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New Building: Rotti House (125 Mins, 50 Gas, because Stalker cost, 45 sec build time) Can only be built where the grass is greener. unlocks following units for your barracks:
Rotti (Tech-Lab, 50 Mins, 50 Gas), movement speed of 2.25. has a one time ability and can only dance otherwise, to taunt your opponent (it does not dance very well). Ability: #Dicey: The "Rotti" builds 3 Stalkers around him. This spell costs 400 Mins/200 Gas and requires only 10 seconds to channel. Also believes in a thing called roach. This will allow Terran to indirectly build 3 Stalkers, which will make the game way more balanced, since Terrans can now also access good units and have less reasons to cry. Since you can't get blink, massing Rottis will probably not be viable, making it more of an early game unit.
Rotti Co-Caster: Spellcaster: (Tech-Lab, 75 Mins/125 Gas). Movement speed of 1.8. Spell 1: I don't know Kev (99 Energy). Confuses Units in the targeted area. They only do 3/4 of their normal Damage and hit themselves every 5 seconds. Lasts for 15 seconds. Spell 2: Kappa (75 Energy). The "Rotti Co-Caster" randomly yells weird words from teh Interwebz causing units around him to flee for 7 seconds, making them unable to attack. Spell 3: You got a Zergling in your base (Doesn't cost any Energy, will kill the unit). The "Rotti Co-Caster" charges 3 seconds before exploding in a burst of rage, dealing 140 Damage in a small radius around it. While charging, the "Rotti Co-Caster" will uncontrollably roll around with a movement speed of 5, making it really random. This spell might get you fired from EG. Rolling around may cause this unit's arm to break, which will slow it down to a rolling movement speed of 3 instead of 5.
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UNIT : Terran MONK
SKETCH
Ground Bio, Built from Barracks with techlab. Xel'Naga tower control required. Cost: 50 min 150 gas. 70HP 50/200 energy. No attack; speed same as stimmed marine.
Spells: WOLOLO (100 energy) - Steals an enemy unit. WOLOLO sound is heared anywhere on the map (like nydus).
HEAL MEH! (75 energy) - +50HP AOE, apply also to mech units(!)
Xel'naga Prank (passive) - Monks are able to move the xel'naga towers all over the map.
NFC module (passive) - Monks destroy forcefields on touch.
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The Human Shield
Produced from Barracks Cost: 50 minerals / 1 supply Production time: 25 seconds HP: 50 Armor: 1 (+infantry upgrades)
Ability: Attach to a marine, marauder or ghost. The Human Shield will have target priority over the unit it is attached to, and when its below 50% health, it will attempt to run away, drawing fire. Splash damage will damage both The Human Shield and its carrier, and the carrier can be manually targetted.
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On March 24 2015 03:34 Obsi wrote: New Building: Rotti House (125 Mins, 50 Gas, because Stalker cost, 45 sec build time) unlocks following units for your barracks:
Rotti (Tech-Lab, 50 Mins, 50 Gas), movement speed of 2.25. has a one time ability and can only dance otherwise, to taunt your opponent (it does not dance very well). Can be used to build 3 Stalkers in 10 seconds for 400 Min/200 Gas,one time only. Also believes in a thing called roach. This will allow Terran to indirectly build 3 Stalkers, which will make the game way more balanced, since Terrans can now also access good units and have less reasons to cry. Since you can't get blink, massing Rottis will probably not be viable, making it more of an early game unit.
