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Valiver United States. March 28 2015 02:54. Posts 974 Gift TL+ Profile # 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.
LOL, I'm crying.
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On March 25 2015 22:54 _indigo_ wrote:BATTLE COMMANDBuilding - UPGRADE TO COMMAND CENTERBuilt on "naked" Command Center; a third option of CC upgrade such as Orbital Command and Planetary Fortress. Requires Armory Cost: 0 minerals, 150 gas Battle Command Center cannot lift and store units (similarly to Planetary Fortress), but has energy. This building unlocks new abilities that can be used with energy. Energy is universal, meaning you only need one Battle Command and can benefit from it + other Orbital Commands.BUILDING ROLE: + Show Spoiler +Abilities provided are meant to bridge the gap of production and reinforcement in lategame, providing terran with options to directly reinforce the armies, providing he has the required resources. Abilities CALLDOWN: MARINE SQUAD: + Show Spoiler +Uses 50 energy to call down a squad of 4 Marines in a pod. Marines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 200 minerals (same as building 4 Marines). Same as MULE, Calldown needs vision. CALLDOWN: MINE CACHE: + Show Spoiler +Uses 50 energy to call down a cache of 2 Mines in a pod. Mines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 150 minerals, 50 gas (same as building 2 Mines). Same as MULE, Calldown needs vision. CALLDOWN: NEOSTEEL FRAME: + Show Spoiler +Uses 50 energy to call down Neosteel Frame upgrade on bunker. Bunker is not provided and must already be built - the upgrade of Neosteel frame is dropped directly on the bunker, providing the given upgrade. As this upgrade cannot be exploited given the requirements and cost of Battle Command Center, cost requires only energy (same as Calldown: Extra Supplies). Requires built bunker.
* I would argue bunkers should either get +1 additional armor or +1 range with this upgrade (called down or not) to truly be worth it.
Missed this one in the List of Entries.
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your Country52797 Posts
On March 30 2015 07:43 _indigo_ wrote:Show nested quote +On March 25 2015 22:54 _indigo_ wrote:BATTLE COMMANDBuilding - UPGRADE TO COMMAND CENTERBuilt on "naked" Command Center; a third option of CC upgrade such as Orbital Command and Planetary Fortress. Requires Armory Cost: 0 minerals, 150 gas Battle Command Center cannot lift and store units (similarly to Planetary Fortress), but has energy. This building unlocks new abilities that can be used with energy. Energy is universal, meaning you only need one Battle Command and can benefit from it + other Orbital Commands.BUILDING ROLE: + Show Spoiler +Abilities provided are meant to bridge the gap of production and reinforcement in lategame, providing terran with options to directly reinforce the armies, providing he has the required resources. Abilities CALLDOWN: MARINE SQUAD: + Show Spoiler +Uses 50 energy to call down a squad of 4 Marines in a pod. Marines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 200 minerals (same as building 4 Marines). Same as MULE, Calldown needs vision. CALLDOWN: MINE CACHE: + Show Spoiler +Uses 50 energy to call down a cache of 2 Mines in a pod. Mines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 150 minerals, 50 gas (same as building 2 Mines). Same as MULE, Calldown needs vision. CALLDOWN: NEOSTEEL FRAME: + Show Spoiler +Uses 50 energy to call down Neosteel Frame upgrade on bunker. Bunker is not provided and must already be built - the upgrade of Neosteel frame is dropped directly on the bunker, providing the given upgrade. As this upgrade cannot be exploited given the requirements and cost of Battle Command Center, cost requires only energy (same as Calldown: Extra Supplies). Requires built bunker.
* I would argue bunkers should either get +1 additional armor or +1 range with this upgrade (called down or not) to truly be worth it. Missed this one in the List of Entries. That's not a unit, though.
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I already posted an entry, but I have a comment:
I've seen several posts claiming that Terran has no response to mass mutalisk. Come on, what game are you playing mates?
Counters to mutalisks: Marines, marines, marines, widow mines, marines, marines, widow mines, thors, vikings, turrets, bunkers, marines, widow mines, thors, vikings, positioning, turrets, sensor towers, marines, widow mines, thors, etc.
