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Unit: Demolitions "Expert"
Ground Biological Light Barracks unit Requires Tech Lab add-on
35 second build time Cost: 150 Minerals/ 75 Gas/ 2 supply HP: 60 Armor: 0 No base attack
Spells:
Explosive Charge: Lay down one explosive charge which can then be detonated for 200 damage to structures. Any experts caught in the explosion will die. Start with, and can only hold, one charge, more can be built for 100min/50gas 30sec build time. (Note: unit death radius slightly larger than building damage radius.)
Sabotage: Tamper with the building's structural integrity dealing 250 damage over 20 seconds. (30 second cooldown)
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Terran balance whiner
Health: 1337
Function: Drives opposing forces crazy. Works also in tvt, since balance whiner thinks games is unbalanced not only if terran cannot win, but if he cannot win using units he wants to use (mech, air). Has sort of taunt function like annoying civilian, which is on auto-whine by default.
Is not trained, but comes automatically from under the rock when something enters battlefield that terran player doesn't have in his arsenal, or if terran hasn't built it 'cos its clearly too expensive to build in that situation (raven).
Model: scrawny male, maybe with hat with ear flaps.
Unit responses: "Dwarf reporting", "Faust is here, ready for whining" (entering battlefield) "if we whine from this moment untill next christmas, I'm sure blizzard will nerf them!" (engaging). "AWWWW this is all because of David Kim!" (death).
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Unit : Commando Biological unit that can be built from a barracks with a techlab. A commando academy is required, this is an upgrade of the ghost academy that costs 200 minerals 200 gas. The HP increases to 1500. Cost 300 minerals, 150 gas, 40 second build time, 3 supply. attributes : Biological, Psionic can attack ground and air with the same damage Damage : 20(+2 for infantry weapon upgrades) Dps : 20(+2 for infantry weapon upgrades) so 1 attack per second Range : 7 Health:150 Armour:0(+1 for infantry armour upgrades) Sight : 11 Speed : 3.375 Cargo size : 2 Starting energy : 75 Max Energy : 200
Abilities : Explosive shots - 50 energy For the next 5 shots the commandos shots deal 20 damage in a 0.5 AOE around the target.
Teleport - 100 energy After 5 seconds of channelling the commando teleports to any location on the map where there is vision.
Cloaking - this is the same as ghost cloaking and requires the same upgrade.
Call nuke - again the same as the ghost.
Upgrades: Personal cloaking - same as ghost upgrade
Psionic training - the commando starts with 125 energy instead of 75.
2 nukes can be built at once and stored in the commando academy
The main theme of bio armies is that they are fast and good at harassing and skirmishing. They are generally stronger earlier on in the game and will usually lose in a straight up fight against other late game armies. I did not want to change this identity but wanted to increase the potency of bio later into the game through increasing the potential for harassing and skirmishing. The commando is a fast unit with a long range good for picking off stray units as well as destroying the opponents buildings and economy with teleport and call nuke. Explosive shot will be good for harassing and taking down workers. It will also help improve the straight up fighting potential of bio armies as explosive shots will be extremely useful for taking out banelings, zerglings, zealots and opponents marines as well as any other grouped up units. I do not feel that this will increasing the straight up fighting potential too much, which as I previously stated is something I don not want, but merely keep the fighting potential in line with other army compositions after the other units in LotV are accounted for.
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Taurus Transport
The Taurus Transport is, simply put, a factory built Bunker on wheels.
Characteristics Unit type : Armored , Mechanical Built from : Factory with Tech Lab Cost : Either 100/100 or 200, 2 Supply Health : 200 Base armor : 1 Speed : Similar to a non boosted Medivac Has no Weapons Cargo Size : 8 ; Takes 8 space and can be carried by a Medivac like a Thor.