Rotti Co-Caster: Spellcaster: (Tech-Lab, 75 Mins/125 Gas). Movement speed of 1.8. Spell 1: I don't know Kev (99 Energy). Confuses Units in the targeted area. They only do 3/4 of their normal Damage and hit themselves every 5 seconds. Lasts for 15 seconds. Spell 2: Kappa (75 Energy). The "Rotti Co-Caster" randomly yells weird words from teh Interwebz causing units around him to flee for 7 seconds, making them unable to attack. Spell 3: You got a Zergling in your base (Doesn't cost any Energy, will kill the unit). The "Rotti Co-Caster" charges 3 seconds before exploding in a burst of rage, dealing 140 Damage in a small radius around it. While charging, the "Rotti Co-Caster" will uncontrollably roll around with a movement speed of 5, making it really random. This spell might get you fired from EG. Rolling around may cause this unit's arm to break, which will slow it down to a rolling movement speed of 3 instead of 5. Pretty good but needs more #dicey
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On March 24 2015 03:37 mythandier wrote:Show nested quote +On March 24 2015 03:34 Obsi wrote: New Building: Rotti House (125 Mins, 50 Gas, because Stalker cost, 45 sec build time) unlocks following units for your barracks:
Rotti (Tech-Lab, 50 Mins, 50 Gas), movement speed of 2.25. has a one time ability and can only dance otherwise, to taunt your opponent (it does not dance very well). Can be used to build 3 Stalkers in 10 seconds for 400 Min/200 Gas,one time only. Also believes in a thing called roach. This will allow Terran to indirectly build 3 Stalkers, which will make the game way more balanced, since Terrans can now also access good units and have less reasons to cry. Since you can't get blink, massing Rottis will probably not be viable, making it more of an early game unit.
Rotti Co-Caster: Spellcaster: (Tech-Lab, 75 Mins/125 Gas). Movement speed of 1.8. Spell 1: I don't know Kev (99 Energy). Confuses Units in the targeted area. They only do 3/4 of their normal Damage and hit themselves every 5 seconds. Lasts for 15 seconds. Spell 2: Kappa (75 Energy). The "Rotti Co-Caster" randomly yells weird words from teh Interwebz causing units around him to flee for 7 seconds, making them unable to attack. Spell 3: You got a Zergling in your base (Doesn't cost any Energy, will kill the unit). The "Rotti Co-Caster" charges 3 seconds before exploding in a burst of rage, dealing 140 Damage in a small radius around it. While charging, the "Rotti Co-Caster" will uncontrollably roll around with a movement speed of 5, making it really random. This spell might get you fired from EG. Rolling around may cause this unit's arm to break, which will slow it down to a rolling movement speed of 3 instead of 5. Pretty good but needs more #dicey
SHIT, you're right.
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The Firebathero
The firebathero is, as you could guess, a Firebat. It is thus produced in the barracks, like the good old Firebat. However, considering the Hellbat took the role that the Firebat should rightfully fill, the Firebathero is not a normal Firebat ; it is a powerful, spellcaster Firebat, that can act as a core or as a support unit.
Considering that it is a spellcaster, the Firebathero needs a tech lab, and costs 150min/75gas.
The Firebathero has standard Firebat armor and health, as found in the campaign. Additionally, it can stock up to 200 energy. At first it doesn't have a single spell, and just has a new Firebat attack : the Napalm Gun, which deals not too powerful AOE damage on a large area (approx of the size of 1.5 Psi Storm), is very efficient against light units, and gains in DPS the longer the Firebathero stays in the same spot without moving.
The tech lab allows the research of the two major spells of the Firebathero : Master of Ceremonies, and Game Change.
Master Of Ceremonies -This ability uses an advanced RNG process in order to make the game more exciting for both viewers and players. -Costs 100 energy ; when casted, the Firebathero becomes immobile and unable to attack for the duration of the spell (but stays vulnerable). To differenciate Firebatheroes that are using Master Of Ceremonies from other Firebatheroes, motherfucking sunglasses appear on the spellcasting Firebathero. -When casted, one of the following things happen : -33% chances that all ennemy units in a 3 hex radius around the Firebathero suffer from the "Impressed" passive trait and start to run in a random direction, at a random speed ; the opponent loses control of said units during a randomly generated duration, included between 1 second and 5 minutes. -33% chances that all friendly units in a 3 hex radius around the Firebathero gain the "Inspired" passive trait, making them immune to ennemy non-spell attacks for a randomly generated duration included between 1 and 5 seconds, as well as increasing their damage output by a randomly generated % included between 1 and 70%. -33% chances that water appears in a 3 hex radius around the Firebathero for a randomly generated duration, without any limits. Every unit, except other Firebatheroes, entering this water will permanently suffer from the "I'm no Firebathero" passive trait, which reduces their movement speed by 50% (water is heavy when you didn't take your clothes off, you know). -1% chances that the Firebathero suddenly dies from "Swag Overload".
