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Tunneler
Refitted SCV buildable at a CC once engi bay is finished Cost: 100M 50G Buildtime: 45 sec HP/attack identical to SCV
Same abilities as a regular SCV with one addition:
Tunnel: burrow move, movespeed around 1
Subterranean explosive: plant time-delayed (~5s) explosives while underground, dealing high damage (~300) in a small AOE (~0.5). 60sec cooldown, able to hit buildings. Movespeed around 1 while underground.
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Based on everything I've read so far, it's fairly obvious that Terran doesn't need a new unit.
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SoilBreaker
- A farmer that can take a piece of soil and put it somewhere else
- All the units and buildings on the piece of soil will transfer to the new location
- All the soil, units and buildings at the new location will be crushed by the new piece of soil (with prior warning)
- The place from where the soil was taken becomes a void where units vanish if they step inside
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For best idea: The 'Armatus'
It is a cyborg/bipedal mech like unit. Armored unit with a lot of health (cannot be healed by medivac), it's primary function is to soke up damage. It's ability will support this even more: the ability is a magnetic plasma field (stolen technology from the protoss). What it does is, it will attract any damage that is dealt in a small area onto him. If the damage dealt in the area is as much as would needed to kill him he does, so he will take damage it just that units around him wont take the damage. He can even take a bit more damage then normally in straight up fight (basically it's corpse would take the damage, how much is up to balance).
It is very nice in late game tvp, in a 'MM army' have a couple of these and they will soak up the storms or part of the storm that is in it's area and the laser or part of the laser (if the sweep from colloseus only gets partly into the zone) will also be soacked up. And maybe zealots/chargelots could auto focuss him when he has the ability on and they come inside the zone. So basically the priority of him as a target will be higher than the other units.
This will make it a bit easier for the terran and doesn't have to be twice as focused as the toss in late game and positioning won't have to be perfect anymore because your MM will live a bit longer and you won't have to take too much risk like now with the vikings (you kinda need to kill a few colli now before the actual engagement else your bio melts, with this unit it will be a bit more forgiving).
It will be an expensive unit, a bit like medivac and viking and I thought it would be fun if you can make it out of an (upgraded) supply depot. Since the Overlord (scout) and Pylon (warp in) both have an extra function aswell beside enabling more units.
Its won't have an high dps and have average/decent damage dealer for it's cost and it won't be able to attack while activating its mode.
Lastly the mode will be a bit like a form change as with viking and hellbat, when the ability is activated it transforms into more armored and shielded body parts and with glowing stripes on its body. I think because of balance he should only be allowed into this mode for a short period of time and then when he turns back after the time has passed and he not dead yet it will take a few seconds to recharge and be able to use again.
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Most entertaining idea competition:
Unitname: John Rambo Description: The terran army can only build one John Rambo. If he dies, he cannot be replaced. John Rambo is an extra strong marine (better stats). Has stimpack of course (ekstra strong version). Permanently cloaked (but can be detected as normal). When John fires his marinegun, his cloak is broken for a few seconds. If John fires his marinegun while affected by stimpack, he cannot reenter cloak until stimpack has weared off. The rest of his abilities, John can use without leaving cloak. Can climb cliffs and regenerate life as a reaper. In addition to the marinegun, John Rambo can also throw grenades that do splash damage. He can also plant explosives, that explode after a short duration. These do splash damage, with a high bonus towards buildings. John can also snipe biological units within melee range with his knife. This snipe is stronger than the ghost's. In addition John can man any mechanical unit. This includes enemy mechanical units. John looses his normal abilities while inside a mech unit. But the mech unit is stronger than normal. If John stays within an enemy mech unit for a certain amount of time, that unit is considered permanently stolen, even if John leaves the unit. John cannot man a unit that is already manned by an enemy John Rambo. If a mechanical unit dies with John inside, John is dropped on the ground. Terran can indeed build up a protoss army this way by stealing a probe. And zerg can also build a John Rambo if they build up a terran army.
