mana cost from 50 something like 100. Either that or decrease the damage increased (which Mistral managed to explain quite well) which is not so simple like x2 or x2.5 damage but increase its efficiency by like 40 or 50%. Either that or decrease like 50% the amount of time this spell is available so then you can actually micro around instead of having all war2 melee units catalog being useless against this unit plus spell.
The rune spell from ogre mages which never ever I have seen being used by any person in 25 years of warcraft 2, I'd suggest to decrease its cost from (200?) to something like 80 or 90, so then you can use this as a another static defense for your orcish base instead of the only classic towers. This way you could have something different and more diversity in contrast to the Alliance faction.
I hope you take any of this for your warcraft 2 game balance changes commander. I really appreciate you had the eggs to propose this because I simply do not understand how there're so many people so conservative who don't want to change things for being simply BETTER. I have had to see this same behavior in other games like starcraft 1 (game which wasn't game balanced almost for ever) or starcraft 2.