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Hephaestus (or Hef for short): An alternative to standard artillery
Cost: 50 minerals, 200 gas Built from Barracks with Tech Lab Requires: Starport
MMM and even mech has problems when needing AoE against deathballs. The Hephaestus allows Terran players to quickly set up ambushes on map choke points, without needing to commit a huge chunk of the army.
Abilities: Set marker: Huge range. Ability is a 7-second channel that creates a transparent line-shaped marker over a small region of the map. The marker is completely invisible to the enemy (even with detection). Setting a new marker cancels the previous one. Clear marker: Deletes the marker Calldown/Rearm: Calldown: Long range. Calls a stream of explosive barrels that after 2 seconds start landing in a line over the previously set marker, with a small cooldown (0.3s) between landings. No smartcast. Rearm: 25 gas, 20 seconds. Rearm is used instead of calldown if the barrels have been expended. Prepares a new load of barrels. After Rearm completes, the ability changes back to Calldown and a new delivery can be made.
Explosive barrel: low health, small, stationary building. Friendly to all players. Visible to all players if having vision (not visible through for of war). Explodes on death, dealing more damage than its total health. Explosion causes other nearby barrels to explode, which can lead to huge chain reactions.
The idea is to prepare an area when expecting enemies by setting markers. Preparation should happen outside of normal combat, which allows a player to micro MMM/Mech armies when needed. By building specific patterns using multiple Hefs and the markers (like in the picture), you can forge huge chain reactions that exploit map features like chokepoints. No smartcast helps in building synced chains.
The barrels do not explode by themselves, and need someone to start the chain reaction (either you, or your opponent can start the reaction) by destroying one of the barrels. Barrels deal friendly fire. Barrels are friendly to all players to prevent accidental detonation; each detonation needs to be performed manually or via AoE effects.
![[image loading]](http://i.imgur.com/nCjJjAvm.png?1)
In subfigure 1 there is an example of a two way chain reaction, set by the two remote Hefs (the blue circles). After the 8 barrels are dropped, simply blowing up one of the barrels marked (1) will blow up all of them. A Terran player needs to send a strike force to pop the chain. Whether the strike force completes the mission successfully, or the deathball kills them before, could be an interesting source of excitement for players and viewers alike.
Players need to decide on the optimal time to start the chain reaction. Too soon and not all barrels might have landed, which will break the chain, which means less damage on the enemy army. For example, in subfigure 2 a chain is popped too early, before barrels 3 and 4 have landed. The dotted lines represent AoE size. Too late and your enemy will micro out of the way and destroy your barrels from a distance.
Hefs can help against ground deathballs. For example, if you expect a Protoss army to pass through a choke, set the markers to a double explosion (like in the diagram), calldown right when the army approaches, wait for a second and hit one of the barrels with a small MMM squad. Enjoy the fireworks.
Calldown use cases: - over a choke point, during enemy army movement - during a large engagement where the opponent’s APM is tied in microing, and you focus a small part of your army on exploding landing barrels - in a mineral line right before a medivac lands units to explode the barrels
Even if Terran players manage to call barrels down directly on the enemy deathball, the opponent has several options to react: - stop the Terran strike force from igniting the chain reaction - split army - pop barrels before they can be chained together
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I think there needs to be emphasis on mech or at least give Terran a siege tank esque bio unit. buff emp radius? Mech transition. Maybe mass siege tank is key.
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A-SAM (Aerial Surface To Air Missile) The name can be changed.
All mineral/gas costs, ability costs, cooldowns, cast times, and any other variable are subject to change. These are just base numbers, that can be tinkered with in balance testing. This Unit is a large unit it is built by the SCV. It is manned by a SCV. The unit is like any other unit except of how it is made and the armor type. The Vehicle is fast and very manoeuvrable, with its delta wings and ion thrusters. The unit is a mobile SAM system within an high-tech jet. The look of the jet is both morden and sci-fi at the same time. The craft can land on zergling and marines and pushes larger units over, also workes on burrowed units. Easy to micro just change modes. The turret for the missiles is revolving. The unit can only attack when landed. This unit chips away health from air unit by changing unit constantly (8 target once) but can also be targeting a single unit. All the parts are retracted back in during flight. The unit uses vectored thrust to lift it off the ground and land. This jet is large so it can easy fit all the weapons and ammunition and support systems and high-tech computers to operate its systems. The missile turret can out dps the unit, so that means it needs support to protect it and can be cheese or defend cheese or drops by it self. The unit also has a higher vision radius in the air then when it is landed. It would need other units for vision.