Abilities Units on board can fire ; can load Hellbats ; cannot set an unloading rally point Load : similar to Medivac/Bunker Unload : unloads all units instantly around the VAB (roughly similar to Bunker) Emergency eject(passive) : When the VAB is destroyed all units are unloaded unharmed. If the TT is destroyed while carried by a Medivac, this ability doesn't work Smoke Screen (research at Tech Lab for 150/150) : Deploys a 3x3 smoke screen around the VAB. Smoke screen breaks lines of sight and lasts for about 10 seconds. Has a ~30 sec cooldown
Goal The TT gives Terran new options in the early game, both defensively (moving bunkers!) and offensively (bunker rushes like strategies), which means new timing pushes and all ins but also easier defense against Zerg or Protoss allins like blink or baneling busts. Smoke Screen can help the VAB survive and escape. In later stages, it gives bio armies a health buffer and a way to tank splash damage at the cost of supply and mobility. Whether or not you need them depends on your unit control and your strategy.
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NEW BUILDING : Experimental Laboratory Cost : 150/100 Build time : 50s 1000hp 1 armor Requires Fusion Core
UNIT : Mobile Radiation Station Cost : 200/150 Build time : 45s Supply : 3
Ground Armored Mechanical Unit. HP : 200 Armor : 1 (+1, armory defense tech) Built from Experimental Laboratory Attack : none Passive ability (disabled by default) : Radiation Field
Radation field deals 2% of unit max life + max shields (minimum : 1) to each unit nearby (radius : 2.5) each second, except to Terran's mech units (Hellbats are affected).
Size : between a tank and a thor
Skin : Big four-legs unit, with a fusion-core like appearence. When the field is disabled, the core is retracted and hidden.
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Unit : constructable rocks It is common knowledge that the greatest, most beloved and overall best part of starcraft is the destructible rocks. However maps do not feature enough of these wonderful objects and they are always in the same places. This does not allow their true beauty or potential to be seen. Thus the creatable rocks were born! Now you have the almighty power to build these most perfect of features in whatever way you please!
Cost : 500 minerals, 200 gas, 90 second build time, 6 supply. Attributes : Mechanical, Armoured Damage : No attack Health : 1000 Armour : 1 (+1 for mech armour) Sight : 10 Speed : 1.5
Abilities Construct destructible rocks! - Call forth the almighty power of the destructible rocks, you practically win the game at this point. Takes 20 second to build, no cool down.
![[image loading]](http://i.imgur.com/KNGzjrS.png?1)
as seen in the exquisite artwork the grey framework is the constructible rocks building destructible rocks inside it.
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Is it constructive to deconstruct constructed destructable rocks or is it necessary to destruct them?
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On March 25 2015 00:35 excitedBear wrote: Is it constructive to deconstruct constructed destructable rocks or is it necessary to destruct them? Wow , u have exactly 7 words with 2 letters each in ur sentence :O
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Antimatter Rifle Agent
produced from: Tech lab itself ![](/mirror/smilies/smile.gif)
weapon: anti-material rifle. Same vision as a tank, and range as a sieged tank (needs spotters to use its full range). Targets both ground and air. Starts with 8 damage (1 shot every 1 second). Does not overkill.
two passive abilities: 1) build-up: Starting from the 8th minute mark, damage increases with every minute (at 40th minute damage will be 40 every second). This effects both old units and freshly made ones (all agents damage is the same all the time). 2) penetrate: If the target has less than 30 or %20 hp, it's instantly killed. It's based on hp, so ignores shields. Yay.
cost: minerals start with 80. increases 10x every minute (at 40th minute it will be 400 minerals. So its cheaper to accumulate them early). gas: 80. Constant ![](/mirror/smilies/smile.gif)
special upgrade from armory: <insert cool upgrade name here>: %50 bonus damage vs air units. Colossi too.
what's it good for?
* Since it's build from techlab, it won't interfere with your mech or bio infrastructure. You can play whatever you want while getting this unit. * getting 1-2 early and utilizing penetrate ability may be helpful dealing with stalker or roach-bane allins. It can one shot a baneling or a weakened stalker/roach from great distance, while being a late game oriented investment. * a late game Terran unit that synergizes well with tanks. Couple of tank shots weakening a target and a shot from this guy can kill many things on ground.
It can be made to prefer weak targets automatically to reduce micro need, if this is a concern so it will have mechanically lower but strategically higher skill ceiling.
Numbers can be adjusted to better fulfill expected roles.
