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This unit is a twist on my previously submitted Electrocutioner. Basically, an energy consuming version.
TLDR: New tech building that allows for production of bio-mech units from Factory and Barracks including: - Hellbat (whose prior prerequisite of Armory is eliminated) - Volt (New Unit below). Bio-mech unit built from Barracks that has no a-move attack but instead has an energy consuming attack that can hit multiple targets (a cross between the Oracle and Mutalisk attack). In addition, it contains two other Support spells including a zoning-type spell.
The unit serves 3 major purposes:
1) provides an additional mid-late game bio-option that adds splash damage capabilities (where there currently is none from barracks) 2) helps fill a gap for dealing with strong mech based armies (both Terran & Protoss) 3) serves to increase the overall offensive capability of mech compositions with its buff and zoning abilities (reduces need for turtling until max)
New Building: + Show Spoiler +Name: Cyber Facility Cost: 150 Minerals 75 Gas Prerequisite: Factory Purpose: Allows the production of Bio-mechanical units from the Factory and Barracks. - Is the new prerequisite for Hellbats (previously the Armory) - Allows the new unit(s) to be produced from the Barracks - Contains upgrades for new and old units Available Upgrades: - Haywire Missiles (for Ronin, see this post) - Ocular Implants (increase Ghost sight range by 2) Cost: 125 Minerals / 125 Gas - Zeus Capacitor (for Volt) Cost: 100 Minerals / 100 Gas Upgrade Time: 45 Seconds Increases starting energy by +25 (50->75) - Overload(for Volt) Cost: 100 Minerals / 100 Gas Upgrade Time: 60 Seconds Enables Overload ability
New Unit:
The Volt is a bio-mechanical support unit. It's combat role is anti-mech / anti-clumped-up low-health units and serves a secondary role as support (with a single target mech only buff and zoning spell).
Unit Info: + Show Spoiler +Basic Info Race: Terran Role: Cybernetic Support Armament: Arc Cannon Protection: Volt Exoskeleton
Properties Transport size 4 Sight range: 10
Production Minerals: 75 Gas: 150 Supply: 3 Build time: 45 Produced from Barracks Requires Tech lab (attached) and Cyber Facility
Hotkey: V (default) Movement Speed: 2.25 Acceleration: 1000
Protection Hit points: 150 Armor: 1 Type: • Biological • Mechanical • Ground Armor type: Armored
Abilities: + Show Spoiler +Arc Cannon (already researched) Damage: 15 (+15 against Mechanical) Energy Use: 25 initial (-.9 / second after) Cooldown: 2 seconds Range: 5 (bounce range is 3) Targets • Ground • Air
Notes: The Arc Cannon attack is similar to the Mutalisk Glaive Wurm and will "jump" to nearby targets up to 2 times (so 3 total targets). Each target can only be hit once. In addition, each "jump" reduces the damage output by a third. While the attack is considerably stronger than a Muta, the unit is 1) not flying and 2) substantially slower so increase in attack strength is logical. While the spell doesn't scale with upgrades, its damage is also not reduced by Armor.
Examples: - 3 mech targets the damage will be 30, 20, 13 (13.3334) - 3 bio targets damage 15, 10, 7 (6.6667) - 2 mech targets and a 3rd bio target 30, 20, 7
Repulsor Wave (already researched) Range: 7 Energy: 75 Duration: 10 seconds Hotkey: W
The Volt releases a high energy electro-magnetic force wave over a conical area in front of the unit. While the Volt is channeling this spell, it may not move or change direction. Any enemy unit caught in the Repulsor wave will be violently thrust back in the direction of the wave (to a range of approx 7 from the end of the wave). Repulsor wave does not effect burrowed units. Note: Keep in mind that unlike Forcefield this can only be cast 1 at a time, costs more, and has a shorter duration.