Sketchs + Show Spoiler + + Show Spoiler +
Details
Built by SCV Requires: Starport Cost: 100 min 100 gas Supply: 2 Build Time: 20 sec Hp: 200 Armor Type: Armored, Structure, Mechanical Movement: 4.5 Weapons: 8 small missiles (5-8 range 6 damage Cooldown 2.5) 2 large missiles (5-13 range 20 damage Cooldown 2.0) Lander Pulse Weapon 60 damage 2 range pulse (Predator Attack Animation) Only when crushing small units. (attack upgrades do not effect this unit)
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I wanted to create something that is distinctly terran, and doesn't really have overlap with the other races. From this I decided that terran don't use enough explosives/flame. From this I present a new building that will serve as an upgrade station for multiple units throughout the terran army.The upgrades will focus on explosives,and incendiary weapons. The researched is tier'd so not all upgrades are open to be researched from the beginning.
The Explosives lab
Unlocks after Command Center is on the Field Building Cost 125 Min, 50 Gas Building Time 50 Seconds Health (Armor) 800 (1) Building Does NOT lift off
------------------------------- Tier 1: Unlocked with CC *Explosive Building Armor (100 min, 100 gas, 120 Seconds) - Adds 2 armor to all structures Notes: This would replace the engineering Bay Upgrade, also decrease cost and time to encourage researching. I Feel like this gives move of an incentive to upgrade this
----------------------------------- Tier 2: Unlocked with Barracks *Incendiary Grenades (100 min/100 gas/60 seconds) - Reapers gain old ability D-8 Charges which 20 damage to structures
Notes: Old ability did 30 damage, with the new health regeneration, the damage needs to be reduced. Allows reaper to become more round in terms of use both in in early and late game raids
--------------------------------- Tier 3: Unlocked with Factory *Possibly move Blue flame here (increase stats to +7 vs light)..... and replace tech lab research with upgrade for cyclone new unit OR just have a new cyclone upgrade here in along the lines of explosives This exchangement goes more in line with what the building does and tech lab accomplish , at least makes sense ln my mind
*Firestorm (150 min/150 gas/115 seconds): Doubles thor air attack splash range This ability helps deal late game mass air compositions numbers , it also give the thor a more a role in the terran army. --------------------------------------------------- Tier 4: Unlocked with Starport *Flame Turret (75 min/125 gas/60 seconds) : Allows Raven to use a Flame turret option for deployment (
Flame Turret - Cost 25 Energy Health - 200 Health (1 armor) Ground attack: 20 + 4 vs light Range - 4 Cooldown - 1 Rest infomation all the same properties as Auto Turrets (e.g. Experation time)
This provides another way for the ravens to be useful vs late game biological units (either as a meat shield for lack of a better word, or to be used for defensive defensive run bys --------------------------------------------------- Tier 5: Unlocked with Fusion Core *Hydrogen Bomb (100 min, 150 gas, 100 seconds) - Upgrades Nuke to Hydrogen Nuclear bomb - Increase damage to structure and units by 200. Reduces cost to make to 75 min, 75 gas, 50 seconds ;
Note: Orginal Nuke (100/100/60sec)
This Give the nuke a more viable option for late game terran. The reduction in cost allows for this upgrade to pay for itself as well. -------------------------------------------
All of the cost and timer can be manipulated. I just gave a general idea of what each would cost and do.
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Hi. My Serious unit (New Reaper) is not on the 'List of Entries'. It is on page 24 and I just did a final big edit before deadline ![](/mirror/smilies/smile.gif) Only my 'entertaining unit ' 'John Rambo' is on the List. I have now clearly divided the 2 units into 2 different posts!
