its barrack melle unit, with a some sort of pnevmatic sword and shield, and it has 2 abilitus that u need to reserch 1 = he can cahrge, so u can play like this - u ckick what direction he need to charge and he charge in this direction, and push up the units from this direction, second reserch is the reserch in a fusion core, and give him ability to fly certain amount of time, but, if u make 1 upgrade in baracks, u cant make another one in fusion core, and if u make upgrade in fusion core, u cant make the "charge upgrade", i think this variability will be realy cool, and depends on players decision and playstyle, the unit themself need to be a heavy bio unit (whean on the ground) with about 200HP and a cost like 200-100 or 150-150, and become armored (and not bio) unit after fusion core upgrade, i would like to see unit like this in my favorite game, thanks all, and sory for my bad grammar xD
TL Terran Unit Comp. - Voting! - Page 23
Forum Index > Legacy of the Void |
Smartrio
Ukraine14 Posts
its barrack melle unit, with a some sort of pnevmatic sword and shield, and it has 2 abilitus that u need to reserch 1 = he can cahrge, so u can play like this - u ckick what direction he need to charge and he charge in this direction, and push up the units from this direction, second reserch is the reserch in a fusion core, and give him ability to fly certain amount of time, but, if u make 1 upgrade in baracks, u cant make another one in fusion core, and if u make upgrade in fusion core, u cant make the "charge upgrade", i think this variability will be realy cool, and depends on players decision and playstyle, the unit themself need to be a heavy bio unit (whean on the ground) with about 200HP and a cost like 200-100 or 150-150, and become armored (and not bio) unit after fusion core upgrade, i would like to see unit like this in my favorite game, thanks all, and sory for my bad grammar xD | ||
ZAiNs
United Kingdom6525 Posts
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Vehk
United States151 Posts
I am pleased to present to you A Guide to Starcraft Unit Naming Conventions (WIP). Please feel free to use this guide to help you name your units! Note the I am not a linguist, so if somebody wants to correct any errors I've made feel free to PM me. The idea is for this guide to be a resource for all future unit creation, whether for expansions, custom maps and campaigns, arcade or whatever. Enjoy! | ||
excitedBear
Austria120 Posts
A fragile energy unit that can summon short-lived heroes:
Several HorseShakers add up so that you can make adjacent units up to 100% bigger/stronger. Mind that also enemy units become stronger in its vicinity. | ||
bGr.MetHiX
Bulgaria511 Posts
instead of adding 1000 units u can just add an upgrade to the reaper that grants hp+dmg and allows them to stim so they can be utilized in large numbers in mid/late game. also they will be a good alternative to drops and might make up for some interesting games.this way the reaper will receive another purpose besides scouting and early harassment. | ||
excitedBear
Austria120 Posts
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saltis
159 Posts
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TsogiMaster
191 Posts
![]() Unity Type: Biological/Armored Built from: Barracks Cost: 100/25 Supply:2 Health:175 Range: Melee DPS: 5 12 (vs Biological with Flame Sword) 12(vs Mechanical with Electrical Sword) Abilties: Flame/Electrical Sword( require to research "Sword of Justice"), Stimpack, Shield Judge will be a tanky melee biological unit. He will not require tech lab on Barracks, so he can be produced twice with reactors. In early game he will deal not much damage but will be really good for defence. He will spawn with the ability "Shield", which allows him to take -30% less damage, but he will move 60% slower, while it is active. In tech lab of Barracks you can research the ability "Sword of Justice", which gives him ability to switch his sword between Flame and Electrical Sword. While Flame sword is toggled, Judge will do bonus damage to biological units, and with electrical sword he do bonus damage to mechanical units. Unit 2: Judge 2.0 ![]() Unit type: Biogical/Light Built from: Barracks Cost: 75/25 Supply:2 Health: 150 Range: Melee DPS: 8 15 (vs Biological with Flame Sword) 15(vs Mechanical with Electrical Sword) Abilities: Flame/Electrical Sword( require to research "Sword of Justice"), , Shield, Turbospeed Judge 2.0 ist