Overload (Research at Cyber Facility) Range: 6 Energy: 50 Hotkey: V
The Volt emits a high voltage electric charge to target friendly mechanical unit. The affected unit has 50% increased movement and attack speed and takes 4 damage per second. The effect lasts 15 seconds. (these figure can be adjusted). Essentially, this is a castable Stim for Mech units that deals 60 damage over time to the unit. The spell can be self-cast but since the Volt's Arc Cannon is a spell, it is not effected by attack speed buffs.
Passive Upgrade Zeus Capacitor (upgraded at Cyber Facility)
Increases starting energy by 25.
Closing Remarks + Show Spoiler +The Volt's Arc Cannon spell may attack both ground and air units making it suitable to supplement Thor in his anti-muta duties and a viable supplement to bio forces for weakening large quantities of ground units. Due to its bounce effect and mech bonus it is more effective against clumped up and mechanical units. In addition, the Volt can serve as a buff unit to a mech army, greatly increasing it's offensive effectiveness. Finally, and alternatively, the Volt can be used to Zone out chokes, ramps, areas around Siege Lines or as an emergency tactic for escaping units.
Additionally, the Volt can also make for a great drop-harass unit as it's attack can hit multiple targets at at time. Although it's attack is powerful, it does not scale with upgrades and it's effectiveness is reduced over time. Because the Voltis both Biological and Mechanical, it can be healed by Medivacs and repaired by SCVs allowing it to compliment various forces. With its Arc Cannon it is effective as a support unit against mechanical units, and low health clumped up units like the Marine, Zergling, and Mutalisk. They are, however, vulnerable to Marauders, Zealots, Roaches, and High Templar. As a general rule, Volt need to be complimented with either a robust infantry force or accompanied by Hellbats and Siege Tanks.
I initially toyed around with a slow-type mechanic but decided that spells/mechanics that reduce/remove micro (ie, Time Warp/Fungal) are just not fun.
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Almost cannot believe the shear amounts of very cool ideas! I'd like to have a building, a bio and a mech unit now! :D
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On March 25 2015 03:07 Jj_82 wrote: Almost cannot believe the shear amounts of very cool ideas! I'd like to have a building, a bio and a mech unit now! :D
It's almost unbelievable.
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MegaTriangulator
An infantry unit that can erect poles.
The player can use it to place 3 poles on the ground to form a triangle.
Immediately after the triangle is completed, it will create an electric field covering the area of the triangle and deal damage to everything inside it.
Placing poles takes some time, so the MegaTriangulator must be well protected.
![[image loading]](http://i.imgur.com/TqFnVvX.png)
Upgrade: Moving fence
The MegaTriangulator can place 2 poles that form a line.
From this line an electric fence will start moving in the selected direction and deal damage.
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Sexy Motherf*cker
Where?: Barracks How much?: 75/25 Hitpoints?: 50 Damage?: 17 Attackrate: Like Ghost Supply: 1
Abilities: Sexy Motherfucker Dance (50 Energy)
Description: As one might assume, the Sexy Motherf*cker is a sexy motherf*cker. Sexy as he is, he uses an ancient but effective Revolver to kill his opoononets, who do not fall victim to his sexiness.
Skill description: The sexy motherf*cker can do the sexy motherf*cker dance, which will cost him 50 Energy and last for 10 seconds. During this time, no one will be able to attack him (Except for splash dmg, and AOE spells), but neither can the sexy motherf*cker use his gun. After the dance expires, he can immediately start a new one, provided he has enough energy.
The sound effect of this spell will be the famous high-pitched "sexy motherfucker" from the artist formerly known as "Prince"
Usage: Place a lot of sexy motherfuckers and let them dance to block the enemy from passing by. One might say, this is just like forcefields, but don't forget: The Sexy Motherf*cker is sexy as hell, whereas forcefields are not.
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Maybe Blizzard will implement the winner(s) into the game as an April Fool's joke.
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SPRITE : Static Protection and Recon Information Tethering Entity
Cost: 50/0 Build Time: 30 Health: 100 Armor: 1 Vision: 10
The SPRITE is a small (1x1), flying building that is constructed by an SCV. The cost is mostly in opportunity cost, but also has a mineral cost that will scale based on the final stats of the building.
