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![[image loading]](http://i.imgur.com/LrzmUTb.png)
The Terran Trojan
What is it and What purpose does it serve? The Terran trojan is a micro-intensive Terran spell caster that supports bio units. It is served to fulfill the role that the Herc was originally intended for (which was encouraging tech switches to lurkers by being strong against ling baneling army). In general though, this unit supports the bio army. It will tank damage from banelings, storm, and zealot etc. It’s goal as a unit is to encourage micro on both ends, and promote interesting unit interaction. I feel that there are too many abilities that are simply activated and boom that’s it (corrupter spray, void ray, immortal, the herc before it was scrapped was basically spamming grapple onto key units…and that’s it). This unit will promote constant action when using it.
It works by allowing bio units to hop on board and shoot out of the vehicle. The vehicle hovers like the vultures did in brood war.
Movement Speed: Vulture-like movement speed. The Trojan’s high movement speed allows a bio player to have map control against zerg and protoss. So many times you see in Terran vs Zerg games where the Terran loses their hellions and loses 100 percent map control. By being decently quick, you keep some semblance of map control and prevent the game from snow balling. This will also allow harassment, especially in mid-late game scenarios where the zerg has many spine crawlers and spores. Additionally, How many times have we seen in Terran games they have no medivacs, and they cannot pressure for a set period of time. This can be a slightly cheaper option.
Cost : 100 min 75 Vespene Gas Supply : 2 Health : 120 Energy : 200 Armor: ?? not sure
Abilities:
Load Up (25 Energy Cost): Biological units load up into the Trojan. The Trojan has the same capacity as the Medivac. The Trojan acquires attack now. The micro is similar to how you would micro your bio units, except you have more mobility. You can stim, but you can’t be healed inside. You can use ghost abilities as well. [it is not like a phoenix, you must attack move it and you cannot attack while moving]
Deploy Healing-Bot (50 energy cost): Deploys a robot that heals your bio army. This robot is temporary, and can be controlled by the Terran user. This would help against ling baneling armys (like the herc was intended to). Terran cannot pressure unless making medivacs, however if this is created at the barracks (maybe with factory requirement). The Terran can push a little earlier and therefore trade better against banes. Trading better against banes will keep the baneling count down and prevent getting steam rolled by 30 banelings mid game.This would encourage zerg players to switch tech to lurkers (a goal that LOTV developers have said).
Defensive Matrix (100 Energy Cost): Creates a defensive barrier around a unit granting it 250 hp. Lasts for 55 seconds. This is borrowed from the science vessel from broodwar. Maybe this can promote cool unit interactions, like defensive matrix other Trojans, are defensive matrixing a medivac that is doing siege tank drop harass, defensive matrixing single bio unit in order to get that last shot off a lurker or a couple or more worker kills.
Deploy Spider Mines (75 Energy Cost): Deploys 3 Spidermines. Spidermines would obviously be weaker since you already have the widow mines. Ofcourse it can’t attack air units. But its goal isn’t to kill the opponents army, it is just to have a little map control and keep the opponent honest by discourage ‘a-moving across the map’.
I think people may not like it because it carries some qualities of Brood war units. However I see in LOTV already things that are similar to broodwar with a small twist. The disruptor is like a controllable scarab.. the new viper ability is like irradiate for air units. Oracle having stasis field traps.
Maybe there could be an ability where you acquire +1 range while you are inside the Trojan, passive or active)
Ultimately , I think if a unit like this is added into the game, we can see cool combinations of ghosts+Trojan+mech; 1 maurader for slow and the rest marines + Trojan, all reapers+Trojans, etcetera. We can see each player choose how to use Trojan in different situations. Although 4 mauraders in a Trojan would be OP against toss, so maybe make the Trojan a lot slower if you actually did have many mauraders in one.
Thank you for reading
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Canada16217 Posts
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This is amazing! I would submit one but it would just be a new and improved Science Vessel or Vulture from SC1:BW, and I don't think that is what others want really, gl hf to all contestants!
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The Guzbunker.
It's like a regular bunker but only takes 35 seconds to build.
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Unit: The Truck Production Facility: Factory Production time: 40s (HotS time, must be adjusted to LotV) Tier: II (Armory needed) Cost: 250m/250g Supply: 5 Vision: 4 Speed: 1.5 (2.9 while 'Mow them down') Health: 500 | 1 Attack: none Describtion: The industrial truck that the terran army needs
Abilities:
-Mow them down, or alternatively "Jesus take the wheel!": Drives forward at speed of 2.9, mowing all units infront of The Truck along with it. Does 40 damage to all units it hits.