almost same as Judge. But he will be a little bit less tanky unit and used more to harass then defence. He will spawn with the Abiliy "Shield", which is same as Judge's. Judge 2.0 wont be able to use stimpack, but with the research of "Turbospeed" he will have same speed as reapers and can jump cliffs. Judge 2.0 will be more a replace of reaper in lategame, since noone uses reapers in lategame and only drop is used to harass. Unit 3: Mask ![]() Unit type: Biological/Light/Caster Built from: Barracks(require Tech lab) Cost:100/100 Supply:2 Health:100 Energy/Mana:200 Range: 7 DPS: 0 Abilties: Firestorm, Electric Shock( both have same research in Ghost Academy) Enerrgy Drain(require reseach in GhostAcademy) Mask will be caster unit. Since he require Ghost Academy, he will be more mid+late game unit. He will be almost same as High Templars. Because he has 2 different kind of AoE damage Spells. They will have same radius as "Storm" and "EPM". But they will do 30 dmg in 8 sec not like as "Stom: 80 dmg", but Firestorm deal bonus damage to biogical units, while Electric Shock deal bonus damage to Mechanical Units. Each has 1 sec CD and cost 90 Energy. With Energy Drain Mask will absorb 50% of enemy caster unitss energy and will add it to himself. Unit 4: BeeFly ![]() Unit Type: Mechanical/Light/Flying Built from: Starport(require tech lab) Cost: 125/50 Supply:2 Health: 75 Energy:100 Range: 6 DPS: 9(Ground), 18(Air) Abilites: Firerush, Speedrush BeeFly will be early harass unit, more easier to get than Banshees. But they deal less damage and havent cloak. They will be cheaper but they will have only 75 health. He will spawn with 50/100 energy and have 2 abilities, which need no research. With Firerush he will attack 50% faster and with Speedrush he will move 50% faster. Both will be 20 sec long and will cost 50 energy each of them. Since they can also attack air, they can be more flexible than viking or banshee. Unit 5(Seriousness over 9000!) Unit name: Spy Built from: Barracks(only once) Unit Type: Biological/Light Cost: 1 min 0 gas Supply:0 Health:1/2(cant die actually) Energy:0 DPS:0 Ability; Steal, Betrayel Spy will be made in Barracks, and will be really good unit to scout, he will change his appearance by changing his costumes like changelings, when he sees enemy unit, Once he is in enemies main base, with his ability "steal" he will steal minerals from the enemy and give it to you. But once he is detected and get hit, He will betray you and become enemy unit, And not only that everything what you did before he died, will be shown on enemies minimap. Now he can be used by the enemy to steal your minerals. If you kills him , he will betray back to you, so its endless game with him. | ||
RogerChillingworth
2781 Posts
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Skynx
Turkey7150 Posts
Unit: Prydz Built From: Barracks Cost: 75M , 75G , 45s Requires Tech Lab Type: Ground Attacks: Planning same as MSC, with bonus to light To ground only. Speed: Same as Widow Mine Prydz is a support ground unit made from Barracks who is unable to attack unless it takes hover mode. In hover mode Prydz takes on air and able to attack and cast Generate. Taking hover mode however, Prydz is able to move only for a short period of time (5seconds) and is then unable to move until it lands again. Hover/Land: Prydz becomes an air unit that can only move for 5 seconds then gets immobile with Hover. Landing gives unrestricted movement to Prydz but he now can't cast Generate and unable to attack. Transition duration same as Vikings. Generate: Prydz starts generating an exhilarating pulse in (x) yard radius. Enemy units caught in this radius are slowed (x) amount and damage other enemy units in close proximity (x) yards. Think it like Earthshaker or Earth spirit ult, point is: a) With slow and proximity damage, units gets a use in TvZ vs ling bane and/or roach hydra. Punishes clumped up units and promotes micro against it. Also allows Terran army to maneuver around enemy army. b) Worker harras, damage should be enough so that if enemy doesn't notice in time, Generate should kill 5-6 workers. 7-8 in total combined with normal attack. Remember Prydz only has 5 seconds to get in mineral line after hovering. c) Counters bio tank heavily as marines have to get in range to shoot Prydz but are clumped and slowed. Taking massive damage. Promotes more diverse unit compositions. Subtle to editing later on. | ||
excitedBear