The SPRITE, when activated, lands and deploys a powerful static field. This field slows all enemy movement in a 5x5 rounded square by 10%, and also increases all friendly Mechanical movement speed by 10%.
The design of this unit is to allow the Terran to take control of the physical landscape of the battlefield, suddenly changing the feel of a turtle race to a very proactive one. Spreading SPRITEs out like creep could be a useful way to gain map knowledge - additionally, they can be very effective if placed around an enemy base to discourage them from leaving their base, or to provide an effective "highway" between Terran bases to increase the mobility of a mechanical army.
Terran players will need to use and position these SPRITEs effectively in order to maximize their usefulness - creating frivalous ones and sending them into an opponent's base will take away from mining time and the production of other structures. Good Terran players will have all sorts of strategies to best capitalize on the utility and map control bonus of the SPRITE - some will be known for their excellent sprite spread, others will create an anti-highway between their opponent's bases before attacking to slow their reinforcement, others will utilize multiple strategies. Viewers and casters will gain knowledge into what the player is doing (oh man, he's moving his highway! Here comes a big attack!), while good Protoss and Zerg players will clear the weak scouts and gain crucial knowledge into the Terran's plan by their placement. Terran armies will now fight Zerg armies for minimap coloring - who's better an map control, the Zerg spreading his creep or the Terran with his Sprites? Zerg armies should have the upper hand in spread (Creep Tumors aren't build by drones, afterall), but a clever Terran may be able to use his early units to take the advantage.
Design Philosophy
I really wanted to come up with a unit that allows Terran to interact with the battlefield while they're behind their wall, making them not feel so trapped in the early game. Additionally, I wanted to come up with something that isn't just "does more of X type damage to Y." I think giving something for Terrans to manage that allows them to mitigate the immobility of a Mech army, but only when used correctly, is a strong change for the game. Mech players can use it to tactically set traps or prevent the retreat of an opponent, or use it to give themselves an escape route. Further, the design communicates the player's intentions to the viewer - you can see what he's thinking about doing by the position of his SPRITE network. This information would also be handy to a clever opponent, and that back-and-forth information warfare is interesting to me.
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New unique unit: Bar Bar Jinx
Can be produced from Barracks once fusion core is built.
Supply: 1 Cost: 1,000 minerals, 2,500 gas Weapon: none Spell: Blabbering - when activated the opponent(s) get completely useless commenting in an irritating voice for 10 seconds, saying incoherent stuff in between game quotes such as
Not enough minerals! Ooh mooey mooey I love you! Yyour probes are under attack! Whena yousa thinking we are in trouble? We cannot hold! Yousa thinking yousa people ganna die?
Armor: (this is the best part, you're gonna love this) immortal, cannot die! Bounces around when shot at saying stuff like How wude! Role: Walks into enemy bases and scouts with a very limited vision range. Trips over things. Gets temporarily in the way of army / workers (but cannot block). Replacing manner mules.
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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. Second that too, especially if the unit is thought as synergizing with bio.
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I'm offended my convict labor wasn't included in the OP. Gotta shiv somebody to get anything done around here...
Convict Labor
upgrade: SCVs may abandon their work tools at Command Center/Orbital/Planetery. In exchange, they gain viking/biker helmets, a weaponized mining tool(melee), and a possibly small decorative shields.
SCVs may return to a command center to get their work tools back
effect: -SCVs now benefit fully from combat shield, stim, and engineering bay upgrades -SCV voices change to reflect that their workforce is less savoury than before -SCV attacks do bonus damage vs armored/structures
Cost:
just enough to make it worthwhile only if you're planning to allin. Gas heavy, to use the gas you won't be spending on upgrades.
Concept:
The SCV pull is such a large part of the game, yet it feels cheesy and dumb. This is a slightly funny way to make it official, inspired by call to arms in Warcraft 3. SC2 may officially embrace one of the most used strategies ever.
