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+ Show Spoiler +Notes Enables the Terran Scythe to fly undetected by radar. This will cause the unit to not be displayed on the minimap or be detected by sensor towers. The unit will, however, show on the minimap when within sight range of a unit with detection
That could be really cool or super frustrating.
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On March 24 2015 00:22 EndOfLineTv wrote: Unit Name: Sonic Vortex Tank
Descriptor: Large Zoning Unit. Creates a large circular AOE vortex. This Vortex creates an immense Solar flair, and acoustic sonic boom that Pacifies All units, including friendly for 30 seconds. Pacified units can not attack. However, they can move. This will include workers. They will not be able to build, or mine (including yours)
Purpose: To reduce the effectiveness of counter attacks. To reduce the danger of moving an army into wide open ground. To slow down all in timings. This will be a unit that should NOT be be in your main army. Will add complexity to how a terran prepares the mid game.
Specifications: 300 health Mechanical very slow move speed No actual attack High supply cost, to prevent turtle mech from being as effective (6?) 300 min, 50gas
Reasoning: Terran does not need any more attacking units. They have too many. The terran needs a supporting unit that does not synergize with the main army (raven, ghost)
I am think something like a giant movable tesla coil, that needs to set up to be used
I like this a lot - not entirely certain on the specifics of cost/duration, but over all sounds pretty rad :D
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Unit Name: Lock
Unit type: Biological, Mechanical Caster Built from: Barracks(require tech lab, and factory for mechanical form) Cost: 150/100 Supply: 3 Health: 150(biological) 200(mechanical) Mana/Energy: 200 Range: 7 DPS: no attack Abilites: Bio form: Reveal(require research), Shockwave(require research), Mana Drain(no research needed) Mechanical form: Repair(no research needed), Rolling (research needed),Reveal(require research)
Lock is a caster unit to support both bio and mech playstyles. It will be built from barracks with tech lab. It will spawn as a biological unit, but soon as your factory finishes you can build Lock as a mechanical unit. But if you want to transform it from another to another, you require the research in factory tech lab. His Biological abilities will be researched in the Baracks tech lab, while mechanical updates are in factory tech lab.
Abilities: As a biological unit: Lock as a biological unit will support the Bio playstyle. He has in this form abilites like "Reveal", "Shockwave" and "Mana drain". -Reveal: With "Reveal" Lock will increase his sight range from 8 to 16 and will show invisible units in range of 6. It will have CD of 60sec and will last for 20 sec. This ability will be useful vs early DTs, if you havent any turrets prepared, and tactical engagements with the usage of sight increase. It will cost 80 Mana and need to be researched in Barracks tech lab with the cost of 50/50. -Shockwave: With this spell, Lock will unleash in the targeted area a slowing effect. It will have same Area radius as Ghost EPM and HT's Storm. The units in the targeted will move 50% slower and the effect will last for 6 sec. (can be seen as Timewarp in small radius). This will allow players to engage more better and to defend easier. It will cost 100 Mana and need to be researched in Barracks tech lab with the cost of 100/75. -Mana Drain: This spell is useful vs enemy caster units. Lock will make the targeted units energy/mana to its half. While he gets the enery to himself. It will be useful in big fights to target the spellcasters and get mana while making the enemy a bit weaker. It will cost 100 mana and need no research.
As a mechanical unit Lock will support the mech playstyle. He will have abilites like "Repair", "Rolling" and " -Repair: Repair will be same as SCV repair only difference will be that it needs energy like Medivac and its heal. With repairing unit, Mech players will not need to pull SCVs to repair and will have economy advantage. It costs 1 energy for 5hp and no research required. -Rolling: Since mechanical units arent really mobile, they need something against it. With "Rolling" Lock will allow all mechanical units in radius of 2 around him to move 40% faster and fire 20% faster. This will be allow mech players to play more aggressive instead to turtle forever. Rolling will cost 130 energy and will last for 30 sec with a cooldown of 70 sec. It requires research in factory tech lab. -Reveal: It will be same as the Bio form but needs to be researched in factory tech lab to be used as a mechanical form.
So Lock will be a caster unit, which needs micro, to support Bio or Mech playstyle. For example: The ability "Rolling" will not affect biological units and "repair" will be useless unless u play Medivac heavy. So you have to decide in which style you want to play.