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My Idea
Unit: Dernio Cost: 100/25 Supply 2 Health100 Built from Barracks. Biological Attack: 7 (+2). Has 2 attacks. Speed: 2.25 Range 6 Type: Armored movement speed - 2.2
Requirements: Requires reactor Upgrades: Combat Shields. Unit gains 20 life Upgrades: Concussive Shells - Gives Dernio concussive bullets which travel further. Resulting in +1 range Upgrades: Dragons Armor: researched at ghost academy. Unit gains a protective armor which reduces the amount of damage taken from AOE attacks
Note * Unit does not have Stim upgrade which makes it a distinct unit from the marauder.
This Unit will allow Bio to viable late game and will give Terran more possibilities in the early game.
With the new rage effect in LOTV, facing early stalker pressure will give Terran problems. Once the reactor is built, The Dernio can be produced, which has the same attack range as the stalker. Because the Dernio Does not have stim, producing them early game will weaken mid game pushes, but production late game (with the upgrade at the ghost academy will give Bio more suitability). This unit will not replace marines and marauders, since both are much better for drops. This will allow terran player more choices in the early and mid game, and make Bio more viable in the late game.
A Terran Bio Player can effectivly open marines only- while teching to stargate (think 1-1-1 builds), Or go Marine Maurader. This new unit will allow for different compositions in the early and mid game. 1) Marines and Dernios, Getting Combat Shield to Benefit both units, and either stim, or concussive shells 2) Marines and Mauraders, Getting Stim, and either concussive shells or combat Shields 3) Dernios and Mauraders, Getting concussive shells, and either Stim or combat shields.
If a Player goes for all 3 units, with all three upgrades early in the game, It will become all in, since tech wise the player will be too far behind in getting medivacs / vikings / ghosts etc.
The Dernio will be a great late game bio unit since the Dragons Armor upgrade will allow the unit to effectively last through High AOE attacks, making it stronger against banelings, fungal, collosi, etc. In addition, its high range attack (7 with the upgrade) in combination with it's +2 for each attack upgrade (and 2 attacks) will allow skilled players to target key enemy units. Of course, the downside will be it's relatively slower movement speed compared to stim on marines and marauders.
This unit will help make Terran bio force a more viable late game composition, and allow skilled players focus fire key enemy units to show off there skill. Placement will also be important to absorb opponents AOE attacks.
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your Country52797 Posts
On March 30 2015 09:23 Stetkaer wrote:Hi. My Serious unit (New Reaper) is not on the 'List of Entries'. It is on page 24 and I just did a final big edit before deadline ![](/mirror/smilies/smile.gif) Only my 'entertaining unit ' 'John Rambo' is on the List. I have now clearly divided the 2 units into 2 different posts! Fixed.
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![[image loading]](http://i.imgur.com/dG4yrfR.jpg)
Name: Cowboy built from: Barracks requires:Engineering Bay
description: This man is built from barracks riding in his hovering bike (as seen on pic) is a support unit for the terran army, Has a grenade (reaper-like, vulture-like) weak attack, its main purpose is the unit's ability:
Zap (low energy based): Like a forcefield, zap is a channeling ability that can be casted on ground and after 1 o~ 2 secs all ground units that is in the area are zapped movement and attack speed are decreased by a good amount. and also deals weak damage while being zapped
Electric Field: Like broodwar's defensive matrix, electric field is an ability that can be casted to any ground or air unit (friendly and hostile) for defense and deals low damage to all units within the area of the field.
pros good vs clumped and slow units good vs baneling bust good defence for chargelots can be used from early game to late game
cons gas heavy weak attack weak vs fast units
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New unit Name: N/A HP: N/A Movement:Similar to mothership core Unit: Mechanical flying unit Passive: increase nearby units speed, attack and defenses Active (Purification sweep): Temporary remove's area of debuffs/ or terrain affectors. (e.g creeps, forcefield, that stupid slow zone by the mothership core) and give a radar vision (similar to sensor tower) of units for 15 seecond. does not reveal map (Cooldown: 30second) Cost: 250 minerals, 150 gas limited to one on the map
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Seeker
Where dat snitch at?36916 Posts
Unit Name: Pawn Unit Cost: 50 minerals Supply Cost: 1 Type: Melee (attacks with a bayonet) Ground Attack: 5 Hit Points: 60 Game Speed: 20 seconds Building: Barracks Stimpack? Yes
The role of the pawn is very simple. Die for the big units behind it. My idea for the pawn is that its role is very similar to the game of chess. Pawns will be the front linemen so that the back linemen can do their thing as the pawns die. They can take on zerglings, banelings, zealots, other pawns, etc. etc. They're not very strong and they don't have range so you can't really micro with them. The whole purpose of pawns is to buy the other units time as they sacrifice themselves.