After some thoughts this gave me the idea for a new serious unit. This is a fun and simple unit which I have described in a later post.
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My unit is:
Spectre:
It is upgraded from the Ghost:
Cost: 50 min / 100 gas
Abilities: Perma cloak Nukes drop 12% faster New ability added (lock down) New ability added (defense matrix) Snipe removed, emp removed
Fire rate increased by 9%.
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Caldeum1976 Posts
ByuN:
Any time a Terran Ghost gets 20 kills in a game, it will automatically be promoted to a ByuN. This will unlock the ability to create a puppy from your Command Center for 250 minerals and 250 gas. Once the puppy and ByuN are within 2 range of each other, you automatically win the game, but cannot play another game until the next expansion comes out.
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Unit: Battle SCV
Built From:Barracks with techlab(need engineering bay) Cost:125mins/50gas/30sec/2supply Attributes:Armored, Biological Ground Attack:10(+1) Range:0.1 Cooldown:1.5 Defence:110 Armor 1 (+1) Speed:2.25 Cargo Size:2
Description: Tougher version of regular scv. Unable to mine. Can repair twice as fast as regular scv. Can only build static defence structures(able to finish other structures started with regular SCV).
Abilities: Build on creep Construct defense structure on creep. Structure will apear is if it was build before the creep arrived.
Destroy forcefield Can destroy forcefields by walking over them as if it where a massive unit.
Construct planetary fortress Builds a planetary fortress on location from scratch. For the cost of 450/150 and build time of command center.
Self repair Cast repair on itself.
Possible uses
Setting up contains
Using it in army to mess with enemy AI by using attack move and switching to self repair when a Battle SCV gets low on HP.
Breaking out of forcefield contain before medivacs are out. Easier to build expansions on location. When being harrassed by small amounts of units: Battle SCV can pause building and use self repair to buy time before reinforcements arrive.
Balancing options (besides tweaking with cost, build time, HP, movement and repair speed etc):
Nerf Remove 'build on creep' abilitie for planetary fortress.
Buffs Decrease building time of defense structures build by Battle SCV. Maybe with the execption of PF, as mining from an expansion earlier may have significant impact on the game.
Enable it to mine minerals(too fat to fit in refinery) so mineral walk trick can be used. Having one Battle SCV mining at each base can help against zealot and ling harrasement with good simcity. A player can evacuate all workers and have Battle SCV hold position to plug the hole in the building wall, giving scv's time to escape.
Enable regular scv's to finish sctructures, once started with Battle SCV.
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I'd just love to know if that was originally be planned to be a contest about designing serious things.
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On March 28 2015 23:16 boxerfred wrote: I'd just love to know if that was originally be planned to be a contest about designing serious things. It doesn't really matter because when you are brainstorming ideas there is no distinction between serious and funny. All ideas can be assessed at their own merit.
For example, take the Truck by SnowStormer. At first this might seem completely ridiculous. But then you think further and ask yourself, wait, what if we actually make this work? Just a little bit of tweaking by blizzard and you have LotV with a truck.
Trying to be serious and make a unit 'fit' only impedes the creativity process. The fitting is anyway done by the developers, so don't worry too much, just blurt out ideas!
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Smoker Bio support spellcaster.
Cost: 75mins/125gas/40sec/2supply Attributes: Biological No Attack 80hp, 1 Armor (+1) Speed:2.25 Cargo Size:2 Energy: 50/200 Built from barracks, requires engineering bay and techlab.
Ability 1: Plasma clouds 25e, 1e/s Continuously disperse plasma cloud in a small area around the unit. Harms enemy bio units and depletes plasma shields. Very effective against melee units, for instance by adding smokers to army comp, or putting them inside bunkers. Ability does not stack.
Ability 1b (passive) Upon unit death a plasma cloud proportional to the units energy will be discharged and remain for a few seconds. Will also be cast if unit dies inside medivac.