Game Change -This ability allows the Terran player to replicate with his Firebathero any unit that his/her opponent has produced during the game. -Costs 175 energy when replicating a Zerg or Terran unit, and 25 energy when replicating a Protoss unit (historical reasons, y'know). The player targets an ennemy unit with the Game Change ability (8 range), and the Firebathero permanently transforms into the targeted unit. -Additionally, there is a randomly generated chance, included between 1 and 5%, that the targeted unit dies. -Obviously, as with the Infestor's Neural Parasite, it is possible to replicate a Probe and then to build Protoss buildings.
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I have two ideas of new units:
1st: The Lost Viking. It is a Unit that merges from a Viking and a Medivac that heals Bio Units and Shoots Air and Ground I see it as a simple Merge of both units, making it a ability of both units to merge just like two High Templars or Dark Templas can merge to an Archon... So The health is a sum of both, the damage is like from the Viking but in both modes, that is just the Bonus, and the food it costs is also the sum of both units.
2nd: The Thor Nuklear Thrower (TNT).... an SCV may merge a Thor and a Ghost Academy to the TNT... It is possible with this Unit-Building-Construct to fire Nukes to a very far distance (approx. from the own base to the center of the map) It's necessary to have vision to fire a nuke but not to have it landed. So it's fire and forget.... ![](/mirror/smilies/smile.gif) The TNT can move and needs to drill onto the ground to build and fire a Nuke. Fixing the TNT to the Ground this may take 3-5 Seconds. The TNT Shall have sum HP of both the Thor and the Ghost Academy but it may have no attack by itself anymore.... The Damage is that of a nuke... it is Mech so i can be repaired by SCVs
Sounds Fun to me...
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-My Favorite Suggestions so Far-
(from the ones listed in OP)
Generally I favor units that are support units, that don't require a lot of "babysitting" because Terran is already busy splitting and laying mines and such. I think "battle SCV" concepts are okay, but a bit boring and similar results can be achieved in a more interesting way.
My favorite ideas so far:
Egon (very good support spellcaster concept. I like it a lot)
Hero (very cool concepts here. I love the automatic health distribution passive.)
Exterminator (very cool idea for a micro intensive bio support unit. Not sure it quite fits the role I'd like, but it's such a cool concept. Reminds me of stitches putrid bile ult in Heroes, which is always fun to use.)
Skyhawk (I love this a lot. Terran needs air splash and this could also harass and support bio comps on the ground.)
Battle Medic (my idea, of course it's here. But I do think this is a solid suggestion that helps increase the survivability of bio comps in an interesting way. I particularly like the anti-burst/aoe shield spell)
Edit: after looking through the rest, I really enjoyed the SAV and the CUV
Honorable Mentions:
Specter (I REALLY like the Targeting Lazer ability) Field Defense (amazing idea for a Calldown ability or something, not a unit though) Baldur Cybroengineer Field Engineer
Most entertaining:
The Junkie
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The Unit = Designed by some of Korhal's more "eccentric" scientist after seeing Banelings role in combat. Realizing that Terran Marine forces were lacking a true friend on the battlefield as casualty rates continued to skyrocket from friendly fire generated by the Widow Mine. After close examination they decided on a more friendly robotic companion that is solely designed for protecting the grunts on the ground. Introducing ....
The Tumbler
Description: A ground Mechanical Caster unit built from the Barracks and requires and armory. Two Additional spells can be upgraded from the Armory. The unit itself roles around the battlefield similar to a baneling and unpacks into a defensive structure which absorbs splash damage and later will help with air threats such as Carriers and BC with the additional upgrade.
Cost: 125 Minerals and 150 Gas and 3 Supply 45 seconds to build Health 100 Speed: 4.0 (seems fast but let me explain) Energy 125 Starts with 50
Spells: The Tumbler will be able to have two spells Combat Barricade and Mass Displacement as well as one upgrade Flack Cannon
Combat Barricade: Requires 25 energy and comes standard with the Tumbler as soon as it is build. When case the Tumbler unpacks itself and transforms in a barricade changing its health total to 250. The unpack time is 2 seconds. The size of the Barricade will be roughly the same size of a Hellbat
**Upgrade** Flack Cannon: 100 Minerals and 200 gas and 60 seconds. Attaches a high powered flack cannon to the tumbler that when it transforms will allow it to shoot air units with a powerful single target ranged attack that will help counter things like Colossus and Carries . Not really sure the numbers for this.