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![[image loading]](http://i.imgur.com/s9y4lGi.jpg)
C.A.S.T.E.R
Description
The C.A.S.T.E.R is psionic mechanical ground support unit built from the factory. Requires a tech-lab and a Ghost Academy to be built. It looks like a truck/half-track with a big satellite dish on the back. Like the picture above but a little more space-style and heavier armored.
Stats: Cost: 225/125 Supply: 3 Hitpoints: 95 Base armor: 3 Move speed: 3.5
Abilities:
- Prediction The C.A.S.T.E.R utilizes it's psionic mindreading powers, and combines this with the highly technical C.U.R.S.E statistical predictive data analyser to scan an area and predict units inside to win.
Targets an area with 2.25 radius, with the C.A.S.T.E.R displaying a visible beam from it's satellite dish. After 1 second delay, all units within this area have their attack damage reduced by 4 for 8 seconds. Cooldown: 5 seconds. Can be set to autocast.
- Call on Billy Research within the troops provides an interesting statistic: Marines that have performed heroic deeds and exceptional combat feats are usually called Billy. Building on this research the C.A.S.T.E.R is outfitted with psionic powers to influence the mind of a nearby Marine and make him believe his name is Billy, greatly increasing his combat potential
Targets the closest Marine unit within 9 range, and gives it a permanent 125 hitpoint bonus. Cannot be recast until the targeted Marine has died.
- Only well dressed above the waist (passive) While designing the C.A.S.T.E.R, terran engineers originally planned for the unit to look well armored entirely. However they decided it was too much of a hassle and only outfitted the top parts.
The C.A.S.T.E.R suffers a -3 armor penalty when attacked by ground units. This penalty can be removed by researching the D.E.S.K upgrade at the tech-lab.
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On March 25 2015 00:30 Pandt wrote: Unit : constructable rocks
Give this man 50$ already.
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Combat Engineer
I know this has been posted a bunch of times in some form or another already, but IMO, most of those ideas were too complicated.
Cost: 50/100/1 Building: Techlab barracks Tech requirement: TBD (possibly post armory) Attribute: Light, Biological HP: 60 Armor: 1 (+1) Attack: 5 (+1) Cooldown: 1.5 Range: 1 Sight: 10 Speed: 2.2.5 Cargo Size: 1
The combat engineer can build defensive structures (bunkers, missile turrets, possibly sensor towers) on the field twice as fast as an SCV, with another upgrade to increase that to 4x as fast. It can also repair mechanical units at range 1, at the same cost and speed as an SCV. It has two upgrades from the techlab:
Advanced Construction: 150/150/100. Reduce build time by 50% Advanced Repair: 50/50/60 Increase repair range to 4
In bio compositions, a fully upgraded combat engineer can create map control by rapidly erecting bunkers (10s) and turrets (6.25s), while still giving their opponent time to react. The engineer itself is reasonably sturdy, and with the repair upgrade can contribute during a fight while remaining mostly out of harm's way. This gives bio players an alternate play style (more positional, less harass oriented) and a transition into the late game.
In mech compositions the engineer provides supply-free anti-air, addressing a key mech weakness, but is NOT cost effective for mass repair, so it doesn't replace SCV's in that role.
I like this idea because of what it doesn't include. Namely NO activated abilities and NO complicated or gimmicky mechanics. It also makes underused terran upgrades more useful (building armor, hi-sec autotracking, neosteel frames) and brings Terran a little closer to its Brood War roots (technical, methodical, positional), as well as fitting Blizzard's criteria for a new unit (built from the barracks or the starport, doesn't contribute to the deathball).
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Unit: The Patriarch
Built by out of the factory exploiting sweatshop labor, The Patriach is a hero unit that was designed to oppress the zerg and protoss races
Base stats are higher than equivalent units of other races due to privilege
Ability: Spawn Shitlord The patriach produces a shitlord which commits microaggressions to enemy units and structures
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Whatever unit is made hopefully it will be vespene heavy so that Terrans have their own effective non mech vespene dump
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On March 25 2015 01:36 Jonnyryba wrote: Whatever unit is made hopefully it will be vespene heavy so that Terrans have their own effective non mech vespene dump
This is actually a good point.
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Unit: TITAN.
Ground Biological, Armored Unit. Built from Barracks, Requires Tech Lab attached.