It also provides a visible upgrade, to give protoss a clue that it's coming if scouted.
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Drone Station:
The Drone Station is a factory-like structure which can produce small/lightweight offensive, defensive and utility drones.
Structure Info: + Show Spoiler + Minerals: 150 Gas: 100 Build time: 60 Prerequisite: Barracks Defense: 1250 Armour: 1(+2)
Upgrades(via tech lab) Overcharge: Forces the drone to work beyond the safe operating rate. In return it receives damage each second.
Drone Units: Summary: Every drone has 2 transformation modes. While in active mode a drone can attack/repair or whatever it's task is, but in return loses it's ability to move. While in defensive(ball) mode the drone can only move, but this is will result in interesting micro. In defensive ball mode the unit can jump off cliffs making it a hard unit to kill, it can't jump back on cliffs.
Hitsquads can be tailored to specific situations. Also Medivac drops can have many interesting compositions.
All drones are ground units. An EMP attack will drain a drone of all energy and force it to temporary go offline until all systems are operational.
Shared specifications: + Show Spoiler + Transformation time: 1
Active mode: Speed: 0(stationary) Cargo size multiplier: x2
Defensive(ball) mode: Defense: 130 Speed: 4
Assault Drone: Summary: The Assault Drone is a lightweight disposable drone excellent for hit and run tactics.
Specifications: + Show Spoiler + Minerals: 50 Gas: 15 Build time: 25 Supply: 1 Armour: 0 (+1) Cargo size: 1 Range: 5 Air/Ground Attack: 6 (+1) Prerequisite: Tech lab on Drone Station
Active mode: Defense: 60
Repair Drone: Summary: The Repair Drone automatically repairs other nearby drones and mech units.
Specifications: + Show Spoiler + Minerals: 100 Gas: 50 Energy: 200(25 at start) Build time: 50 Supply: 2 Cargo size: 2 Armour: 0 (+1) Range: 9 Prerequisite: Tech lab on Drone Station
Active mode: Defense: 85
Barrier drone:
Summary: The Barrier Drone is a unit that can link to other barrier drones and create a temporary impenetrable wall to fortify your position. It can also create a toxic atmosphere around itself to quickly kill biological units.
Specifications: + Show Spoiler + Minerals: 100 Gas: 50 Energy: 200(25 at start) Build time: 40 Supply: 2 Cargo size: 2 Armour: 2 Max chain range: 10 Prerequisite: Tech lab on Drone Station
Active mode: Defense: 300
Spells Radiated hemisphere: 50 energy, radius 5 The unit projects a spherical atmosphere around itself filled with ozone. Biological units that overstay their welcome get highly intoxicated.
Chain barrier: 75 energy The selected drones will create barrier chain that will temporary negate all melee damage.
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your Country52797 Posts
On March 25 2015 06:20 HewTheTitan wrote:I'm offended my convict labor wasn't included in the OP. Gotta shiv somebody to get anything done around here... Show nested quote +Convict Labor
upgrade: SCVs may abandon their work tools at Command Center/Orbital/Planetery. In exchange, they gain viking/biker helmets, a weaponized mining tool(melee), and a possibly small decorative shields.
SCVs may return to a command center to get their work tools back
effect: -SCVs now benefit fully from combat shield, stim, and engineering bay upgrades -SCV voices change to reflect that their workforce is less savoury than before -SCV attacks do bonus damage vs armored/structures
Cost:
just enough to make it worthwhile only if you're planning to allin. Gas heavy, to use the gas you won't be spending on upgrades.
Concept:
The SCV pull is such a large part of the game, yet it feels cheesy and dumb. This is a slightly funny way to make it official, inspired by call to arms in Warcraft 3. SC2 may officially embrace one of the most used strategies ever.