Mass Displacement Requires 100 energy. When the spell is cast the Tumbler will implode and pull all enemy units to itself after 3 seconds. All units cause in the implosion field will be stunned for 3 seconds unless the Tumbler is killed. The implosion does no damage.
The main design idea for the tumbler is to help skilled Terrans to counter AoE damage from zerg units and provide a strong support unit against Protoss and Terran higher tier units like the Colossus, Carrier and BC. The speed of the unit is to allow it to roll around and be fast enough to flank armies and get in front of stimmed bio. I love the idea of two different support styles that could be used.
Sorry if there is already something like this I tried reading every post but might have missed a few.Hope you enjoy
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On March 23 2015 18:29 codonbyte wrote: This. So much this. I want to see players bringing SCVs along with their mech armies to repair, but SCVs are just so fragile that they die practically instantly. One storm and there goes your repairing. It would be so awesome if terran had a healer for their mech armies that was a bit more robust.
Also, Blizzard should fix their unit AI so that it won't prioritize healers. Players should have to micro to get their units to prioritize healers.
I'm not saying my idea is original, but I think it's a very complete idea that follows this thought a bit last page
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Scrambler A Barracks unit visually similar to the Marauder (but blue and electric themed) that can deal well with melee units and has a slow/reveal ability with light damage. In the later game, it can weaken enemies to allow other units to dish out more damage.
From: Barracks, requires Tech Lab Minerals: 125 Gas: 25 Supply: 2 Time: 30 seconds
Health: 100 Type: Biological, Armored Armor: 1 Damage: 6 (+3 to Light) Rate of Fire: 1 (can use Stim) Range: 4 Speed: 2.25 (can use Stim)
Abilities
Overcharge Cooldown: 20 seconds The Scrambler slams the arms of his CMC suit together, forming a cannon that after a 1 second charge fires an energy wave similar to a Hellion's line attack (same width, 6 range). Any target caught within the wave takes 20 damage and is slowed by 50%. The slow reduces over 3 seconds until it is 0% and the target has normal speed again. Cloaked ground units hit by the wave are decloaked for the duration of the slow. Any additional Overcharge hits on the same target within 1 second of being applied will add one second to the slow duration.
Static Field Any melee attacker that attacks the Scrambler takes 1 damage per attack and has their movement speed slowed by 25% for 1 second. This is a passive ability.
Upgrades
Particle Enhancer Minerals: 200 Gas: 200 Time: 140 At: Tech Lab (requires Armory)
Any unit struck by 3 or more Overcharges within 1 second becomes overloaded with energy and takes 25% additional damage from all sources for the duration of the slow. The range of Overcharge increases to 7.
Carbon Nanoweave Minerals: 100 Gas: 100 Time: 110 At: Tech Lab
The Scrambler gains +25 health.
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Unit: Vector Gunship (Terran Flagship)
Can only have one Vector Gunship on the map at any time (Terran Flagship). Upon entry: "Vector is taking command of this operation".
Built In: Starport Cost: 150 minerals / 100 vespene gas / no supply Life: 300 hp Build Time: 40 Build Requirements: Starport + Tech Lab Movement Speed: Same as Viking Graphic: Larger sized unit (but not quite as big as a Thor)
Spells and Abilities
Passive: 1x 115 mm M506 Railgun - automatically fires ground-only with high rate of fire, but only on targets that are within range 20 of an Orbital Command. No energy cost.
Passive: Strategic Orders - all Factory units have 20% increased movement speed while within range 20 of the Vector Gunship. Requires 200/200 research at the Fusion Core - to keep it balanced in the early game. Since the Railgun will lose its effectiveness as the game goes on, this would maintain the value of the Vector Gunship. No energy cost.
Activated: Regional Scan - Entire map scan. Depletes all 100 starting energy. Eliminate the reaper "coin flip" scouting issue in the early game.