-Dump rocks: Dumps a load of Destructible Rocks, infronts of the truck and destroys all units underneath them. Takes 2s to dump it.
- Build bridge: The Truck rams into a wall and Flips. While upside down it acts as a bridge from a lowground to a highground, takes 0.5s to flip. The Truck can flip back but it takes 4s. Increases armor to 5 while in bridge.
IRL Inspirations: General look and scale:
![[image loading]](http://i.imgur.com/06hqpCU.jpg) How to into flip:
![[image loading]](http://ww.heraldtimesonline.com/stories/2010/07/08/ul_NW_dumptruck-wreck2a+Z.jpg)
EDIT: I might have stolen this idea or parts of it from somewhere (for instance from previous threads). I'm happy to edit in links if you either PM me or say so in this thread, I'll try to follow it actively
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![[image loading]](http://i.imgur.com/gEHqYtR.png)
I present to you: The Mother Fucking Drill Tank. This moving monstrosity is a tier three factory unit that does not require a tech lab(you can make these badasses two at a time!) 400M/300G 500HP 6 supply and 3 armor With massive. No attack. Instead it can be used to create a 1 way temporary tunnel from point A to Point B under ground! Friendly units can follow it under and then you can instantly emerge from the location, Drill tank first and ambush the enemy When unloading from the tunnel the Tank will have a buff that directs all ranged attacks onto it for 5 seconds, letting your stuff attack for a bit unhindered. Or you can have nothing in the tunnel and emerge right under there army, causing enemy units to fall into the tunnel and you can kill them at the other end when they come out (non Massive only). Drilling takes 8 seconds to go underground (3 with Tunneling Claws upgrade) It takes up all space of a medivac and when unloaded, drops with its drill pointed down, instantly killing everything under it. Can't be picked back up or move for 5 seconds + Show Spoiler +![[image loading]](http://www.sc2blog.com/wp-content/uploads/2009/04/terratron.jpg) This unit can punt the Drill Tank like a soccer ball, killing everything in the path for a range of 20
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Specialist : Barracks, tech lab required. 100/50 125 energy
Attack: Single homing missile. 3 second cooldown. Deals 20 heavy + 15 light aoe damage. 25 energy [toggle]
Smoke bomb: Drops a cloud of smoke covering all units and buildings under it. Reduces chance to be hit by 75% for 10 seconds. 75 energy
Nanite bomb: Repairs all mechanical units in a cloud for 15 hp a second for 5 seconds. 100 energy
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So theoretically mech is typically based around immobility with powerful direct enagements while bio is based around high mobility and harassment with weaker direct lategame engagements. They've been experimenting with new harass based mechanical units, so why not a lategame direct engagement bio unit?
Preliminary concept- Brawler (inspired by Resistance enemy of same name) : Melee, high health, 2.25 movement speed, no stim, high single target damage, lowish attack speed, highish cost (probably gas heavy), biological. Requires ghost academy or new tech structure maybe?
Strong vs defenses/high health units (colossus, ultras, thors, tanks, etc) and good for tanking, weak against things it overkills against (marines, lings, etc) and air.
Will limit the maneuverability and harass of bio a bit while improving direct engagement power. Additionally, it will have to be at the forefront of engagements and microed to target the correct units. The opponent will have to pull away the targeted units as well.
-Not a huge of over complicating units and giving everything too many abilities so I'm keeping this simple. -My friend wants to name it the Punchy -------- Edit: Rough guesses on stats- 150 min 150 gas, 250 health, 2.5 atk speed, 60 damage, 4 supply, 45 second build time
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Cyborgineer Barracks unit, requiring tech lab. Intended for space control with bio forces. It's not quite a spellcaster unit. It quickly constructs inexpensive structures in about 5-10 seconds that can be reclaimed by that same Cyborgineer for the resources and cooldown back. If the structure is destroyed, no resources are gained back, and the extremely long cooldown comes into play.