It also provides a visible upgrade, to give protoss a clue that it's coming if scouted. I haven't gotten to your post yet, check the bottom of the submissions list in the OP D:
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Duelists Structure: Barracks with Reactor. Cost:100m/100g Supply:2 per Duelist HP:100 Build Time: 50s (Blizzard not real time) Requires Armory Damage: Against Air +4 (scales with Bio Upgrades) Against Ground 2 (Static) Stimmable Receives Combat Shield Armor: Light. armored Biological Speed: 2
Unit only produces two at a time and cannot be produced without a reactor, damage is comparable to Thors providing high, single target damage to air units. Meant to provide a lower supply alternative to AA concerns in the mech composition the Duelists would offer incentives for Terran to retain medivacs for both Hellbats and this unit specifically. The Terran will have to hedge running tank lines with hell bats to leaving the skies wide and clear as the relatively fragile unit, weak to banelings, Hellbats, and Stalkers.
It would also allow the Barracks to contribute to bio and mech in a meaningful way specifically offering Terran a way to utilize the barracks where it otherwise would be just an idle structure. The cost is enough to to make the unit choice a dedication while also offering Terran an interim choice between Tanks and Hellions in TvZ. Relegating this to above the armory ensures that the unit doesn't enter the field terribly early, and could offer a flexible choice to Terran compositions.
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Widow Mine + Raven
Widow mine as a unit is removed. Seeker missile as a spell is removed from Raven. Widow mine is added as spell to Ravens to allow for potent late game harass and space control. Costs 75 Energy. Possibly a minor mineral/gas cost. Spell casts a "Widow Mine" that burrows at the target location. Widow Mine is expended upon launching. Widow Mine lasts for 3-4 minutes.
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Considering the current challenges that Terran players face, I propose the following new unit: The Ventriloquist!
Cost: 42 minerals, 73 gas Built from: Barracks Requires: Barracks
The latest and greatest addition to the Terran arsenal, the Ventriloquist will lead you to victory by driving your enemies insane!
With the aptly named passive ability, “Ventriloquism”, the ventriloquist will mimic the announcers and units of your enemies and feed them false messages.
Your probes are under attack! the proud enemy Protoss hears, although none of their units are under attack.
Spawn more overlords! “Hey, I’m at 150/200”
Fall back to the shadows! “Are my stalkers under attack?!”
Nuclear launch detected! “Where? Where?”
The possibilities are endless! (well, not really).
The Ventriloquist can be upgraded from the new building. New building: Ventriloquist Academy (same sound as Starcraft Academy, it fits).
Researched abilities: Greater ventriloquism: Allows Ventriloquists to also update the minimap and other interface elements of your opponents with relevant information relating to the voice message.
Zergify. Improve the anatomy of your ventriloquists by infusing them with Zerg DNA, thus allowing them to throw the voices of popular Zerg acts such as the Hydralisk, Ultralisk or even the legendary Day9 Mutalisk.
Mime Aspect: Allows your Ventriloquists to morph into Mimes. Shock your opponents by using the power of performance arts!
Uselessium Reactor: Gives your ventriloquists 50 extra energy, for a whopping 50 energy total.
Ventriloquists have strong synergy with other Ventriloquists. Building 200/200 supply worth of Ventriloquists is a winning strategy, by causing the opponent to go insane under a barrage of constant announcements.
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My unit is a splash damage unit for the terran race that is more effective.
A starport unit call the Sentinel
Stats Hp: 300 Energy: 200 Armor: 2(6) Movement: normal Attribute: Armored mecahnical supply: 2 cost: 150 min 100 gas Hot key: S Build time: 40sec No add-ons require Upgrades: Overwatch- grants detection an additional 5 range Weapons: Dragon Launcher- 10 range, type Splash, damage 30(45), speed slow Spells
HellStorm- cost 100 energy, deal 250 (splash) to air and ground (+250 to structures), medium radius, cooldown is 15 secs
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Here's my entry:
The ACV (Advanced Combat Vehicle)
1.- Lore
+ Show Spoiler +With Mengsk dethroned, and with the new Terran regime, the policy of repression, terror and disrespect for human rights is over. Considering this, the provisional new Terran government believes that the army is a voluntary institution, and not a means to dispose politely of the "undesirable" elements of society. Consistent with this idea of democracy and society, the new generals are firmly convinced that a human life is the most valuable asset. That is why the new Terran project is a multi-purpose, safer-than-a-suit mobile vehicle, capable of deliver moderate firepower in the field of battle and, in the long run, transform into the bulk of the Terran military power. The recently appointed chief engineer, Rory Swann, has designed an all-around battle walker, inspired in the out-dated Goliath model, but much more cheap and suitable for mass production. However, the reduction in costs comes at the expense of removing the air missles who were the trademark of the Goliath-class model. Let us see if the Terran marshalls adopt this new model into their strategies...