Activated: Logistical Deployment - Repairs all units within 20 range of the Vector Gunship for 30 seconds. Costs 50 energy to activate. If you don't need the Railgun early on, you could use the energy for pressure with Hellions.
Concept/Ideas:
- M506 Railgun to encourage macro games. It would be very difficult and risky to use the railgun offensively as you would need to fly an OC on your opponent's side of the map.
- Regional Scan so that Terran could actually scout cheesy builds as easily as Zerg (I see your Dark Shrine in the corner!)
- Logistical Deployment: Because repairing thirty Mech units in the mid-late game is a pain? Yet, the repair ability is such a powerful feature for Terran.
- Strategic orders: If you are willing to invest 200/200 resources in the Fusion Core research, Mech can be more mobile in the late game.
Terran would be encourage to go 1/1/1 opening for the Vector Gunship. The M506 Railgun lets you take an expansion safely, along with building a reasonable amount of units. The Vector Gunship (Railgun) would not be so strong as to allow unreasonable greed.
This must be balanced with an overall plan to change other "less useful" Terran units and introduce the Cyclone. The Vector Gunship could bring back some excitement to the game. It could really help Terran players feel like they can be in control of their game, and win/lose based on their ability as a player, particularly in the early to mid game TvP. It brings back Mech, but with the ability to adjust it if it became too strong.
Another benefit of having a unit like the Vector Gunship is how much it might open up balancing possibilities. You could buff/nerf Strategic Orders, or even extend a certain percentage (say 10%) of the movement speed to bio units without impacting other aspects of balance for Terran units. If Terran are getting too greedy, lower the power or the range of the Railgun, for example, without impacting the rest of the mid/late game.
Since this is the last expansion, and the balance design experts will need the tools necessary to make SC2 the most balanced RTS game ever, it would be nice to have this added flexibility. For example, adjusting the Mothership Core sight range was a great potential solution to nerfing Blink Stalkers outright, etc.
With two out of three races having a single-build unit that cannot be mass produced, but with abilities impacting the entire race/army, how can they not be in a position to balance early/mid/late game after release? It would be perfect in this regard.
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The Corporal Mech/Bio starts with 0/200 energy Build by: Command Center Cost: 100 Minerals Stats: SCV x 2, except that he has a small range (smaller < marines though) and can be stimmed aswell Skills: 1. "Improved efficiency": [passive] can mine minerals/ repair exactly as fast as 2 scvs would (cannot build any buildings though) 2. "Preparation": [active, cost: 50] can transform an scv into a marine (not vice versa) with half healt Building requirements: supply depot, you need to have more CCs than Corporals to build one (in other words: you can only build 1 per CC you have).
Idea: give terran a tool to a) add an interesting new macro mechanic, b) add extra defensive capabilities, both early game (especially tvt) and late game (drop harrass, runbies), c) utilize in pushes, be it mech (strong repair), bio (repair your medivacs with units out of your drop ships!) or rushes (make some raxes, pull scvs and turn them into marines, imba!) but also add d) less random high priority runby, drop targets in the terrans mineral line (picking up mules can be super beneficial or super redundant, depending on the time they are in game)
♥
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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
do ittttt
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Tactical Frigate/Wyvern
Description: Large Air Unit Built From: Starport - Armory Attributes: Armored - Mechanical Air Attack: Lancer Laser - 15+10 Range: 6 Cooldown: 1.5 Defence: 200/2 Sight: 8 Speed: 2.50 (2.75*)
Intentions + Show Spoiler +The Wyvern is intended to do two things: shutdown Muta/Phoenix balls, and enhance Terran army maneuverability, primarily mech. The idea is that it's a medium cost, mid tier support unit that is countered by anti air. It would enable you to safely maneuver your mech army in various ways, as well as provide security for bio and mech armies vs Protoss and Zerg air threats. On its own or in small numbers it wouldn't be too effective, but combined with additional anti air it would help shut down threats such as Warp Prism, Phoenix, and Muta clouds. You'd have to anticipate these threats, however. Since it's higher up in the tech tree it wouldn't be something you'd want to reactively switch too. I'm unsure what the building requirements should be, or the cost, but the supply should be 3 or 4.
