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The Pilot
Bio unit from Rax, TL and Armory requirement.
~150/100
~50 Hp
Can't attack
2 supply
Spells:
Nanomashine Grenade:
AoE spell that slowly repairs all friendly mechanical in the area after a short delay (while still consuming the amount of money as if repaired by SCVs). Biological enemy units take damage at the same slow rate. Lasts ~10 seconds.
Take control:
The Pilot takes control of a friendly mechanical unit. The Pilots supply is added to the unit and if it dies so does the Pilot. While a Pilot is inside a unit it gets boosted stats (which stats could vary per unit) and repairs itself at the rate of 1 SCV repairing it (can be toggled and again costs the same amount of money)
Ejector Seat:
The Pilot gets flung out of the current unit he is in and lands where the spell is aimed. ~5range. (could potentially be aimed at another mech unit for a direct transition)
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Yeah, that's about it.
I imagine this to be a really fun and interesting unit. Jumping in and out mech units during fights, taking turns in healing, zoning and increasing stats. Think it goes well with the current philosophy of adding opportunities to shine with micro and multitasking. As an added bonus Blizzard could use all the WoL campaign models as an indicator if there is a pilot in an unit.
Reddit thread with 110+ Points and 74% likes.
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Hercules Tower
Description: Defensive Caster, primarily for Bio support. Can switch from star ship mode to tower mode. Built in: Starport + tech lab, requires Fusion Core Cost: 150/200 - 3 supply, starts with 50/200 energy Abilities: Can contain in either form up to 4 (6 with Neosteel Frame - the most underused upgrade ever) slots of bio units, who may shoot out of the vessel, when in tower mode. Just like in a bunker.
Flying Mode: The initial star ship form, medium (raven-like) movement speed, 175 hp no attack, can only use deploy. - Deploy: Lands the ship on the ground and switches to Tower Mode. Needs slightly longer than a viking, to "entangle" and be combat ready.
Tower Mode: Keeps % hitpoints, but increases max hp to 350. Can't move, still no attack, but may use its abilities now. Counts as a building, so you better feedback or abduct before it lands! To be most effective you should deploy the Hercules Tower in front of your army and make sure it can lift off and reposition in dire situations. - Lift: Switches back to the Flying Mode. Very fast lift off.
Seismic Shock: for 75 Energy the tower heavily slows all enemy ground units in 7 range and also destroys force fields in this area. It doesn't affect units (and ffs) instant, but as a traveling wave starting from the tower. The slow would be comparable to concussive shell and lasts only for a rather short duration. 2 seconds for example. This ability is to counter lings, blings and chargelots + ff and has generally huge utility for Bio + tanks or mines. But the enemy might just bait you into using Seismic Shock and then retreats fast enough.
Defense Laser: Just like the ability from the PDD. I know PDDs get a lot of hate, but i think it would fit this unit, which costs hard money and supply instead of just energy. This implies of course the loss of the raven ability (I hope the Raven gets redesigned to a more offensive role). The Defensive Laser gives overall defensive capability, but should be balanced to be only useful if you don't need (fightig against air units), or don't have the energy for a Seismic Shock.
The idea is to give terran a good lategame option for their Bio play and it might give this aggressive style the defensive capabilities for a transition to mech. I personally think despite being a rather slow unit it gives the Bio play what it needs and makes it fun: the edge in mobility. And maximal a handful of those would be useful, not like ravens which you need to mass to be effective right now. Counters might be a terran with either air or tank supremacy, new tempest, void rays, ravager and broodlords. It gets outranges just as a bunker from tanks, colossi and lurker, but can lift off to avoid their shots. Imagine a fully loaded Hercules Tower and two medivacs drop Probably the best 30 supply army in the game, but keep in mind that it is vulnerable in the air, cannot boost like medivacs and requires fusion core tech.
A mobile casting bunker might be a little "gimmicky", but I like it ![](/mirror/smilies/bier.gif)
Edit: some crappy example models:
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except for dockyard, there are really no big suggestions on new buildings... kinda sad about that
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This is my idea:
MUMMA (Multi Use Marine Marauder Assist) - have to think about the 5M... Description: The (Big) Mumma is a flying fortress that deals damage to ground units with its napalm strike, flies to the ground to create a bunker, or assists air units move somewhere else faster. (I think some of these ideas have been talked about before, but not together like this).