Tech Lab Upgrade: Deflection Wave Game Speed: 150 seconds Cost: 150 minerals / 150 gas Radius: 3 Deflection Wave is an ability that can be researched for the pawn. A pawn can shoot out a wave towards incoming units and push them backwards for 2 seconds. This ability can affect air units as well. The ability has a 15 second cooldown afterwards. Also, when pawns enter bunkers, they can use deflection wave as well just like stimpack from inside the bunkers.
Unit Name: Cruise Control Unit Cost: 50 energy Hit Points: 100 Building: Orbital Command Repair? Yes
Cruise Control is a unit that you can call down from the OC just like a mule. It can attach itself to any mech unit and increase its movement speed and acceleration to 4.0 for 10 seconds (does not affect hellions, medivacs, or banshees while cloaked). Afterwards, there is a cooldown of 30 seconds. While the cooldown is going on, the unit dislodges itself from the mech unit but still continues to follow it. Once 30 seconds is up, players can hit a hotkey and reattach the cruise control to the mech unit again. Once attached to the mech unit, the cruise control is attached to that unit forever until it is killed (it can be individually targeted). When cruise control dies, whatever mech unit it was attached to becomes inactive for 5 seconds. After 5 seconds, players can control that unit again.
Okay, now let's have some fun ![](/mirror/smilies/smile.gif) Unit Name: Manner Mule
You only get 1 manner mule per game. You are eligible to call it down from your OC after 20 minutes of game time has passed. There is no energy cost. The manner mule is just like a regular mule only it has no hit points so you can't actually kill it. It's also much bigger in stature and it's colored red. It is transparent so everything goes right through it so you can't use it to wall off someone or to tank damages. Whenever the manner mule enter enemy territory, whatever unit it runs into it will taunt it. It can go to any opponent's building and do the repairing motion. But instead of repairing the opponent's building, it will take a chunk of it off so it can run around and taunt the opponent even more. The final ability of the manner mule is that it can disintegrate itself just like mules do when time's up, but then it can reassemble itself and act as if nothing is wrong. What a dick right?
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![[image loading]](http://digital-art-gallery.com/oid/91/r169_457x257_15974_07_08_12_2d_sci_fi_robot_heavy_armor_picture_image_digital_art.jpg)
Juggernaut
Barracks + Tech Lab (Factory > Magnetic Array)
100/150/35/2 Armored, Biological
Ground attack - same as Marauder
Range 5
Cooldown 1.5
Defense - 185 2+1
Takes up 4 supply in Medivac
Magnetic Backlash - the Juggernaut deals 100% of received damage to all enemies in a 1.5 radius. (Possibly starts weaker, with an upgrade.)
The Juggernaut is a powerful bio option against Ling/Bane and Protoss deathballs. Its weak attack is compensated for by its high HP, ability to be healed, and strong AOE against melee/unmicroed units.
In TvZ, the Juggernaut is a bio alternative to the WM. It punishes Ling/Bane misplays, but gets shut down hard by Mutalisks without Overseer support. Hopefully, 4 Marine+Juggernaut drops would be very fun for the T and Z (Mutalisk) to micro.
In TvP, the Juggernaut can be dropped on top of a clumped Protoss deathball to devastating effect. A single Immortal hit on a Juggernaut surrounded by Stalkers/Colossi/Zealots will deal 20+30 (vs Armored) damage in an AOE around the Juggernaut slightly less than a Baneling detonation. The Juggernaut is countered by Phoenixes, splitting clumped Protoss units, sniping Medivacs, and potentially Feedback. One Juggernaut can serve as a great deterrent against unmicroed Zealot runbys.
In TvT, the Juggernaut is a pure bio alternative to the Hellbat drop, capable of causing a lot of damage to clumped tanks. In mostly bio vs bio engagements, the Juggernaut could act like a very expensive, very powerful Baneling.