Ability 2: Smoke screen 75e, lasts 30s (same size as blinding cloud) Can be casted from a distance. Creates a (neutral) smoke screen rendering all enemy ground units invisible and untargetable. Units can freely pass through the smoke screen and can only be damaged from AoE spells such as baneling detonations, the ravagers corrosive bile or an enemies aoe attack on a friendly unit. No structures can be placed under the smoke screen, blocking the construction of walls or addons. Can be used to protect ranged units, close distance towards enemy troops and hide units such as ghosts or mines.
Ability 3: Irradiate (locked), 100e, lasts 30s or until the unit dies. Cast Plasma clouds to any other unit, comparable to the science vessels irradiate. Very effective on friendly hellions or medivacs, to utilize their speed. Also useful on high hitpoint enemy units inside protoss or bio army comps.
Upgrades in engineering bay: -starting energy 100/200, 100m/100g -Unlock ability 3, 150m/150g
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Canada11258 Posts
Alright, here's my contribution.
First- get rid of the Hellbat tranformation. Never liked the idea of taking a fast harass unit and having it's special ability slower and tankier.
Replace it with the Death Race 2000 upgrade. (Or maybe Wall of Fire or Oil Slick) Researched out of the Factory Tech lab, probably need the Armoury to unlock.
This researches a toggable ability on the Hellion. When toggled on, the Hellion no longer shoots its flamethrowers. Instead, it dumps out a line of oil slick. If you keep the hellion stationary, the oil will puddle like Ovie dumping creep. The oil is on a timer and will eventually fade.
Optional- oil somewhat slows units passing through.
Main Use Using another hellion, or else toggling off the oil slick, the oil slick can be targetted and set on fire doing damag/ second. The oil catches fire faster than a hellion can drive, so the fire will eventually catch up to the hellion dropping oil, if it does, the hellion will explode doing small AoE damge. The fire will only burn until the oil fades- so there is a timing decision on when to set the oil on fire for maximum damage vs getting your hellion's dropping oil away so they don't explode.
This would increase the versatility of hellions in more interesting ways then just 'tankier and slower.' Instead, Terran players could find inventive places to circle oil slick (around small armies), puddle near buildings to do damage, send them right in between a CC and the minerals so the workers get torched every time they pass through while working or maybe make a couple fire walls to block scv escapes while the other hellions torch the rest. Hellions are fast, but they are still quite weak, so they can still be picked off. The oil will fade, so you can't just lay oil everywhere- besides the fire damges friendly units as well.
I think it would create a lot of interesting decision making, while keeping the hellion a fast unit, and breathing new life into an old units, which I think is fine for an expansion.
I have no idea about research cost or length of time as that has more to do with balance that would have to be changed anyways. The point is the skill-based nature of the toggable ablility. In addition, hellions are the only unit that uses flamethrowers, so there is not a 'counterintuitive lore' issue on why only hellions set the oil slick on fire.
TvT might be pretty funny with both players trying to prematurely set each other's oil slicks on fire. If you accidently toggaled all you your hellions to drop oil, you could lose a lot in one fire explosion.
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Serious unit suggestion:
I honestly think this idea is roughly viable directly and not just serves as inspiration for Blizzard. I came up with the idea by participating in the entertaining unit competition (John Rambo unit).
Simply add the following 2 upgrades to the current reaper. Could also be added without the research.
1. The ability to plant explosives that explodes a few seconds after being planted. The damage is splash and has a high bonus vs buildings. 2. The ability to mind control an enemy mechanical unit by jumping into it. While inside the reaper cannot take damage. The mind controlled unit can of course take damage the same way as when the infestor neural parasites.
I suggest the reaper remains the same cheap cost and thereby early game viability. Therefore the 2 abilities must be limited in some way. With energy cost and/or short time of mind control f.ex. I imagine 5-8 seconds for mind control would be fine.