Unit type:Mechanical, Armored Built in: Starport (needs tech lab and an armory) Supply: Around 4 or 5 Cost: 300 / 150 Health: Medium Range: no attack Movement speed: Same speed as raven Napalm (50 energy): Deals a low amount of AoE damage in a circle (approx blinding cloud size) that creates smoke that obscures line of sight (like the vegetation on a lot of maps). The smoke lasts 60 seconds or something. Bunker (50 energy - not sure if it should just be an ability that can be switched on and off): Mumma flies down to the ground and turns into something equivalent to a bunker. Health, capacity would be subject to balance (could get an upgrade that increases its bunker strength, for example). Can revert back to flight mode for no energy (or perhaps 25 energy each way). Transformation time would be equivalent to a viking, or maybe slower. Squadron (cooldown): The Mumma has a boost similar to the medivac boost but it can take air units with it (either 4 ravens, vikings, medivacs or banshees, or 2 battlecruisers.
Role: The Mumma's role is to help break up balls with its AOE napalm attack but the smoke (line of sight blocker) can work for or against the terran - it makes whoever controls the air very important, or one player will have to have send ground units on the other side of the smoke. Not sure if this LoS dynamic will work but keen to hear what people think. Bunker gives that structure that will help terrans push when they gain the advantage and defend when things goes badly. The bunkers health would have to be 600, 0 armour so it is cost efficient against banelings (gas wise) (or not be classed as a building). The armory requirement should mean it doesn't come out too early in the field that a super strong bunker rush happens. Lastly, Squadron gives the medivac boost to all air units it can carry. The Mumma could allow medivacs to double boost (out of the base for example), give the Raven its much needed speed boost so it can be used with bio more effectively, or allow vikings or banshees to move around the map more harrassing, flanking and defending.
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SunriseInsurances
A building that provides in-field insurance policies. Can insure anything as long as you manage to make your per-minute mineral payments.
If buildings become damaged, Sunrise Home Insurance will pay you back real minerals. Sunrise also has life insurance and pension plans for your marines in its portfolio. Worried about your tank? Secure it with Sunrise Vehicle Insurance! Insure your battlecruisers with Sunrise Travel Insurance. SunriseInsurances - For those of us who are in it for the long battle!
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Mine is more focused on the lack of terran scout unit
Secret services (building) Cost: 75/75 1 000 HP Required Orbital Command. Can be added next to Orbital Command. Will prevent the use of scan. Building time : 20 secondes.
Allow the training of - Secret Agent in the barack - Drone in the Starport (both dont required tech lab)
Selfdestruct sequence : after 5 secondes, the secret services building is destroyed salvaging 60 % of its cost
Secret agent Cost: 50/50 Bio, light unit Sight: 10 Speed: 3 ground attack : 5 100 HP
Abilities
Claymore : the agent drops a mine that will instantly explode if an enemy unit is within range of the mine for a duration of 1 seconde.(static aoe,35 dmg))
Appleseed(60 secondes cooldown) : Bioroid sequence activated/deactivated. The agent become a mechanical unit too that can jump cliffs (up/down). Prevent the halloween ability to be activated.
Halloween : The agent mimics for a certain period of time (60 secondes. ) any sc2 unit (zerg, terran, protoss, neutral).
Drone Cost: 50/100 Air Unit light, mechanical Sight: 12 Speed: 3.5 50 HP
Abilities:
NanoCloud: the drone releases a cloud of nanobot which reveals all invisible units and keep them visible for 5 secondes.
Kamikaze: The drone will be invulnerable for a short period of time(1 seconde) and during that time, he'll increase by 2 his speed before exploding into flames.
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your Country52797 Posts
On March 23 2015 19:54 Garm wrote:Show nested quote +On March 23 2015 19:43 Anacreor wrote: There is a lot of entries with people just trying to be funny. While a couple actually are pretty damn funny, I think that a competition with 90% BS definitely rules out the possibility that Blizzard will even look at this. I think we can do better! This is a great opportunity to get good ideas under Blizzard's potential attention, so I call upon thee, peoples of the serious, let's do this!
edit: typo Maybe we should tag entries with either a [Serious] or [Joke] tag, making it easier for Blizzard to find the serious ideas without reading through every single post.