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I have finally thought of a decent unit suggestion to post on the forums. Seeing as we have no guidelines as to what kind of role blizzard wants to fill for this new unit, (Early game, late game, supportive, etc) I was thinking of a mid - late game style supportive unit for the Terran bio army. Something that isn't redundant to hellbat, but still fills the role of AOE splash damage support.
The Grenadier! The idea behind this style of unit is similar to that of BOOM BEACHES GRENADIER: http://i.imgur.com/OHwRXf8.jpg It will be a mid costly type unit, that deals ranged splash AOE. He Bombards the map with destructive power, giving his allies cover fire from a safe distance. While I do find this idea rather 'different' from other terran style units. I think it will be a fun and exciting type of unit to see.
In Boom Beach, the grenadiers deal friendly splash damage, are inaccurate but with extremely long rage, they also deal self inflicting damage, and they have a low rate of fire. (That similar to a siege tanks rate of fire in Starcraft)
Of course I wouldn't hope blizzard would just copy paste this unit out from one game into their game, but something along the lines for a new unit don't seem that far out of reach.
(People seem to be forgetting that all the races are getting more options to creative unit comps. Zergs won't be forced into ling bane muta every game, so the option for more unit rolls will be a bit more accessible)
After further thinking, I have a few more ideas to give this unit a bit more creativity. How about a skill that requires no energy, but has a cooldown. That gives the Grenadier stun ability for a short period, it also affects allied units so you have to aim carefully!
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can someone make some sort of list which dismisses clowny ideas and bring them in some kind of order with a 1 sentence description?
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I honestly love the idea for an 'uprootable' PF.
Terratron
Limited to one. Built from a PF, for 350/200/100. Requires Fusion Core.
It retains the normal PF Damage / Frequency / turn-rate, moves at the speed of a flying barracks, is repairable and has a melee-slash for something like 120 damage.
So it's basically a walking PF to break stalemates. It's too slow to be dangerous in other situations, but it will close out games. The model is apparently already in the game, as someone linked earlier.
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Most of these were TL;DR for me but a Zerg unit named the Ravager which is a late-game unit like the Ultralisk would be sweet! I think that would make the Zerg Air gameplay worthwhile & fun. Broodlords & Corruptors gets a tad stale.
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Cattlebruiser
Building: scv/battlecruiser
Health 350 speed: 2.21 Atk: none
Upgraded by using scv to build on a battlecruiser somewhat like msc to mothership. The cattlebruiser will shout Mooo...when created both players hear it. It can mind control a unit preferably an ultralisk. When it mind controls a unit, the scv that built it becomes the other players scv as compensation. Go bruise some cattle and shit.
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Reading though these posts, I'd say there are mainly 3 different unit suggestions:
- obviously funny or not serious units - seriously suggested units, that are thought out in terms of stats/ costs/ spells - seriously suggested units, that try to fix a certain issue that Terran is facing
Personally I find those suggestions very interesting that include a unit providing some kind of terrain modification (walls, etc) or that have very low dmg output, but high dmg absorption, like
- Combat Construction Vehicle (CCV) by soupholder - Guardian by IeZaeL - Hoplite by Incognoto (and similar units)
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NAME: MERC Built From: Barracks, Require Tech Lab. Description: Ground Splash Unit. Attributes: Biological, Light. Cost: 75min 25 gas, 30s Build Time and 2 Supply. Range: 6. Ground Attack: 5dmg, 1 radius AoE, Attack Speed 1.2. Speed: 2.25. Health: 80 (90 if Combat Shield is upgraded) Uppgrades: Stim, Combat Shield and Reinforced Shells. Reinforced Shells: Is an upgrade at techlab who makes Mercs basic attack knockback enemys (massive units is immune).
This unit is a core barrack unit for terran who does little dmg but does AoE in a small radius and knockbacks enemys if upgraded. They are weak by themself but combine with other barracks units they works well against small melee units such as zealots, zerglings and banelings.