HP: ~80 Minerals: 50 Gas: 125 Supply: 2 (though I'd make it 2.5 if the supply cap was higher) Attack: 3 Cooldown: 0.57387 (same as a stimmed marine) and 0.38258 while stimmed Range: 4 Speed: 2.25, but is capable of stimming to reach 3.375
Structures Pillbox This is a 50 mineral structure with ~200 health and a 2x2 footprint. However, is smaller than its footprint would suggest, so building them right next to each other does not block pathing for any units smaller than Thors, Ultras, Collosi, or Archons. It seats just one Marine. Very notably, it comes equipped with a whopping 4 armor, which makes it significantly better against Zerglings, Marines, Zealots, Hydras, and Reapers than you'd expect for its health. It still gets destroyed very easily by hard-hitting units, such as those that it is capable of blocking pathing to, thanks to its middling HP. Cooldown if unsalvaged: 180s
Foxhole This is a 75 mineral structure with ~100 health and a 1x1 footprint. It can seat 2 marines and reapers, or 1 marauder. It has either 1 or 2 armor. However, it is cloaked, and similarly cloaks any units that are contained inside. It should provide attentive map control, and so salvaging is highly encouraged with a long cooldown. Cooldown if unsalvaged: 240s
Magnetic Minefield Slightly pricier, at 125 minerals, but with a briefer unsalvaged cooldown, as it's intended to be more permissed to be destroyed. The footprint is 2x2 (possibly could be 3x3), and counts as a buried unit/structure. Units that step over it have their speed cut by 75% and take 2 DPS, the speed of shield regeneration, until they step off. This number is partially for aesthetic reasons, as the implication is that shields and EM devices make use of the same type of energy. The health should probably be fairly high, something along the lines of 500 or 600, especially considering how many Banelings are likely to be detonated on top of these during MMMM engagements. Cooldown if unsalvaged: 120s
Sniper's Canopy A cheaper structure, at 50 minerals, and a footprint of 2x2, it is intended to help bio deal with mutas better without getting great WM hits or putting Thors into their army. A unique note about the pathing, only non-massive biological units will be able to path into or through the Sniper's Canopy. It's extremely important that WMs cannot be used inside of this structure. A bio unit that is within the footprint of 2x2 takes half damage from air-to-ground attacks and additionally cannot be picked up by Graviton Beam. This goes for the opponent's units as well. Health is pretty high, at 500 or so. Due to the half damage mechanic, it effectively has 1000 health against Mutas. Cooldown if unsalvaged: 120s
Non-serious, but still very intriguing submission: + Show Spoiler +Spotterbot HP: ~150 Minerals: 175 Gas: 25 Supply: .5 Attack: 17 +17 light, +17 shields Cooldown: 2.4 (double that of a Zealot, and roughly the same as a Hellion) Range: 3 Speed: 2.8125 (the same as a Widow Mine)
This is mineral-heavy, gas-cheap support unit with 3 channeling-based abilities. It can target a single Seige Tank in order to increase its range from 13 to 14, and increase its damage by 30%, and its splash range by that same percentage. This puts each targeted Seige Tank back up to BW levels of power per shot. It does not increase firing speed.
It is capable of targeting any mech unit within a range of 3 with its 2nd ability, nano-repair. This heals the mech unit for free at a very slow rate of .5 DPS, as well as increases its armor value temporarily by 1.
The 3rd channeled ability is Riot Alarm, which cancels its other two abilities from being channeled at the same time, in exchange for upping its aggro targeting value to being higher than any other unit in the mech arsenal, thus causing a-clicked attacking units to aim for the Spotterbot first. This is especially useful against Chargelots and Zerglings. In fact, the Spotterbot is specifically designed to make Mech viable against Protoss, as well as allow mech against Zerg to have their Hellions out harassing, instead of having to constantly guard the Seige Tanks against swarming Cracklings.
Of course, Blizzard would never include this, because they secretly hate Seige Tanks.
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This paint art is to much for my sides. Keep 'em coming!
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On March 23 2015 11:09 Lycangrope wrote: Unit: Rogue Production Facility: Factory Tier: II Cost: 200m/100g Supply: 4 Vision: 11 (+5 w/ Enhanced Vision - see below for more info) Speed: 2.9 Health: 175 | 1(+1) Description: A mobile, mechanical unit that grants field expedient intelligence gathering and tactical aid for the Terran.
Abilities
Aside from Detect Cloak, ALL abilities can ONLY be used when the unit is stationary and must be manually activated. Abilities are on individual cool downs, can be activated and deactivated by the player, but cannot be active simultaneously. Activating one will immediately deactivate the other.