On March 23 2015 20:04 TurboMaN wrote:This is what Blizzard needed to do! Get the community to help developing the game. Anyways can't wait to see what the outcome will be ![](/mirror/smilies/smile.gif) This is TL-organized, Blizzard isn't actually involved.
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Unit: Chemist Type:Ground biological infantry Type 2: Armored Built from: Barracks with tech lab add-on Requires:: New building, chemical plant. You can upgrade the starting energy of the Exterminator as well as the utility swapping here. Energy: 200 max, 75 starting
Attack: Sludge bomb [Create a chemical reaction which shoots a sticky blob at your enemy] Target: Cast on a single target, explodes after X seconds, affecting Y Area. Costs: 25 energy Attack: NO direct damage Utility: slows and chemically burns enemies over time Utility#2: The ability to change between -X armor per shot (up to -Y) or the slow and DoT. This will take X seconds.
This unit has access to stim. But it won't quite match the marine/marauder speed because of it's heavy armor
- This unit gives terran a mobile-micro (spellcaster) unit, which will keep the pace of the game up. Currently, widow mines and tanks are burrow/siege and forget, which really dulls the gameplay and is more about your opponents making mistakes, than the terran being good at micro. - The AoE will allow it to fill the current widowmine/tank role, while still being quite a different (more mobile) type of unit. -This will also give terrans more incentive to retreat for energy every now and then, especially for big fights. It will give opponents timing windows, which currently do not really exist in XvT. Since bio is always ready to go. - The alternative (-armor) utility, will allow the terran to also effectively use this unit against big heavily armored targets, since the DoT would be insignificant against those. - since this unit has energy, Protosses will be able to counter it by feedback micro. - The more-smaller-skirmish-micro-oriënted LotV gameplay would really match the design of this unit, because of its mobility and counter-micro options.
Art Design suggestions:
+ Show Spoiler + - Big 2 hand cannon with a green ready-to-go blob at the end of the barrel, to easily seperate them from other bio units. - Heavily armored look
This might look OP but there's no numbers given yet and the unit could also be for example light, and not have stim. This is just a sketch.
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The following is for a new building & new unit. I will expand on this idea with an additional post.
TLDR: New tech building that allows for production of bio-mech units from Factory and Barracks including: - Hellbat (whose prior prerequisite of Armory is eliminated) - Ronin (New Unit below). Bio-mech unit built from Barracks that has a burst attack with high initial DPS that is considerably weaker against armored units. The unit also uses the old Warhound Haywire Missiles as an activated AoE spell that temporarily short-circuits mech units (the effected units randomly attack other units including friendlies but may still attack enemy units while effected).
New Building: Cyber Facility + Show Spoiler + Cost: 150 Minerals 75 Gas Purpose: Allows the production of Bio-mechanical units from the Factory and Barracks. - Is the new prerequisite for Hellbats (previously the Armory) - Allows the new unit to be produced from the Barracks - Contains upgrades for new and old units
Available Upgrades: - Haywire Missiles (for Ronin, see below) Cost: 100 Minerals / 100 Gas Research Time: 45 Seconds - Ocular Implants (increase Ghost sight range by 2) - Zeus Capacitor (for Electrocutioner)
New Unit: The Ronin is a bio-mechanical combat support unit.
Overview + Show Spoiler +Primarily a support unit in mechanized assaults with secondary support to infantry, the Ronin arose from post-Char invastion studies by the Moebius Foundation, showing a greater need of versatile units able to protect Siege Tank positions. To meet this requirement, the Moebius Foundation developed a cybernetic conversation available for wounded soldiers and “volunteered” inmates. The conversion process is extraordinarily painful yet yields a soldier capable of sustained assaults on entrenched positions. A converted Ronin can remain in battle for up to seven days without requiring provisions – assuming they survive that long. The Ronin’s new body is grafted to an exoskeleton developed using materials from the ultra-durable Thor and their right arm has been fused with a high-powered 20mm Pulse Laser Rifle based on the now defunct Wraith technology. The Ronin can also be retrofitted with a shoulder mounted Haywire launcher which, although it doesn’t inflict direct damage, causes groups mechanical units to malfunction for a short time. As of 2508, 68% were former wounded infantry and the remaining Ronin were volunteers.
