TL Terran Unit Comp. - Voting! - Page 16
Forum Index > Legacy of the Void |
OtherWorld
France17333 Posts
| ||
Ignorant prodigy
United States385 Posts
| ||
Crownlol
United States3726 Posts
On March 24 2015 04:50 IeZaeL wrote: 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. I actually really like this unit design - might be super annoying when dropped from medivacs as Terran Forcefields, but the amount of micro *and* strategic play it introduces is really neat. It would just be frustrating to see a medivac go into your base, Guardian off your ramp, and have a bunch of Marines wreaking havoc on your mineral line and you're unable to do anything about it. Then again, that could also be a pretty cool way to pressure Protoss... | ||
coolman123123
146 Posts
On March 24 2015 04:50 IeZaeL wrote: 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. I've never been big on your Guardian unit, but I think your take on the disruptor could replace the current one. I feel this version is more fun, simple, and less effective at breaking fortified positions (something that worries me about the disruptor) | ||
Ignorant prodigy
United States385 Posts
| ||
IeZaeL
Italy991 Posts
On March 24 2015 05:10 coolman123123 wrote: I've never been big on your Guardian unit, but I think your take on the disruptor could replace the current one. I feel this version is more fun, simple, and less effective at breaking fortified positions (something that worries me about the disruptor) Thats EXACTLY what i thought when writing the post. I just created a better version of the disruptor lol. | ||
Mortarion
10 Posts
Ground bio unit that is build from the baracks. Can be called down (like a mule) upon a marine, which powers the marine into a minature goliath (kinda like the suits from the matrix @ the defense of zion). Doubles the marines damage, but makes it ground damage only. Also comes with a grenade launcher as an active ability. Serves as a powerup to the marine to make it more durable in late game ground fights. Since marines are very common in all matchups, kind of a 'go to unit' that is extremely versatile. It instead provides players with a choice on what to do with their marines. The downsides, its attack being ground only and the unit being slower should provide the enemy with opportunities to counter. Grenades should be usefull versus siege tanks and big protoss armies. High damage, small radius, can be dodged with good control. Requirements: Baracks and Tech lab + Ghost acadamy Gets regular bio upgrades Future upgrades to be placed on ghost acadamy Stats (wild guess, all subject to balance) HP: 65 Armor: 4 (+1 each lvl) Ground attack: 2x6 Attack speed: same as marine Air attack: none Movement speed: 2.00 (slower then a marine) Cargo size: 2 Build time: ~ 10 seconds when called down, marine is vulnerable Minerals: 50 Gas: 25 Supply: +1 Ability: throw (X7-technobable) grenade Does: 80 damage in a small radius, small detonation delay ~1 second Range: 4 Recharge time: 15 seconds | ||
IceBerrY
Germany220 Posts
On March 24 2015 04:51 Glorfindel! wrote: Loved Avilos idea, hope it will see testing. Have to agree. The idea looks really great on paper and seems to give Terran more depth, would be worth taking a look closer imo. | ||
Silvanel
Poland4687 Posts
Unit: Neural Shredder Supply: 4 Mechanical. Base armor :2? Hp:150 Is build by SCV after a player has sci-lab (or whatever is this battlecrusier building called). I think being constructed by SCV adds nice dynamic to late game terran. Despite being constructed by SCV its a unit and can actually move with speed similiar to hellbat. It fires a projectile with range 5/6 with modarate rate of fire (once a second perhaps). Bio units hit by shreder become uncontrolable by owner and wander helplessly for 2.5s in random direction doing nothing.Burrowed units unborrow. Mechnical units hit by shreder lose 20 shields.Neural shredder does NO dmaage to health of units or buildings (although can drain their shields). Has special abilty:void frequency once activated every shredder shot also drains 20 energy from target hit. This ability last for 10 second while activated and has 30sec cooldown. Does benefit from building armor and turret range but not from other upgrades. Edit: I kinda wonder if it should damage Zerg buildings (lore wise i imagine it like some kind of weaker weaponised psi disruptor), but that probably would make it too op and one dimensional. Lore wise neural shreder fires something like concentrated psi-noise. Severing zerg connection to the swarm, overloading human/protoss brains. | ||
Cricketer12
United States13959 Posts
On March 24 2015 03:53 coolman123123 wrote: -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) 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 No love for sanraesos or cattlebruiser? D: | ||
DarkPlasmaBall
United States43698 Posts
Also, these ideas are awesome | ||
coolman123123
146 Posts
On March 24 2015 05:15 IeZaeL wrote: Thats EXACTLY what i thought when writing the post. I just created a better version of the disruptor lol. Honestly dude make a Reddit post about it, I'll upvote. It's one of my favorite ideas in the thread despite not being for Terran. Edit: I think it could use something of a temporary shield ability, not quite like the current disruptor but something close | ||