Abilities Helios Flare: 75 energy, 15s duration The Wyvern launches a blinding flare at the target location. Units (ground and air) have no line of sight past its radius. + Show Spoiler +This is the Wyverns primary support ability, designed to deny the enemy vision while an army positions itself, primarily mech. Units and players cannot see past it, kind of like how a ground unit cannot see up a cliff, only it affects air as well. I'm not sure if scanning past it will allow units to attack past it or if all units are just blind regardless of what the player can see. I see drawbacks for both: if all you need is an unobstructed view behind it (scan, any unit on the other side) for your units to attack then it has too much synergy with scan. A Terran player could drop flares then hide their units within its radius during a push then scan to grant vision. The opponent effectively has no way to counter this and the Terran units just keep retreating into it and can't be countered. If you can see behind it but your units still can't attack past it, it may be counter intuitive. This would be the only spell where a unit is afflicted with a status that isn't displayed on the unit, and isn't cast on the unit.
Load: The Wyvern has a cargo space of 4. + Show Spoiler +This ability is to support mech and provide enhanced defensive options. A mech army is already slow and going to be lacking Medivacs in most cases. This makes retreating, dropping, and maneuvering very hard. This further enhances the units support role to assist in maneuvering and movement, but limits the cargo size so it doesn't lead to doom drops. The restrictive cargo and the units cost in supply and money should limit it from being effective for that.
Research Icarus Thrusters: 30s Cooldown The Wyvern near instantly maneuvers to the desired position. Default movement speed increased to 2.75. + Show Spoiler +This ability enables the Wyvern to act more aggressively and defensively. You can move forward rapidly to pursue the enemy and drop, or you can retreat back to the safety of your army/defenses when needed.
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Unit name : Dustin Browder
HP : 100 Attack : none Speed : 2.0 cost : 75/75
Ability : Turns the unit into destructible rocks. The process cannot be reversed.
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Terran is super fine, no matter what they'll add (if) it would be completely unnecessary. There are units that might be addressed instead of adding a new one: raven, thor and battlecruiser. Adding a viable lategame unit for Terran will cause a more turtle gameplay, hence from the pure entertainment standpoint that would be a mistake. Terran's Mid-game is amazingly constructed even without lurkers and destructors on the battlefield - can't wait to see how it will be played out.
I mean if you truly have an amazing idea think about it for a while - does it really requires a new unit? Why not to glue that as upgrade to something that already exists? Hint: raven, ghost, reaper, thor.
For example, reaper has no use past early-game - give him an upgrade "Ultra Senses" so he can detect creep tumors. Or to self-detonate. Or to throw a smoke. Or to place vulture mines.
Or take for instance Thor - a colossus-like a-move unit that is only fun because you can pick it up with a medevac that creates a reaver-shuttle like relationship which is great.
Yes, Thor has an important role in TvZ and TvT, but the unit is not fun by itself - improve its interactions with medevacs to make it better. In fact, Blizzard did this very thing by adding to medevacs the ability to pick-up siege tanks while sieged because this mechanic is a lot of fun. Make sieged siege tanks loaded into medevacs to be able to shoot air in range 4 or something to replace the role Thor fills in TvZ at least (to have mobile air splash). This is obviously a retarded idea, however I'm trying to show how the designing process should be - find a boring unit -> find the role he fills -> try to replace it by adding new tools to existing ones.
It's not like Blizzard are stupid or something: the changes they did in Hots are absolutely outstanding from the design standpoint - Widow Mine and Medevac boost are THE changes that a game like Sc2 needs. This is why match-up rating at the moment is like
1) TvZ 2) TvT 3) TvP 4) rest
I honestly worship their Terran designer whoever he is. Terran is fine. They should consider putting more brainpower into other 2 races especially their mirrors.
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Idea#1 Guardian Custom mockup model : http://i.imgur.com/uZZMyMb.jpg
Melee terran units that gives refuge and help to other terran units with its big armor and shield. Synergies with all ground units , making it a powerful tool in the terran race.