Unit Info + Show Spoiler +Race: Terran Role: Cybernetic Support Armament: 20mm Burst Laser Protection: Ronin Exoskelton
Properties Transport size 2 Sight range: 10
Production Minerals: 150 Gas: 75 Supply: 2 Build time: 35 Produced from Barracks Requires Tech lab (attached) and Cyber Facility
Hotkey: R (default) Movement Speed: 2.5 Acceleration: 1000
Protection Hit points: 175 Armor: 1 Type: • Biological • Mechanical • Ground Armor type: Armored
20mm Pulse Laser Damage: 10 Cooldown: .33 during burst (3 shots) / 1.5 between bursts Range: 6 Targets • Ground • Air Upgrade/level +1
Active Ability + Show Spoiler +Haywire Missiles (upgraded at Cyber Facility) Caster: Ronin Range: 9 Radius: 1.75 Cooldown: 30s Hotkey: Y
When battling mechanical units, the Ronin launches small electro-magnetic missiles at the target area causing mechanical units to malfunction for 2 seconds. Malfunctioning units cannot be controlled, will move erratically, and may randomly fire at any unit in range (including friendly units) during this time. No direct damage is dealt.
Closing Remarks + Show Spoiler +The Ronin may attack both ground and air units. Due to its burst attack it is more effective against lightly armored units as armor will reduce its overall effectiveness. In addition, due to the nature of the cooldown, the damage per second (DPS) of the unit decreases over time. For example, after 2 volleys, the DPS is approximately 17, and after 3 volleys, the DPS is approximately 15). Haywire missiles may cause enemy mechanical units to malfunction allowing for strategic positioning and quick strikes.
The Ronin is a mid-game support unit, useful for supporting infantry and mechanical squads. Because the Ronin is both Biological and Mechanical, it can be healed by Medivacs and repaired by SCVs allowing it to compliment various forces. With Haywire missiles, it is effective as a support unit against mechanical units, like Immortals and Siege Tanks, and it is effective in direct confrontations versus lower health units, like the Marine, Zealot, and Mutalisk. Due to their rate of fire, Ronin’s take delight in quickly dismantling Immortals Hardened Shields. The Ronin is vulnerable to Marauders, Immortals, and Roaches. As a general rule, Ronins need to be complimented with either a robust infantry force or accompanied by Hellbats and Siege Tanks.
The Ronin uses vehicle weapon and armor upgrades.
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The Hobo
Unit Type: Light, Biological Production Facility: Barracks with Techlab Requirement: Armory Cost: 25 Minerals, 75 Gas Attack: None Health: 60 Movement speed: 2
Passive Ability: Hobophobia
All biological Units instantly move away in a 90 degree angle relative to the Hobo's direction of movement (from the perspective of the biological unit!!) and then act as if they were given the hold position command, as soon as they enter a 1.5 radius of the Hobo, because of the smell and the social stigma.
Banelings are still able to suicide on the Hobo, but they have to be given a manual command (right-click/a-click directly on the hobo before entering the 1.5 radius) to do so.
Dropships are not allowed to contain a Hobo and a biological unit, the same is true for a bunker.
The hobo can be used by terran players intelligently in different fashions:
- They can be used to control ramps against zerglings. - They can be dropped on top of a MM ball for quick splitting - They can be used against Terran as protection for Tanks - They can be used against Protoss to prevent clumping of units.
The exact numbers may need tweaking ![](/mirror/smilies/smile.gif)
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The reason its hard to invent a unit for terran is because they can just mmm against literally everything, and making something that would obsolete one of those core units feels wrong. Hence why half the ideas in this thread are just "vehicle which carries bio" or "mobile detector/sensor tower that can move with bio speed"
Heres my idea.
Poltergeist (Polts for short, nod to our AMERICAN HERO) Reqs: Ghost Academy but doesnt req tech lab on rax Role: A psionic combat unit, differentiating itself from Ghost in the way that marauder is different from marine. Poltergeist is meant to be a little more expendable and a little more frontline, and is not a support spellcaster as much as an anti-caster attack unit. Cost: 100/100
Attack: Similar to the Oracle, Poltergeist must activate an ability to have an attack, draining energy. Movement: Similar to marine but no stim. HP/Armor: Something similar to marauder, I imagine
Abilities: Lightning Whip: Enables the poltergeist autoattack. Ground only, melee range with splash (think ultralisk). With upgrade researched at ghost academy, lightning whip also stuns targets briefly (0.5 sec).