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Idea #1
Unit:StarShark
Unit Type: Light, Mechanical Production Facility: Starport Requirement: Tech Lab, Fusion Core Cost: 300 Minerals & 150 Gas Build Time: 60 seconds Supply Cost: 4 Ground Attack: 10 Air Attack: 10 DPS: 10 Range: 5 Health: 235 Energy: 200 Starting Energy: 50 Armor: 0 Sight: 10 Movement Speed (air): 3 (+7) Acceleration (air): 3 (+9) Turn rate (air): 1200 (-700) Movement Speed (ground): 2 (+5) Acceleration (ground): 3 (+5) Turn rate (ground): 900 (-600) Cargo Size: 8
Main description
A flying unit that may attack air and land units. It may both fly and be on the ground. It's quite similar to the real life fighter jet. The movement speed can be boosted be it's afterburners, which also increases its acceleration, but decreases its turnrate heavily, forcing it to move in almost a straight line when it's at max speed. Due to its superior airbrakes, it may deccelerate at the same rate that it accelerates.
The use of afterburners makes the Starshark consume the energy. Making the Starshark fly does also consume energy, but not nearly as much as the afterburners consume. The activation and deactivation of the afterburners has a 5 sec cooldown.
Spells
Flying: Consumes 1 energy per second
Afterburner: Consumes 5 energy per second
MOAB: A mini-nuke that must be dropped by the player when the player wants it to be dropped. The player may not decide a target location, which means he must drop the bomb manually. The bomb may not be dropped while the Starshark is on the ground. The MOAB also has to be researched in the fusion core. The MOAB has a 1 minute cooldown. The MOAB deals 100 damage to units (+100) to structures.
Researches
Start with +50 energy (Tech lab)
MOAB (Fusion Core)
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Idea #2
Unit:Joules
Production Facility: Factory or Command Center Unit type: Heavy, Armored, Mechanical Energy: 400 Starting Energy: 200
The rest of the specs can be like on a siege tank. Maybe it can have a bit higher movement speed and acceleration.
Main description
An unarmed ground unit that replenishes the energy of other units, using its' own energy and converting energy from minerals. It's quite similar to a real life armored fuel truck. It has a beam like the medivac that it uses to replenish the energy of another unit, at a rate of 5 energy per second
Spells
Replenish energy. Takes the energy from itself, or from your mineral bank. 1 energy costs 1 mineral.
Researches
Start with +100 energy
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On March 23 2015 20:29 Incognoto wrote:OK here's mine. Name: Hoplite Description: Ground Unit Built from: Factory Cost: 100 Minerals // 2 Supply Attributes: Mechanical Ground Attack: - Air attack: - Defense: 250 health Armor: 1 Sight: 11 Speed: 2 Cargo Size: 4 Size: A bit more than a hellbat. This is a Terran Mech unit which can't attack. It costs only minerals, it can be built from a factory without add-ons. It's a shield unit, it can't attack, it only has its shield. It's a big unit, with a lot of hit points. Its role is to alter the battlefield in Terran's favor. It protects fragile Terran units from other melee units (Zerglings, Zealots, Banelings). If the unit is micro'd well, it will really help Terran do well in fights, by forcing melee units to run further to acquire their targets. This unit can be used to protect Siege Tanks for example, or re-position melee units so that Marines can get an extra volley or two in. Obviously, ranged units do quite well against this unit, however suffice to say that Terran is a race with excellent ranged units either way. This unit is all about positioning, purely and simply. Just like Siege Tanks. This unit is designed to have synergy with classic Terran units. Artist's impression of the role of the Hoplite in TvZ for example:+ Show Spoiler +The Hoplite is a Terran development which proffers better protection to Terran units on the battlefield and allows Terran to adapt to their surroundings more efficiently. This unit allows Terran to set themselves up with a better position on the battlefield. In the later game, possible upgrades include giving Hoplites a knock-back ability or giving them a small explosion when they die.
My favorite entry so far. I think this would be really interesting to test.
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A OC ability called hack, reverts Stalker and Zergling AI to the BW Dragoon AI temporarily.