DinoMight
United States3725 Posts
On March 24 2015 05:08 Ignorant prodigy wrote: giant mechanical t-rex that thors ride up and down cliffs.. they also eat units as their attack.. no damage.. just if you get caught you lose the unit This so much. | ||
IeZaeL
Italy991 Posts
On March 24 2015 05:32 coolman123123 wrote: Honestly dude make a Reddit post about it, I'll upvote. It's one of my favorite ideas in the thread despite not being for Terran. Edit: I think it could use something of a temporary shield ability, not quite like the current disruptor but something close Imma do a mod with the 2 units once I get access to LotV beta on the 31th of march. Will try to include said shield too. | ||
Zithax
United States3 Posts
The Terran Grenadier Cost: 175 minerals / 75 gas / 2 supply / 45 seconds / E hotkey Requirements: Barracks with Tech Lab add-on, Engineering Bay Unit Information: Biological, Light. 1 minimum range; 4 range (+1.5 minimum range with RPG, -.75 with Hi-sec Auto Tracking). 90 Health, 0 armor. 2.5 move speed. 4 cargo size. Description: The Grenadier is a tactical specialist unit. It has a non-projectile, toggled auto-cast spell with a short cooldown compared to other spells (5 seconds) while the actual spell effect is a thrown grenade and has a detonation time of 4 seconds which should allow for both micro and counter micro by creating short-lived points of contention. This spell-attack deals moderate splash damage in an outwardly expanding circle but only to the first units it comes into contact with (this should mean that it can be blocked with force fields), deals bonus damage to mechanical units and saps energy (this means that while it may be blocked with force fields, it also destroys them). I’m thinking 20 damage +20 vs mechanical, -10 vs massive, -10 vs armored, in a 2.5 radius AOE. Its attacks inflict friendly fire and can be neutralized with force fields, fungal growth, EMP (these are high-tech grenades ok boys), and unit blocking. Upgrades & Abilities: Rocket-Propelled Grenades (Passive): Increase the range of the Grenadier’s primary spell-attack from 4 to 7, and minimum range from 1 to 2.5. Removes damage penalties to massive and armored targets. This changes its attack graphic and animation from a hand-held thrown grenade, to the utilization of a grenade launcher. Upgraded from the engineering bay. Incendiary Grenades (Activated): Allows the Grenadier to throw incendiary grenades in a 5 range radius, with a 4 second detonation time dealing an initial 45 damage 3.0 radius AOE while leaving behind a blaze that lasts for 6 seconds and deals 5 damage per second. 40 second cooldown. Upgraded from the tech lab. It is possible that this upgrade may be further enhanced by blue-flame, increasing initial blast damage from 45 to 55 and blaze damage per second from 5 to 11 but reduces blaze duration from 6 to 3. This upgrade would have three visual cues, the first being hanging red grenades appearing on its belt or a diagonal chest strap, the second being a color change of the grenades from red to blue, the third being changing color of the blaze effect from red to blue. Hi-sec Auto Tracking may act as a tier 2 range upgrade to the Rocket-Propelled Grenades which acts as a pre-requisite for affecting the Grenadier specifically. Increases range from 7 to 8. Additionally, the Grenadier shares the concussive shell upgrade with the marauder that only affects its primary spell-attack. Other Information & Design Thoughts: I went more for an under explored conceptual design that provided depth of micro and increased early-mid game possibilities rather than filling any meta-game niche (even though it still does this), while its upgrades allow it to remain useful into the later stages. I also considered utilizing charges that regenerate to a cap (e.g., maximum of 3 stored at once) instead of mere cooldowns, but overall I just wanted to get the general idea down—all of the #’s are obviously available to change and rebalancing, as most of my figures are shots in the dark tbh. With this unit I also explored the concept that multiple different upgrades may affect it in some cool ways, intersecting otherwise unconnected upgrades upon this specialist unit type. It is unaffected by stim pack and combat shield. The idea is that it could have a dualistic purpose of harassment abilities that also serve to create space and mold the shape of battles, increasing both micro and length of fights. I’m not sure whether its AOE concept is the greatest or if it should simply have a diminishing effect at certain ranges like the widow mine. That is all for now. | ||
Modernist
United States89 Posts