Psyphon: Channeled, drains 5 energy per second from target energy unit/building and restores it to the Poltergeist. Single target. Activating psyphon automatically turns off cloaking field. May be used on friendly targets as well, so you can drain your medivacs or whatnot to charge your batteries if you really want to.
Cloaking field: Researched, as ghost cloak. Shared upgrade like marine/marauder share stim.
OVERCHARGE: Activating this ability causes the Poltergeist to release psionic energy similar to a psionic storm centered on themselves. Once activated, it cannot be turned off, and this spell does friendly fire meaning it WILL kill the poltergeist. The damage should likely be around 10 per second to the poltergeist and 5 per second in a 2-3 range aoe around the unit.
I tried to make this different from the campaign unit, the Spectre, and make it more balanced and fill a role terran lacks (mobile melee range). It can either help control the field with your existing army, or, more importantly, split off for some serious suicidal harassment, or energy harassment affecting enemy macro/support units. I wanted this unit to feel more tuned to assassination missions, something you could afford to throw at a queen or nexus like a DT as ghost doesn't fit this role at all. A large group of them in the field would be able to stunlock units in a small cone if the attacks were timed correctly. More importantly, its a new fresh bio unit that mech players would also consider, and provides a foil to the ghost without stepping on its toes much (ghost being long range support, EMP, still the nuke launcher if you like that sort of thing).
I would hope that Polt would love the Poltergeist for all the micro opportunities.
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The drone
A light stealth flying unit build from the starport. It has to keep moving and cant stop. If it hits the end of the map it will fly off and be gone. It will move slow. It can carry two rockets which you can launch exactly below the drone or some range infront of it. The rocket will splash like a hit of a siege tank. If you have used your two rockets you can go reload them at the starport or simply keep circling and scouting around. Reloading will cost gas and minerals. (With upgrades there can be created diffrent kind of rockets to reload from, like napalm, emp or maybe even a nuke pointer in combi with the ghost academy.)
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On March 23 2015 21:46 avilo wrote: Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 25 vespene gas / 2 supply Cost When Produced from Barracks*: 25 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)
Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.
Range: 6 (same as marauder iirc?) Unit Size: Same as a reaper
A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.
This unit has two modes that the player must decide to transform between. One is anti-ground only, the other is anti-air only.
Design Goal of the Unit: Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.
The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."
When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.
2nd Design Goal of the Unit: Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply not units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.
The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.
When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.
Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air (as is the intention).
Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.
To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?
A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.
The costs in your describtion and design goal describtion differ! Is it 100/25 or 100/50 (and vis verca)?
I think your concept is interesting, but I feel like the costs are too far from each other, regardless which ones. I can't see this unit working for both styles, even a bio player would most likely just build a reactored factory to produce those, in particular with the very low production time. It's a unit that is perfectly set up to be massed if you have 3-5factories and might even be able to put pressure on from just 1factory+starport set ups. As a transition unit from early bio however, you wouldn't be limited by production to begin with and even though bio banks gas lategame if they don't transition into anything, an 1:2 ratio (with a base giving you ~3-4:1 ratio) is way to high even for bio to be of greater use. I think the concept could be more interesting for both styles if the unit was like 100/50 regardless, but it either needed factory+armory or barracks+techlab+academy. Though 2:1 ratio might be quite unforgiveable for Mech already, as this again leaves you with lots of spare minerals from the 3-4:1 mining.
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A transformation for the Thor: BoxThor
Upgrade: Mechanical Folding Cost: 100m/100g Research time: 110s Researched from: Tech Lab Description: Allows Thors and BoxThors to transform between modes freely. Requires an Armory
Unit: BoxThor Production Facility: Factory Production time: 60s Tier: II (Armory & Mechanical Folding Upgrade needed) Cost: 300m/200g Supply: 6 Sight: 11 Speed: 0 (immobile) Defence: 400 | 4 (1) Cargo size: 8 Attack: none Description: An immobile, better armored transformation of the Thor, the BoxThor adds new harrass and control potential to the Terran arsenal. It's powerful ability Lethal Landing creates opportunities for high-APM players to show off their micro. Having no cooldown, Lethal Landing can be used as fast as the player can click. The AOE damage can be used for harass or to pick off small groups of units. The BoxThor's increased armor also makes it a powerful tool to control fights; station the unit somewhere on the map to create chokepoints or block off paths and ramps. Players can even use the unit in big fights to trap enemy units, split an army or to cut off retreat paths. Of course it also breaks forcefields.