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On March 24 2015 01:53 caznitch wrote:Show nested quote +On March 23 2015 20:29 Incognoto wrote:OK here's mine. Name: Hoplite Description: Ground Unit Built from: Factory Cost: 100 Minerals // 2 Supply Attributes: Mechanical Ground Attack: - Air attack: - Defense: 250 health Armor: 1 Sight: 11 Speed: 2 Cargo Size: 4 Size: A bit more than a hellbat. This is a Terran Mech unit which can't attack. It costs only minerals, it can be built from a factory without add-ons. It's a shield unit, it can't attack, it only has its shield. It's a big unit, with a lot of hit points. Its role is to alter the battlefield in Terran's favor. It protects fragile Terran units from other melee units (Zerglings, Zealots, Banelings). If the unit is micro'd well, it will really help Terran do well in fights, by forcing melee units to run further to acquire their targets. This unit can be used to protect Siege Tanks for example, or re-position melee units so that Marines can get an extra volley or two in. Obviously, ranged units do quite well against this unit, however suffice to say that Terran is a race with excellent ranged units either way. This unit is all about positioning, purely and simply. Just like Siege Tanks. This unit is designed to have synergy with classic Terran units. Artist's impression of the role of the Hoplite in TvZ for example:+ Show Spoiler +The Hoplite is a Terran development which proffers better protection to Terran units on the battlefield and allows Terran to adapt to their surroundings more efficiently. This unit allows Terran to set themselves up with a better position on the battlefield. In the later game, possible upgrades include giving Hoplites a knock-back ability or giving them a small explosion when they die. My favorite entry so far. I think this would be really interesting to test. One thing though is that if the unit doesn't attack, enemy units won't even target it. Which may render the unit not that useful. I would take a hellbat over such unit. It depends on its size, mainly, but if it isn't much bigger than a hellbat it's less useful, especially in mid-to-late game.
Edit: I commented on that unit particularly instead of countless other "fun" flawed unit designs in the thread because that idea actually seemed reasonable :D. I think you'd have to add some other feature to the unit. Like maybe the ability to shelter another unit? (like a kind of mobile bunker?). Or an active spell or passive aura of some sort. We don't have any aura-type spell in Starcraft, come to think of it. I think an aura with a small effect area would be interesting.
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On March 24 2015 01:53 caznitch wrote:Show nested quote +On March 23 2015 20:29 Incognoto wrote:OK here's mine. Name: Hoplite Description: Ground Unit Built from: Factory Cost: 100 Minerals // 2 Supply Attributes: Mechanical Ground Attack: - Air attack: - Defense: 250 health Armor: 1 Sight: 11 Speed: 2 Cargo Size: 4 Size: A bit more than a hellbat. This is a Terran Mech unit which can't attack. It costs only minerals, it can be built from a factory without add-ons. It's a shield unit, it can't attack, it only has its shield. It's a big unit, with a lot of hit points. Its role is to alter the battlefield in Terran's favor. It protects fragile Terran units from other melee units (Zerglings, Zealots, Banelings). If the unit is micro'd well, it will really help Terran do well in fights, by forcing melee units to run further to acquire their targets. This unit can be used to protect Siege Tanks for example, or re-position melee units so that Marines can get an extra volley or two in. Obviously, ranged units do quite well against this unit, however suffice to say that Terran is a race with excellent ranged units either way. This unit is all about positioning, purely and simply. Just like Siege Tanks. This unit is designed to have synergy with classic Terran units. Artist's impression of the role of the Hoplite in TvZ for example:+ Show Spoiler +The Hoplite is a Terran development which proffers better protection to Terran units on the battlefield and allows Terran to adapt to their surroundings more efficiently. This unit allows Terran to set themselves up with a better position on the battlefield. In the later game, possible upgrades include giving Hoplites a knock-back ability or giving them a small explosion when they die. My favorite entry so far. I think this would be really interesting to test.
i like the idea, but i wouldnt wanna increase the skillcap of terran even more. thats why i dont like energy based fency units in general, hence my Rocket Launcher
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Expanding further on my previous submitted idea for a new building that allows for Bio-mech units:
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) - Electrocutioner (New Unit below). Bio-mech unit built from Barracks that has an electrical attack (with bonus vs Mech units) that bounces similar to Mutalisk attack. The unit also has a single-target Mech-only buff similar to Stim/Unholy Frenzy from WC3. The unit serves as an additional mid-late game bio-composition option and helps fill a gap for dealing with strong mech based armies (both Terran & Protoss) as well as increasing the overall offensive capability of mech compositions with its buff.