I have thought about some uses when it comes to the mind control part: - Defense vs Oracles and Banshees, and to some extend Warp Prism and drops. In all 4 cases, fly the MC'et unit on top of a Turret. - Passify units all game long. Hopefully usefull in this way all game long. - Prolong the reapers life. In early game the reaper could jump into an SCV, Probe, Helion, Sentry, Stalker for increased scouting and damage to probes. A gasblock could be instantiated while within a worker. - And so on....
The explosives ability part: - Could Snipe important upgrades with the high building damage, especially if you are Ruff - Force a worker pull or kill of larvae with a reaper drop. - And so on....
Defence vs Reapers: - Terran has EMP and Snipe and Protoss has Feed Back. Zerg only have to care about the Explosives - Bio - Photon Cannons - If a unit gets Mind Controlled, it should be considered a neutral unit for the defender (I believe neural parasite works the same way). That way you will not attack your own unit unless you explicitly attacks it. I imagine you normally would want to endure the damage from the MC'et unit, until you regain control of it. So if it is not a big unit, you can probably live with it. In big fights, you should be on top of your EMPs, Snipes and Feed Backs (so ghosts could become more used in tvt). In smaller engagements, you might want to leave your MC'et units those 5-8 seconds, untill you regain Control.
I believe this unit is fun, fast paced and fits into LotV filosofy of rewarding agression. I believe it is also micro intensive, especially on the defenders part.
Note: It should be considered carefully if the 2 abilities need to be researched first. Could it be too strong with a reaper allin early game without need to research? And is it undesirably too strong vs banshee/oracle early game. I can see the Banshee cloak and stay outside detection range when a reaper aproaches. And the Oracle has its fast movement speed. But I think a research is the way to go with mind control. Then the terran player has to decide whether to commit resources and research time on a tech lab early game. A range upgrade for mind control can also be considered for weaker early game and stronger late game.
Note: The new reaper could become especially interesting early midgame, if protoss has decided not to build templars yet and Terran have no ghosts out yet.
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Unit: Chem Striker Concept: mobile artillery infantry Built from: barracks with tech lab Cost: 50 minerals, 100 gas Supply: 3 Attributes: 125 health, 1 armor, size 1.125 (marauder), sight 11, range 13 (siege tank) Attack: manual attack that must be targeted. Area of impact is highlighted like nuke for 1 second prior to landing. Area of impact is the size of a supply depot. Attack deals initial damage plus 10 damage every second a unit is within the radius which is delineated by chemical cloud or orange napalm area. Cloud lasts 5 seconds Attack cooldown: 8 seconds Unit can be set to fire at one area repeatedly, but must be manually targeted to switch targets.
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I would love to see a Terran unit that can build "fake" buildings, similar to Protoss' hallucination:
Build from: Command Center Build time: 35 seconds (same as Orbital, so significant loss of scv production) Cost: 100 minerals Supply: 1 supply Damage: 0 (no offensive capabilities)
- Can build "fake buildings" for 50 minerals each. - Fake buildings have a life span of 100 seconds. After that, they explode as if destroyed. - Build time of fake buildings is 50% of the real building's build time. - To the opponent, fake buildings appear exactly the same as real buildings. They show the appropriate amount of hit points, etc. Fake buildings can have addons, for zero cost, since they'd be purely easthetic. As with regular buildings, the add-ons would become available as soon as the building is finished. Add-ons would be building at 50% of the build time of regular add-ons - Fake buildings and their add-ons will never appear to be researching/building. - Fake buildings are *not* revealed by detectors/scans. Instead, like changelings, fake buildings have very few hit points (24?). A reaper would 3-shot a fake building, a banshee would 2-shot a fake building, 2 lings would need a few bites each
This is a situational unit, used to hide tech transitions/strategies. In a regular game you would build none, or maybe 1 or 2. They would not take up much of your army size, but the fact that they're available from the Command Center from the start of the game means the opponent has to second-guess if that 3rd CC is real. If the 2 e-bay's are real, the armory is real, etc. Scouting becomes more important, and it needs to be done using units that can actually attack the building. Since fake buildings are cheap, you can also use them as spotters on the map, or for blocking expansions.