Stats: - Unit Cost : 150M/250V/35s - Available at : Barracks and reactor - Stats : 200hp , 2armor , no energy - DPS : 5damage /melee( this is very low as the main purpose of the unit is not to deal damage) - Movement speed: 2.15 ( slightly slower than marine) - Supply : 4
Passive ability :In autocast mode,If the unit takes damage from an enemy unit , it automatically transforms and uses its shield to cover itself and unit near it , effectively modifying the map terrain and pathings. The unit cant move while having the shields up , but can still attack. If the Guardian dies , the barricade gets destroyed.If there are no enemies , the unit automatically returns to the moving state. Morph time is approx. 1 real-time second. Cooldown to morph again to moving-state is 30second. Can be activated manually.
Closeup shields up : http://i.imgur.com/SyDUFwb.png Ingame mockup : http://i.imgur.com/MCrfkzX.jpg Example on real map 1 : http://i.imgur.com/MhxPTgv.jpg Example on real map 2 : http://i.imgur.com/ozCza5U.jpg
Advantages of having a unit like this in the game : - It fulfills the role blizzard wanted "combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army" - Modifies terrain and map pathing indirectly , with a huge number of "abusable" spots that could be discovered in every map. - Creates exciting positional play - Its a terran melee units!! - Has synergy with both barracks and factory units , tanking for them to deal the maximum amount of damage possible and reducing the surround surface - Introduces new mechanics - Enemy can use it at its advantage with proper planning ahead.
Idea#2 Hawk / Falcon
Model idea : http://i.imgur.com/P1xxGM0.jpg
Hovering terran unit , moves slowly rotating the 3 blades doing so. Poweful area control , can fullfill multiple roles
Ok this one is actually a ripoff from the disruptor , but its better , less gimmick and more micro rewarding/satisfying.
Stats: - Unit Cost : 150M/200V/50s - Available at : Barracks with techlab - Stats : 120hp , 1armor , no energy - DPS : 25/area approximately the size of a slightly smaller widow mine range every second. the attack activates while moving. - Movement speed: 2.50 ( slightly slower than widow mine). Acceleration is slower than SCV , so it takes time to reach full speed. - Supply : 3
Description : When unit is stale , it does nothing and has the attack disabled ( much like oracle pulsar beam). Homever , when the unit is moving , the blades start rotating at supersonic speed and cut everything that gets into their way. Very simple.
Advantages of having a unit like this in the game : - Better version of the Disruptor - High skill involved , high reward. - Creates interesting micro battles. - Has multiple functions , can harass workers , provides map and area control. - Less one-shot-wonders hits like the disruptor. - Introduces new mechanics with a controllable - Reduces enemy splash units power.
Thats it , might post a third unit suggestion if i get the chance.
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Loved Avilos idea, hope it will see testing.
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Taurus
Bio: For many years a replacement for the SCV was sought, one that would be more suited to working in close-combat situations for construction and resource gathering duties. The Tailored Armour Assistance Regiment was formed to test these new, experimental units with not so much as a kick on the backside for good measure. As it turned out, the "Taurus", as the TAAR lovingly called their new charges, was more adept and hampering enemy operations than working in a supporting role to supplant the SCV.
Unit: Mechanical Unit type: Spell caster Unit specification: Crowd control/support Built from: Factory with Tech lab
Basic attack: None
Abilities
Hunker down - Hunkers down into a small defensive wall (that folds out), and takes half damage, also halves damage from incoming fire going "over/through" it (It acts as a physical barrier, and also halves damage to units behind it).
I was thinking of a Terran equivalent for the zergling/zealot and the humble force field.
Ground bash - Temporarily stuns ground units in a small radius for 2 seconds - can either act similarly to fungal growth lockdown or concussive shell - think the Mountain King's Thunder Clap).
Spells
Nano repair protocol - A spell that can only be applied to mechanical units, that mitigates the damage taken by a unit by 0.35 for 10 seconds. 75 energy per cast. Upon selecting autocast, the Taurus will apply the spell to any mechanical unit taking damage close to it.
0.35 so that the ability wouldn't be completely overpowered, was chosen randomly.
Upgrades
Sirius generator - Increases unit starting energy by 25
Organic super-lubricant - Decreases hunker down speed from 3 seconds down to 1 second.
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