New Building: + Show Spoiler +Name: Cyber Facility Cost: 150 Minerals 75 Gas Prerequisite: Factory 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(s) to be produced from the Barracks - Contains upgrades for new and old units Available Upgrades: - Haywire Missiles (for Ronin, see this post) - Ocular Implants (increase Ghost sight range by 2) - Zeus Capacitor (for Electrocutioner) Cost: 150 Minerals / 150 Gas Upgrade Time: 60 Seconds
New Unit:
The Electrocutioner is a bio-mechanical combat support unit. It's primary combat role is anti-mech / clumped-up low-health units and serves a secondary role as mech support (with a single target mech only buff).
Unit Info: + Show Spoiler +Basic Info Race: Terran Role: Cybernetic Support Armament: Arc Cannon Protection: Electrocutioner Exoskelton
Properties Transport size 4 Sight range: 9
Production Minerals: 75 Gas: 125 Supply: 2 Build time: 35 Produced from Barracks Requires Tech lab (attached) and Cyber Facility
Hotkey: E (default) Movement Speed: 2.25 Acceleration: 1000
Protection Hit points: 150 Armor: 1 Type: • Biological • Mechanical • Ground Armor type: Armored
Arc Cannon Damage: 15 (+15 against Mechanical) Cooldown: 2 Range: 5 Targets • Ground • Air Upgrade/level +1 (+1 against Mechanical)
Notes: The Arc Cannon attack is similar to the Mutalisk Glaive Wurm and will "jump" to nearby targets up to 2 times (so 3 total targets). Each target can only be hit once. In addition, each "jump" reduces the damage output by a third. While the attack is considerably stronger than a Muta, the unit is 1) not flying and 2) substantially slower so increase in attack strength is logical.
Examples: - 3 mech targets the base damage will be 30, 20, 13 (13.3334) - 3 bio targets base damage 15, 10, 7 (6.6667)
Abilities: + Show Spoiler +Overload (already upgraded) Caster: Electrocutioner Range: 6 Cooldown: 30s Hotkey: V
The Electrocutioner emits a high voltage electric charge to target friendly mechanical unit. The affected unit has 50% increased movement and attack speed (this can be adjusted) and takes 4 damage per second. The effect lasts 15 seconds.
Passive Upgrade Zeus Capacitor (upgraded at Cyber Facility)
Increases the number of Arc Cannon jumps from 3 to 4 and changes the damage reduction to 25% instead of 33%.
- 4 mech targets the base damage will be 30, 22, 16, 12 - 4 bio targets base damage 15, 11, 8, 6
Closing Remarks + Show Spoiler +The Electrocutioner may attack both ground and air units making it suitable to supplement Thor in his anti-muta duties. Due to its unique attack it is more effective against clumped up and mechanical units. It's unique ability allows for additional battle utility as multiple Electros can greatly increase the DPS of a Mechanized army (at the cost of greatly reducing its survivability).
The Electrocutioner can also make for a drop-harass unit as it's attack can hit multiple targets at at time. It is a mid-game support unit, useful for supporting infantry and mechanical squads. Because the Electrocutioner is both Biological and Mechanical, it can be healed by Medivacs and repaired by SCVs allowing it to compliment various forces. With its Arc Cannon it is effective as a support unit against mechanical units, and low health clumped up units like the Marine, Zergling, and Mutalisk. They are, however, vulnerable to Marauders, Zealots, and Roaches. As a general rule, Electros need to be complimented with either a robust infantry force or accompanied by Hellbats and Siege Tanks.
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On March 24 2015 00:22 EndOfLineTv wrote: Unit Name: Sonic Vortex Tank
Descriptor: Large Zoning Unit. Creates a large circular AOE vortex. This Vortex creates an immense Solar flair, and acoustic sonic boom that Pacifies All units, including friendly for 30 seconds. Pacified units can not attack. However, they can move. This will include workers. They will not be able to build, or mine (including yours)
Purpose: To reduce the effectiveness of counter attacks. To reduce the danger of moving an army into wide open ground. To slow down all in timings. This will be a unit that should NOT be be in your main army. Will add complexity to how a terran prepares the mid game.
Specifications: 300 health Mechanical very slow move speed No actual attack High supply cost, to prevent turtle mech from being as effective (6?) 300 min, 50gas
Reasoning: Terran does not need any more attacking units. They have too many. The terran needs a supporting unit that does not synergize with the main army (raven, ghost)
I am think something like a giant movable tesla coil, that needs to set up to be used
That's brilliant.