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Pugfarmer clean your nails dude lol
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I would just like to say that whatever new unit Terran gets, I think it should maybe have a significant gas cost. Compared to P and Z, gas just doesn't seem as important to Terran.
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The Hera
Description: A mechanical battle suit worn by females who trained in martial arts with ghosts at the Academy and have a degree in engineering. Mechanical/Light Builds from Factory: Requires Ghost Academy 2 Supply - 75Minerals 100 Gas Attack (melee): 7x3 (benefits only from Armory upgrades)
Abilities: Sabotage (75 Energy): Cancels an opponent's building Research/Upgrade (without giving the opponent the resources back) and/or reduces that building's energy to 0. (Takes 12 seconds to resolve, target building must be in melee range, and the Hera cannot move or attack during this time.)
Adamantium Coating: Has only one charge per produced unit. Increases any mechanical unit or structure's armor by 2 permanently (cannot stack) (takes 15 seconds to resolve)
EMPunch (50 Energy):Increases each attack +3 (total of 10x3 without upgrades) (last 15 seconds)
Grapple (Research from Tech Lab (Requires Ghost Academy) - Same ability as the HERC
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Ranger The ranger is a barracks unit that requires a tech lab. It has a hard-hitting, but slow attack that can hit both ground and air. He has low health, moderate speed, and his only real defense is his limited stealth ability, so he'll need to be protected through smart positioning or medivac support.
He has two major features. The first is the ability to stealth while stationary and then land a big hit on light units such as the ability to 1-shot a zergling when coming out of stealth. The second is his UAV ability which allows him to help in emergency detection situations (banshee, widow mines, dark templars) and clean up creep when added to an army.
Attributes Light, Biological Cost: 75 minerals, 50 gas, 30 sec build, 2 supply Attack: 15 damage (+2), 1.5 second delay Range: 6 Defense: 45 life, 0 armor (+1) Speed: 2.25
Abilities - Ambush Ranger gains stealth if he takes no action or damage for 5 seconds and keeps stealth until he moves or fires. If he shoots from stealth, he gains +20 damage on his first shot versus light targets.
- UAV Each Ranger has one charge of a UAV. The UAV is an unmanned aerial vehicle with a small amount of health that flies and provides detection and a large vision range. When launched, it flies in a loop in front of the ranger out to max vision range and then returns. The ranger may re-launch it continuously until it gets shot down. It has 40 life and is also destroyed when the ranger dies.
Obviously, needs play-testing to check for balance. Would recommend adjusting attack delay first as a balancer. I also noticed that someone else had a Ranger unit idea in this contest, but it seems to be very different from this one.
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On March 23 2015 21:46 avilo wrote: Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 50 vespene gas / 2 supply Cost When Produced from Barracks*: 50 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)
Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.
Range: 6 (same as marauder iirc?) Unit Size: Same as a reaper Unit Style: I imagine it the size of a bio unit, a gundam wing fighter zooming around the battlefield.
Note*: Please keep in mind unit stats are easily changed, aka range, health, dmg, etc.
A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.
Another possible idea for main auto attack of this unit would be that when it attacks the projectile that it sends out damages anything within it's path while then returning back to the Boomerang. Might make for epic micro moments and make positioning matter as well to maximize damage for the Terran, and allowing the opponent to micro to mitigate the damage.
This unit has two modes that the player must decide to transform between. One is anti-ground only, the other is anti-air only.
Design Goal of the Unit: Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.
The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."
When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.
2nd Design Goal of the Unit: Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply no units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.
The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.
When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.
Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air (as is the intention).
Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.
To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?
A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.
This is such a great idea!!!!!! Go get it Blizzard!!!!!!
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