Austria120 Posts
![]() ![]() If necessary, it can also be used to throw marines at the enemy ![]() | ||
HewTheTitan
Canada331 Posts
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HewTheTitan
Canada331 Posts
Planetary Reinforcements research effect: 1 - The movement speed of floating buildings increases (or they gain a turbo boost like dropships) 2 - To reduce clutter, the buildings cannot overlap like normal flying units. 3 - All factories, starports, and barracks may train units while floating. Build time increased while flying. 4 - Terran buildings take extra damage while floating because of the nature of Terran engineering Cost/Reqs: Just such that it can finish around 7 mins, in time for some tactical plays. The units are dropped to the ground as they are made, like with dropships. A parachute could also be used. Also, barracks may garrison a dropship's worth of units to transport them, but they will load/unload slower than a dropship. Units produced over impassable terrain... well, they could be denied production or left to drop into space... probably the former. The terran buildings already fly, but this has almost no role in the game and it's a shame. Why shouldn't a factory continue production while it's in the air? This also makes it viable for a terran to move almost his entire main base to another quadrant of the map lategame without giving up his production, thus taking a new main... The only hurdle to overcome for this to work is to make it aesthetically satisfying visually. That's for a visual designer however. I can think of several solutions already, so an actual designer could easily do better. Alt Idea: Even just giving the bulidings a turbo boost for when they're in the air, it would again allow the terran to move his production around the map without unreasonable pauses in said production. Lift, turbo, land, build, lift, turbo, land. | ||
HewTheTitan
Canada331 Posts
On March 25 2015 01:12 Athenau wrote: 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). +1 User was warned for this post | ||
HewTheTitan
Canada331 Posts
On March 24 2015 03:16 Superouman wrote: Name: MERC Produced at: Barracks Supply Cost: 2 Mineral Cost: 125 Gas Cost: 50 Movement Speed): 2.75 Damage : 30 Cooldown : 1.8 Range : 1 Defense: 160 Hp, Armor: 1, Biological, Light Collision Size : Same as Marauder Cargo Size: 2 Description: It has a special ability called grapple which allow the MERC to jump onto an other unit (ally or enemy or rocks) It will enable a lot of creative plays. +1 It seems self absorbed to post my own ideas without finding at least a few others I like. | ||
saltis
159 Posts
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Deleuze
United Kingdom2102 Posts
disappointed | ||
Mike Morhaime
1 Post
Requiring an armory, a barracks with tech lab, and 75 m / 150 g / 2 supply to build, the technologist seeks to replace the ghost as the go to terran caster. Although inexperienced with terran weaponry, the technologist boasts five great abilities gleaned from years of research on protoss and zerg technology. The first ability is passive; the technologist wears a suit altered from dark templar technology, rendering it permanently cloaked. However, the technology doesn't work quite as well and AOE damage will cause temporary uncloaking. The next two abilities come after years of harvesting fallen sentries. The technologist's mobile cold fusion reactor has been modified to allow disengagement of the cloaking shield and to project its energy as physical manifestations. This could be as either a force field or a damage dealing (50% damage, 50% hp) hallucination of an allied unit, so long as the technologist does not move. Years of experimental "research" on the zerg queens has lead to the development of the technologists last two abilities. The first of which is a mass transfuse; the technologist's reactor is overloaded, draining all stored energy, temporarily decloaking, and damaging the technologist to transfuse health to biological units in a small AOE. The technologist is also able to put his knowledge of the zerg inject to work; by permanently fusing himself to a barracks, build speed of units is decreased by 33%. | ||
HewTheTitan
Canada331 Posts
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RogerChillingworth
2781 Posts
On March 27 2015 09:23 HewTheTitan wrote: I hate this forum This forum hates you, Mr. 1-month-old. | ||
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