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http://pl.mitologia.wikia.com/wiki/Hel http://en.wikipedia.org/wiki/Hel_(being)
Unit: Hel Production Facility: Starport, Requires Armory Tier: III Cost: 250m/125g Supply: 4 Vision: 8 Speed: 1.75/4.0 Health: 215 | 2(+1) /125 /0+(1) Build time: 50 Description: A mobile, mechanical flying unit that is capable of changing modes. It can actually transfer engine power to hull and weapons and vice versa.
Abilities
Switch modes.
Interceptor flying form - low hp and low damage - attacks only ground. It targets specified unit and automaticly shoots with it's miniguns(after upgrade). Basic range 6. 2x4(+1)+4vs psionic
armour type: light
It can be upgraded with fast tracking servos. (adds automatic targeting and increases range by 1)
Corvette flying form - high hp, high armour - attacks only air. It targets a specified area with cluster napalm(upgrade) missiles. Flying objects burn for a specific time after upgrade. 8x3(+2vs light) (+1 damage per second from fire) (+1). Range 6, armour type: armored
It should work like
Just like a http://starcraft.wikia.com/wiki/Valkyrie.
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Support Pod
Unit Type: addon Production Facility: OC Requirement: OC, maybe something else if needed Cost: cheap Build Time: instant drop Supply Cost: none Stats: none
Works like a supply depot drop, can be used on mech units and allow them to host additional crew members (marines & marauders.) This is permanent (units can't be unloaded) and allows additional units relative to the supply count of the host unit. Additional crew members have (slightly) less range and damage but keep their properties (i.e. marines loaded into a tank can shoot air units). Marines loaded into e.g. Vikings can also shoot ground units. If the mech unit dies additional crew members survive with 25-50% health.
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(I don't know if this counts as stealing, as this idea is heavily affected by other entries. If this happens to win, I will not take any prize or credit)
Unit: Electrocutioner <-- EDIT: Haha, didn't even realize there was the exact same name on this same page! Well, anyway...
Description: This unit is AOE spellcaster, that has two roles: massive worker kills and support unit. Supports mech vs protoss, and bio vs zerg.
Builds from: Barracks with Techlab Requires: Electromagnetic Research Facility (unlocked by Barracks with Techlab) Cost: 125/100 HP: 100 Type: Biological Supply: 3 Speed: 2.25 (Marine speed)
Spells Spawn energy 100/200 Electrostatic Bomb: Range 6. Energy cost 50. Afflict the targeted unit with electric energy, that deals 100 damage over 6 seconds. After the duration or when the target dies, the electicity jumps to 4 nearby targets, range 4. Maximum 2 jumps to avoid snowball, so maximum affected is 1->4->16=21 total units.
Magnetic Repair Beam: Range 4, leash range 6. Energy cost 20 + 5 per second while channeling. Channeled while stationary, moving or casting spells breaks casting. Repairs a friendly structure or mechanic unit, restoring 10 health per second (Medivac ~9 HPS)
Powershield: Energy cost 100. Deploys a field of electric force around the Electrocutioner, creating a shield of radius 2, and giving the electrocutioner a shield of 100 HP on top of health. All damage taken by all ground units within the shield will first consume the shield. The shield lasts 30 seconds or until it's depleted. Electrocutioner's movement is reduced to 50%. Casting spells cancels the shield.
New building Electromagnetic Research Facility: Unlocked by Barracks with Techlab. Unlocks Electrocutioner and has 2 upgrades available. - Superconductive Batteries: Electrocutioners spawn with 100 energy, up from 50. - Electric Ammunition: All mechanical units deal extra 20% damage to Protoss shields or something like that
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REASONING: 1) I think Terran needs something more than mines for killing workers, because now I think Protoss has a good amount of ways to harass enemy economy, while T and Z lack behind. This unit can be dropped and used like storm drops with the Bomb spell.
2) I think Terran needs a bio support unit vs Z, for diversity. This would add more microing to T, as now it's just splitting. It would have to be implemented so that both the Shield and Bomb spells would be useful simulatenously, not so that 1 overruns the other.
3) This would support mech vs P, as we all want to see mech be viable in this matchup. I think the main mechanics would be that zealots don't instakill tanks that would be healed, and the Bomb spell would overall punish the deathball vs both bio and mech. I don't think this would make Ghosts or Ravens less useful, but you would have to choose where to spend your gas.
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