2.- Unit description
+ Show Spoiler +The ACV is a mechanical, armored unit that is designed to engage directly into combat, a role who was exclusively reserved to the Marine corps. The ACV engages ground menaces with its dual machine guns that attack simultaneously, and is capable of endure moderate damage while mantaining a reasonable mobility. Groups of ACVs are capable of deflect minor skirmishes of light-armored enemies on their own; however, if the enemy attacks with heavy gunfire or with air squadrons, support is highly recommended.
3.- Unit stats
+ Show Spoiler +Description: Ground unit. Built from: Factory (Can build 2 ACVs with the Reactor add-on) Cost: 125 Minerals, 50 Vespene Gas, 2 Supply Construction time: 33 game seconds Attributes: Mechanical, Armored Attack name: Phobos-Class Machine Gun Ground attack: 13 (+1) Ground DPS: 13 (+1) Air Attack: 0 Air DPS: 0 Bonus: No bonus Bonus DPS: No bonus Range: 5 (+1) Cooldown: 1 Defence: 125 HP, 1 Armor (+1) Line of Sight: 8 (+1) Speed: 2,50 Cargo Size: 2
4.- Upgrades
+ Show Spoiler +Benefits from Ground Vehicles Upgrades at the Armory
NEW: Ares-Class Targeting System Cost: 100 Minerals, 100 Vespene Gas Research time: 80 seconds Researched from: Factory tech-lab (Requires Armory) ACVs gain +1 range and +1 line of sight
"Not all the Goliath-class models characteristics were discarded after the ACV design. With a few more resources and manpower, the engineers at the Factory can upgrade the targeting system of the ACV, replacing the old Phobos-Class model with the infamous Ares-Class Targeting System. Field research have estimated the accuracy increase of the ACV in 20%, allowing the ACV to target and hit distant enemies. The Ares-Class upgrade comes with an increase in the ACV Radar, which in turn allows it to detect enemies at greater distances. Now the Siege Tanks have the support they deserve!".
5.- Balance considerations
+ Show Spoiler +The ACV is, basically, a mixture between the Viking in ground-mode and the Goliath. It is designed to make mech play more viable at the early-game while strenghten it in the midgame and mantain their usefulness at the late-game. Mech play needs a reliable DPS dealer to make them viable against all races. AA attack was discarded because Terran has a lot of AA options in the early-middle game: in TvZ, zerg players enter the midgame with mutalisk harass, and by that time, Terran has a lot of options including widow mines, marines, turrets and vikings, even thors. As per TvP, oracle play can be countered by the usual widow mine placement plus turrets. TvT metagame includes 1-1-1, which is a viable option against banshee play if the player can read the game properly. ACVs provide a solid ground attack that complements well with the hellion/hellbat ground attack. ACVs have no special abilities because what mech needs is a DPS dealer, not a spellcaster. It is a simple yet effective model who can change the LoTV metagame
6.- Art
+ Show Spoiler +Since ACVs are basically a Goliath, here's an image of that one: ![[image loading]](http://wiki.teamliquid.net/starcraft/images2/5/5c/Goliath.PNG)
Hope you like it !