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your Country52797 Posts
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pure.Wasted Canada. March 29 2015 18:55. Posts 3419
On March 30 2015 19:00 The_Templar wrote: Entries are closed.
I swear, it's university all over again...
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Seeker
Where dat snitch at?36916 Posts
On March 30 2015 11:46 pure.Wasted wrote:I swear, it's university all over again... You made it in. Is that like university all over again?
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On March 30 2015 07:43 The_Templar wrote:Show nested quote +On March 30 2015 07:43 _indigo_ wrote:On March 25 2015 22:54 _indigo_ wrote:BATTLE COMMANDBuilding - UPGRADE TO COMMAND CENTERBuilt on "naked" Command Center; a third option of CC upgrade such as Orbital Command and Planetary Fortress. Requires Armory Cost: 0 minerals, 150 gas Battle Command Center cannot lift and store units (similarly to Planetary Fortress), but has energy. This building unlocks new abilities that can be used with energy. Energy is universal, meaning you only need one Battle Command and can benefit from it + other Orbital Commands.BUILDING ROLE: + Show Spoiler +Abilities provided are meant to bridge the gap of production and reinforcement in lategame, providing terran with options to directly reinforce the armies, providing he has the required resources. Abilities CALLDOWN: MARINE SQUAD: + Show Spoiler +Uses 50 energy to call down a squad of 4 Marines in a pod. Marines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 200 minerals (same as building 4 Marines). Same as MULE, Calldown needs vision. CALLDOWN: MINE CACHE: + Show Spoiler +Uses 50 energy to call down a cache of 2 Mines in a pod. Mines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 150 minerals, 50 gas (same as building 2 Mines). Same as MULE, Calldown needs vision. CALLDOWN: NEOSTEEL FRAME: + Show Spoiler +Uses 50 energy to call down Neosteel Frame upgrade on bunker. Bunker is not provided and must already be built - the upgrade of Neosteel frame is dropped directly on the bunker, providing the given upgrade. As this upgrade cannot be exploited given the requirements and cost of Battle Command Center, cost requires only energy (same as Calldown: Extra Supplies). Requires built bunker.
* I would argue bunkers should either get +1 additional armor or +1 range with this upgrade (called down or not) to truly be worth it. Missed this one in the List of Entries. That's not a unit, though.
- "we’re looking at adding a Barracks unit, Starport unit, or possibly even a new building altogether."
Was this strictly for units though? Strange.
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On March 30 2015 09:07 Miniboy4 wrote:A-SAM (Aerial Surface To Air Missile) The name can be changed. All mineral/gas costs, ability costs, cooldowns, cast times, and any other variable are subject to change. These are just base numbers, that can be tinkered with in balance testing. This Unit is a large unit it is built by the SCV. It is manned by a SCV. The unit is like any other unit except of how it is made and the armor type. The Vehicle is fast and very manoeuvrable, with its delta wings and ion thrusters. The unit is a mobile SAM system within an high-tech jet. The look of the jet is both morden and sci-fi at the same time. The craft can land on zergling and marines and pushes larger units over, also workes on burrowed units. Easy to micro just change modes. The turret for the missiles is revolving. The unit can only attack when landed. This unit chips away health from air unit by changing unit constantly (8 target once) but can also be targeting a single unit. All the parts are retracted back in during flight. The unit uses vectored thrust to lift it off the ground and land. This jet is large so it can easy fit all the weapons and ammunition and support systems and high-tech computers to operate its systems. The missile turret can out dps the unit, so that means it needs support to protect it and can be cheese or defend cheese or drops by it self. The unit also has a higher vision radius in the air then when it is landed. It would need other units for vision. Sketchs + Show Spoiler ++ Show Spoiler +Details Built by SCV Requires: Starport Cost: 100 min 100 gas Supply: 2 Build Time: 20 sec Hp: 200 Armor Type: Armored, Structure, Mechanical Movement: 4.5 Weapons: 8 small missiles (5-8 range 6 damage Cooldown 2.5) 2 large missiles (5-13 range 20 damage Cooldown 2.0) Lander Pulse Weapon 60 damage 2 range pulse (Predator Attack Animation) Only when crushing small units. (attack upgrades do not effect this unit)
An Aerial Surface to Air Missile would just be an Air to Air Missile.
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