Enhanced Vision: Researched at Tech Lab. Increases units vision by 5. However, the presence of friendly units decreases the units visibility to the original 11.
Cloak: When stationary, the unit can cloak for 30 seconds w/ a 60 second cool down. Players with excellent mini-map awareness can capitalize on the high vision of the unit to keep map control in a particular area and hide as enemy units pass. However, being too greedy with your Rogue's scouting will result in an expensive and valuable loss should it uncloak with enemy forces near by.
Detect Cloak: Provides 8 seconds of mobile detection with a 50 second cool down. (I like this one the most. It's just slightly faster than a DT, but your units would still have to catch the DT.
Radar: While the Rogue is stationary, it acts as a field expedient sensor tower, granting awareness for 12 vision. 30 second duration, 60 second cool down.
EMP: Requires armory, researched at Tech Lab. The unit emits a violent wave of electromagnetic energy, revealing cloaked units and depleting the shields and energy of units within a radius of 10. This comes at the cost of disabling all Rogue abilities for 15 seconds and immobilizing the unit for 5 seconds. Terran will have to pick it up in a medevac or defend the unit until it can escape.
So it's a mobile inverse watch tower, with a movable scan and with the option of being a sensor tower. It can also EMP to reveal and deplete shields.
This spellcaster is probably more imba than the infestor was at WoL launch.
That being said. Pls, gib it to zerg.
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Flame Turret
150 Minerals Exact same thing from 2010 Terran campaign
Assault Frigate
300/200 - 4 Supply 300 Health Slightly faster than Medivac/Banshee Attacks air like a Valkyrie Attack ground like 2/3 of a BC Replaces BC as a regular unit
Battlecruiser
600/400 - 8 Supply Hero unit - like the Mothership Core / Mothership Same as BC, but +1 range, 50% more health and damage
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Canada8157 Posts
you've all got it wrong. Why make a new unit, when you can make a new unit out of buildings?
+ Show Spoiler +
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ANGRY MARINE !!!! Barracks Techlab HP: 100 Minerals: 100 Gas: 25 Supply: 2 Attack: 3 – Power Bat Range: Melee Speed: 2.25, but is capable of HERESY!!! to reach 3.375
Abilities: HERESY!!! – Whenever confronted by alien races, ANGRY MARINE !!!! yells HERESY!!! And enter a state of pure fury where attack damage and speed to all alien races in increased by 100%, Takes 20 HP and can kill.
PowerFoot – ANGRY MARINE !!!! kicks the opponent in the crotch, kicking their balls up between their ears dealing 100 damage, cooldown 40 s (20 when in HERESY!!! state)
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The Deekim Hero unit: only 1 allowed at a time Ground Biological, built from barracks, requires armory Cost: 600 minerals, 600 gas, 2 supply Health: 500 HP, 3 armor
Weapon: The Nerfbat -Vs ground: 5 damage, 2s cooldown, melee range -Vs air: 5 damage, 4s cooldown, 3 range (the Deekim throws the Nerfbat like a boomerang) -All damage done is permanently removed from the HP of every unit of the type that is hit. For instance, if the Deekim hits a mutalisk twice, all mutas (both existing and future) will now have a maximum of 110 HP instead of 120.
Ability: Balance Patch -Cost: 75 energy -Decreases bunker build time by 5 seconds.
Ability: Winfestor Era -Cost: 150 energy -Does nothing. This ability will be addressed in a future game update.
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ALLEYCAT BLUES49496 Posts
On March 23 2015 11:23 BigFan wrote: Can't wait to see what everyone comes up with! ^^
terran mech needs mobile suits/gundams.
or battle bunkers
china will grow larger.
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On March 23 2015 12:07 BLinD-RawR wrote:Show nested quote +On March 23 2015 11:23 BigFan wrote: Can't wait to see what everyone comes up with! ^^ terran mech needs mobile suits/gundams. or battle bunkers china will grow larger.
I propose an upgrade to Banshees that allows it to load bio units into it and acts like a mobile bunker, it can also still cloak.
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I would like to see a 1 or 2-person bio unit that shoots grenades from a launcher.
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Why didn't Protoss get a contest for their new unit?
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Because blizzard already gave them the Adept and the Disruptor.
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