Cost: 125 minerals/50 gas/2 supply. Takes 35 seconds to build.
Ground attack: 10 NORMAL (+1 with infantry attack ups), 15 LIGHT (+2 with infantry attack ups)
125 HP, 1 armor (+1 with every infantry armor upgrade) Energy: NO Rage of Attack: Melee - Only ground. Attack Speed: 1.5 Sight: 8 Speed: 2.75 Cargo Size: 2
Upgrade: Tactical Web (upgradeable at Tech Lab, cost 100/100, takes 60 seconds to finish)
Tactical Web: All Titans now have a amount of 3 Tactical Webs who snare a enemy unit (Ground&Air) (Not Massive) for 3 seconds (still the snared unit can attack) with a delay of 20 seconds on each use.
Cast Range: 7.
Rol in combat: Titans are the new face-to-face early melee unit for the last remain terran forces on the krupulo sector. As known terrans doesn't have a pack of melee fighters, only the Hellbat and the SCV as well.
Titans are Soldiers equipped with a huge armor (Like Marauders), but instead of rocket launchers, they have titanium twin blades on their arms, also they have a jetpack on their back like reapers, but less faster (2.75 MS), this allow Titan to be fair faster to chase units with low speed movement. (They should move as SCV's does)
With this addition now the Terran remaining forces can deal with zerglings/banes rushes without depending on bunkers or extreme defense tactics or trying to rush a factory to get a bunch of Hellions.
Will Titan kill the Hellbat Role?, No.
As known, Hellbats are mech-bio units too, but light, this make the Hellbat a good choice to face units who does extra damage to armored units, (Immortals, siege tanks, etc), also Hellbats still will be the primary choice on Mech play agaisnt zerglings and light zerg forces, because of the splash damage.
Titan is good to face:
- Zerglings (at early game) - Zealots (should be nice to see some micro play here, they move faster as zealot at early game, but less HP, then at the mid zealot have the same speed and charge)
- Hellions (Using tactical Web): they can stop a runby of hellions with this skill, with they extra damage on Light Units, incapacitated hellions will be an easy target.
- Even Hydralisk !!: As we know, terran doesn't have a ground unit to face "correctly" the hydralisk, Hellbats got extra damage on light, ok. But they are so slow, a good terran composition with Titans can use Tactical Web on Hidralisk and rapidly taking them down.
Weak to:
Immortals: As armored units, without stimpack for use, and melee range, Titans are a easy target for immortals, only dealing basic damage (10) is not the best choice to face them, maybe a couple of them should be nice to use Tactical web and focus fire with the rest of terran infantry.
Siege tanks: Tanks do full Dmg on them (50) and the Tactical web is useless on a siege mode unit, so try to avoid them on TvT standard marine-tank play
Ultralisk: The Titan has no chance to face the ultralisk, just like Hellbat, because the ultralisk is the king of melee combat, and the Titan have plus damage just to face light units.
Nice sinergy to use with:
Marauders: Marauders are the counterpart of Titans, heavy dmg to Armored units and Titan heavy dmg vs Light units, using these 2 will be a hard punish at early game, but they are both armored, so Terran can defense easy with siege tanks, protoss with immortals and zerg with a combination of zerglings and spine crawlers at early game.
Titan can be used at drop assaults to support marines, using the same cargo amount as the marauder, you can choice to do a focusing drop to kill structures with marauder/marines, or do some economical drop damage with Marine/Titan, Titan can take damage as Melee unit, meanwhile marine do the real DPS with stimpack.
Sorry if my english is a bit poor, is not my primary language :D.
this is my idea of the new terran unit, T.I.T.A.N
Tactical Intelligent Tiredless Armored Nimble
PROJECT: T.I.T.A.N
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Unit: Battle Commander Barracks Unit (Unique, as in only 1 is allowed on the battlefield at a time, requires Orbital Command) Cannot Attack enemy units, however you can issue battlefield commands.