Abilities: Lethal Landing Radius: 1.5 Damage: 15 Requires Medivac Description: The BoxThor can only use this ability when dropped from a medivac; it will trigger automatically. Upon landing the BoxThor deals AOE damage. Unit hit by Lethal Landing get trapped under the BoxThor. Doesn't work on massive units. Does no damage to friendly units.
Benefits for the game: Creates more small, micro-intensive skirmishes. Adds more defensive, positioning-based options. The manly answer to forcefields.
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SAV (Scientific Assault Vessel)
Its a gas intensive, mobile spellcaster. Its meant to alleviate some problems with late game bio. Its allows bio to be less fragile to aow, and it has aggressive spells that benefit most from constantly fighting in smaller numbers. I'll ignore the hard number of the abilities in favor of general design.
-Built from starport -Requires fusion core -100 minerals, 225 gas, 3 supply
Does not attack -Armored, mechanical, detector -200 HP, 1 armor. -60 second build time -movement speed 2.81 -200 energy
Abilities Defensive Matrix -100 energy -AOE spell that affects only biological units. Target unit get a moderate amount of non regenerating shields, units surrounding get a smaller non regenerating shields. Has a short duration.
D-8 Explosive Gel -50 energy -Targets friendly biological units. -Has a moderate duration -When the targeted unit dies it explodes dealing aoe damage (with a bonus vs shields) to all the units surrounding it. -Graphical change to the targeted unit. -Fun factor. Another unit terrans can joke about blowing them selves up with.
Can't decide between the last 2 DRM -25 energy -launches 2 light, mechanical, movable dummy targets with the highest priority at target location. -Does not attack. -Moderate HP and armor -Moderate movement speed -Short duration
K12 Concussive Bomb -75 energy -Launches a sticky bomb that can only target massive units. -Explodes after a short delay, debuffing the attack speed of all units in a small AOE.
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The Shifter
![[image loading]](http://i.imgur.com/SP8UBHF.jpg) A heavy armoured barracks unit (a cross between a Ghost and a Marauder) for flanking and altering the position of the opposing army using it's psionic chest cannon.
Life: 140 Energy: 200 Armour: 1 Movement: Normal Cargo size: 2 Atributes: Armoured - Biological - Psionic Producer: Baracks Requires: Ghost Academy (can be produced from Reactor) Cost: 100min 100gas Supply: 2 Build Time: 35
Auto-Attack Arm-mounted Diamondback gun.
Abillities
Psionic Shove: Pushes units a good distance away from the Shifter. The way I see it working is say you have the typical Protoss composition with Colossus in the back and gateway units in the front you can use Shifters to flank like High Templars do and then shove the Colossus forward into the front.
Psionic Pull: The Shifter is aimed like a skill shot, when fired the Shifter rocket boosts at high speed for a locked distance(10 tiles?). Shifter is invulnerable while boosting, when the Shifter reaches its destination it immediately pulls all units in a certain radius to its location. So if you if you are being roach busted you can fire off a shifter to buy some time to get bunkers up for example.
Other possible uses for the Shifters abilities: Sucking banelings and mutas back from escaping bio and medivacs. Pushing marines into tank fire. Pre-emptively sucking Zealots back before you engage. Pulling or pushing DTs into detection and many more I'm sure.
The Shifter could also do damage when it is boosting during the Psionic Pull and damage any units caught buy the Psionic Shove but I'm unsure if this would be necessary.
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On March 23 2015 22:21 snailz wrote: except for dockyard, there are really no big suggestions on new buildings... kinda sad about that
That's not the theme of this thread.
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I agree with many before in that it really should be a mech unit that comes from the barracks (or both factory and rax).
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I dont have the creativity to write all the specs, but this unit should be a gas heavy unit (since terran floats a lot of gas late game) and with some kind of splash damage (to compete with storm/collossus, raven) and not be 6 supply and slow as hell to produce. It could be the specter from the campaign, needing the ghost academy to produce and having some cool splash damage attack
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