EDIT: Grammar errors and the upgrade benefits from the Armory instead of Engineering Bay
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The David Kim
Cost : 1/1 Supply : 1 Building Time : 1 sec Energy: 999 HP: 1 Armor : 999 Movement : 25 Attribute : Light, biolocical Hotkey : Alt-F4 Upgrades : Dustin Browder Weapons : Soft Bullet Gun Abilities : Nurfing Time,
Upgrades : Add a Dustin Browder who's hanging around the David Kim and sometimes spawns a bald eagle. Add infinite nuclear missiles, storms and vortexes
Abilities : Nurfing Time : spell that reduces the stats of any units to 0.
Weapon : Soft Bullet Gun : any unit in range of that weapon will lose, randomly, 50 % to 100 % of its abilities.
IT'S NURFING TIME :p
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Commander Raynor This is a Hero unit (can only produce one at a time) aimed to empower Terran late game units in both compositions, Mech or Bio! Producer: Barracks Requires: Tech Lab + Ghost Academy (I believe the name should be changed to The Academy) Minerals: 300 Vespene: 300 Supply: 4 Build time: 60 secs Life: 400 Energy: 200 Armor: 0 Cargo size: 2 Attributes: Biological – Psionic Upgrades: Same as Bio and can have personal cloaking from the academy Weapon: Two C-14 Gauss Rifle (cannot benefit from stim pack and combat shield) this unit has double the Marines damage and same range, also can target ground and air units. Abilities: - Damage Dealer: Increase damage by +1 for surrounding units (both Mech and Bio). (75 Energy) - Super Armor: Increase Armor by +1 for surrounding units (both Mech and Bio). (75 Energy) - Ultimate Healer: Increase surrounding Medivacs healing ability by +1. (75 Energy)
![[image loading]](http://i.imgur.com/0xLWZKE.jpg)
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New Terran Unit ----- Cyborg
- Blizzard expressed a new Barracks unit, nothing from the factory which I believe is the easiest place to dream up new units as they are mechanical, Starport is difficult without treading on other unit roles. But I believe this unit should be able to bridge the gap between mech/bio or be able to roll with either. So why not have a unit that is made from the barracks but part mechanical and part human? Certainly the unit doesn't need to be named cyborg, but is essentially what is so am just calling it that for now.
Cyborg - Primary attack -
I have a few ideas here but still thinkin, as it is difficult to be innovative here, Rocket launcher for ground attack(minimal splash damage? range?) with over-the-shoulder mounted machine gun/s for air. Is able to shoot at air and ground at the same time? Maybe instead of a rocket launcher, something like a Laser rifle or ion cannon?
Abilities - I thought of a few of these as well
Grappling Hook
Can fire a grappling hook at enemies to slow them down until they're out of unit range. or if multiple cyborgs fire at the same unit can hold them in place. Amount the unit is slowed down is based on unit size and amount of hooks fired as well as how many hooks is required to freeze a unit.. This does seem too similar to the ability on marauders, so maybe this can only be used on massive units and air units? I donno... Or maybe can use this to scale walls as well? but is not a fast unit like a reaper.
Air-burst missile -
Damnit I thought of this one before they thought of the Ravager, so I don't think you could distinguish this enough now but I still think it'd be cool. Essentially though, with enough energy(or long cool down) you would designate a target, a missile on the back (think Boba Fett) would fire straight up and on it's way down would exploded dealing AoE damage. Like the ravager, would be a slight delay between firing and exploding.
You could go a different route with this type of unit as well, instead of being a offensive support unit for mech/bio, it could be a defensive support engineer.
It's primary attack now being the over the shoulder machine guns, but able to build defensive static structures. Think like when the military build sandbag walls.You can make these walls moving forward offensively like a siege line or on the defense as well. But unlike the SCV, it as able to shoot while building them. Able to repair mech units and buildings as well. Maybe faster than an SCV?
Anyway, I'm still thinking on it and just throwing it out there. Certainly a rough draft at the very best, but maybe someone can improve on it or give them an idea. A part mech/bio unit seems like a good idea, but maybe all my ideas were shit, lol.
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