Attributes: Mechanical Description: A 0 supply mech suit which SCVs can build themselves. Loads a single SCV. Role: Mech Support. Reasoning: Mech games typically go longer and you usually end up throwing away SCVs. Attacks: - Primary: Over the shoulder rail gun with medium range. Hits air and ground. - Secondary: Advanced Fusion Cutter. Melee. Does charged damage after a short time (like old Void Rays). Abilities: - Laser Repair (Cost: Energy): A faster, ranged repair. Auto-cast. - Boost Jump (Cost: Cooldown): Jump a medium distance to get into battles / re-position themselves quickly. Can jump cliffs without vision (like Reapers). - Build/Salvage Railgun Turret (Cost: Minerals): Quickly build or salvage a permanent, Dual Railgun Turret that can hit air and ground. Other Notes: - If the Mecha suit dies, the SCV will be unloaded, alive. - Unoccupied Mecha suits will only have movement and Boost Jump abilities. Requirments: - Armory - Built by SCV Stats: - Cost: 75/25 - HP: 150 - Energy: 75/200 - Range: 6 - Speed: 3.0 - Cargo Size: 2 - Sight: 10 | ||
Crownlol
United States3726 Posts
On March 24 2015 05:41 Modernist wrote: Name: Mecha SCV Attributes: Mechanical Description: A 0 supply mech suit which SCVs can build themselves. Loads a single SCV. Role: Mech Support. Reasoning: Mech games typically go longer and you usually end up throwing away SCVs. Attacks: - Primary: Over the shoulder rail gun with medium range. Hits air and ground. ~14 DPS - Secondary: Advanced Fusion Cutter. Melee. Does charged damage after a short time (like old Void Rays). ~8-12 DPS Abilities: - Laser Repair (Cost: Energy): A faster, ranged repair. Auto-cast. - Boost Jump (Cost: Cooldown): Jump a medium distance to get into battles / re-position themselves quickly. Can jump cliffs without vision (like Reapers). - Build/Salvage Railgun Turret (Cost: Minerals): Quickly build or salvage a permanent, Dual Railgun Turret that can hit air and ground. Other Notes: - If the Mecha suit dies, the SCV will be unloaded, alive. - Unoccupied Mecha suits will only have movement and Boost Jump abilities. Requirments: - Armory - Built by SCV Stats: - Cost: 75/25 - HP: 150 - Energy: 75/200 - Range: 6 - Speed: 3.0 - Cargo Size: 2 - Sight: 10 This is almost as overpowered as the Thor Trex. | ||
avilo
United States4100 Posts
On March 24 2015 05:41 Modernist wrote: Name: Mecha SCV Attributes: Mechanical Description: A 0 supply mech suit which SCVs can build themselves. Loads a single SCV. Role: Mech Support. Reasoning: Mech games typically go longer and you usually end up throwing away SCVs. Attacks: - Primary: Over the shoulder rail gun with medium range. Hits air and ground. - Secondary: Advanced Fusion Cutter. Melee. Does charged damage after a short time (like old Void Rays). Abilities: - Laser Repair (Cost: Energy): A faster, ranged repair. Auto-cast. - Boost Jump (Cost: Cooldown): Jump a medium distance to get into battles / re-position themselves quickly. Can jump cliffs without vision (like Reapers). - Build/Salvage Railgun Turret (Cost: Minerals): Quickly build or salvage a permanent, Dual Railgun Turret that can hit air and ground. Other Notes: - If the Mecha suit dies, the SCV will be unloaded, alive. - Unoccupied Mecha suits will only have movement and Boost Jump abilities. Requirments: - Armory - Built by SCV Stats: - Cost: 75/25 - HP: 150 - Energy: 75/200 - Range: 6 - Speed: 3.0 - Cargo Size: 2 - Sight: 10 This sounds badass and pretty amazing. Even fits with real SC2 gameplay since Terrans like their SCVS to commit soduku late game...suddenly the weak become the strong, nice idea | ||
BaneRiders
Sweden3630 Posts
Unit: The Envoy (female or male, dressed in slick space suit, carrying a briefcase) Production: Available from the barracks after the ghost academy has been completed alt. upgraded to a Diplomat Academy The Envoy is probably a hero unit (only one at the time) with little HP and practically no armor, but with surprisingly high speed. The Envoy is equipped with a plutonium-powered megaphone and thus has fairly long range for a spell, with a conical area: the Proclamation of UN Assembly declaration and non-binding resolution, §18b) to §346 f) section b, concerning Trilateral threats to universal peace and security in the Koprulu sector caused by dastard terrorist acts. The spell affects all units of all races equally, enemies as well as friends: immediate effect is paralyzing causing a non-movement and a cease fire for 3 seconds. After that, a 5 seconds of confusion and paranoia strikes all affected units, who see threats to their own well-being everywhere and start to attack the nearest living unit, friend or foe, no matter, with whatever weapon they have at their disposal. Units with no weapons (like medivcas) run away blindly in their current direction for 5 seconds. The Envoy is also equipped with a fallback weapon in case peace could not be fully ensured with the spell: The Envoy can throw (relatively short range) a dirty, poisonous peacekeeping cluster grenade. Upon detonation, an area is temporarily filled with a combo of various explosions, nerve gases and radioactivity, ensuring quick death for any ground unit being in or entering into that area. The UN Envoy will have 2-4 grenades when spawning and will need to "recharge" cluster grenade at a cost (like the carrier's interceptors). The Envoy is vulnerable to air units, but will always be the first unit to be uploaded in a medivac in case of group evacuation and the first unit to be unloaded. EDIT: hope the pic works... | ||
Zeon0
Austria2995 Posts
| ||
| ||