Commands: Form Up! - 20 energy, no cooldown, automatically spreads all biological units within a 12 yard radius of the cast location. Airstrike - 50 energy, no cooldown, calls in coordinates for a fiery wall of napalm, damaging enemy units in a 1.7 radius for 4 seconds Retreat! - 125 energy, all biological units within a 9 yard radius frantically run away from nearby enemy units, as well as decreasing their chances of being hit by ranged attacks by 25%
+ Show Spoiler +
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Spy
Construction facility: Barracks Needs Tech-Lab: yes Costs: 125 min / 150 gas Size: 2 in Bunker, 2 in Medivac Hitponts: 75 Attack dmg: - Attack speed: - Movement speed: Like ghost Armor: 0 Spells: Stab (single attack with high dmg, Cooldown 15 sec) (75 Energy), Infiltrate (Reveals exact information about a building) (50 Energy), Timebomb (plants a timed bomb in a building) (100 Energy, cooldown 45 sec) , Disguise (toggle, 25 Energy Activation, 1 Energy/sec upkeep))
General description: The spy's purpose is to infiltrate the enemy and get crucial information about his strengths and weaknesses. Like a changeling, the spy can disguise as an enemy unit, but he has to activate this ability. Also, the spy can choose what he wants to look like. Possible choices are: Marine, Ghost, Zealot, Templar, Zergling (lol), Infestor (rofl). Unlike the changeling, the spy doesn't get killed by one shot once detected. He simply loses his disguise upon beeing attacked and can not disguise until getting out of enemy's sight range again.
Skill description: Stab, 75 Energy, 15sec cooldown Instead of an attack, the spy can backstab enemy units by using 75 Energy. The Stab's range is melee and the damage is 125 (bio only) The spy does get revealed and auto-attacked after stabbing. The only way to escape is using a medivac or trying to get out of sight range quickly.
Infiltrate, 50 Energy, no cooldown This can be used on every enemy structure that can build or research something. Infiltrating reveals the current build-queue and the progress of the current build/research. It also reveals the exact amount of energy stored and the sight range of that building. Infiltrating does disappear after 60 sec and does not reveal the spy.
Timebomb, 100 Energy, 45 sec cooldown Using 100 Energy, the spy can place a timebomb on a building, which does 750 dmg to it after 30 sec. Timebombing reveals the Spy. The timebomb can not be stopped or disarmed.
Disguise, 25 Energy Activation 1 Energy/sec upkeep Using 25 Energy the spy puts on a disguise of his choice. It can be Marine/Ghost for Terran, Zergling/Infestor for Zerg and Zealot/High Templar for Protoss. Like changelings, a disguised Spy will not be auto-attacked until his disguise wears off. This can happen, when the spy runs out of energy or when he takes revealing actions like stab or timebomb. The spy can re-disguise after beeing out of enemies sight-range for at least 5 seconds. Detectors have no effect on disguise.
Usage: - Quick fly-in - stab - fly-out action with medivac to snipe important enemy units or buildings. - Scouting
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BULI (Battlefield Utility/Light Infrastructure) Pronounced "Bully"
Description: Ground Unit Built From: Planetary Fortress (SCV/BULI) Cost: 50/100, 30s, 2 supply Attributes: Biological - Mechanical Ground Attack: None Air Attack: None Defence: 80 health/1 armor Energy: 50/200 Sight: 8 Speed: 2.75 Cargo Size: 2
Construct Assemble BULI: 100 gas, 30s An SCV or BULI can convert an SCV into a BULI. Completes after 30s. Requires an Engineering Bay.
Abilities Barricade(400/1): 50 energy BULI fires nanites that assemble a 2x2 nuetral structure. Completes after 5s.
Nano Repair: 1 energy per 3HP, 2 range BULI repairs a friendly mechanical unit/building. Can be set to auto cast.
Debilitating Cloud: 75 energy, 2 radius, 8 range BULI fires a cloud of nanites from its repair gun at selected area. Units hit do not regenerate health or shields, and cannot be repaired or healed. Wears off after 30's.
Research Nanite Generator (Planetary Fortress) Increases BULI starting energy by 25.
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On March 25 2015 01:53 DinoMight wrote:Show nested quote +On March 25 2015 01:36 Jonnyryba wrote: Whatever unit is made hopefully it will be vespene heavy so that Terrans have their own effective non mech vespene dump This is actually a good point. I agree on this as well.
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