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LODS (Low Orbit Defense System) Starport Unit (requires tech lab)
Cost: 200 min and 125 gas 3 supply 200 HP with 50/200 Energy (no armor) No basic attack
Thermal Imaging: Autocast can be used manually with 5 second cooldown Every 5 seconds the LODS takes a thermal image of the area around it (Range 15). This ability acts like a sensor tower only it updates every 5 seconds. So the red dot in the fog of war won't move with the unit. I want this ability to act like a early warning system but still be avoidable if the opponent times his attack right.
Diagnostic & Maintenance Drone: 75 energy with range 4 -Launches a drone that attaches itself to a targeted mechanical unit or structure. Every 4 seconds the drone runs a diagnostic scan (takes one second animation) and will start repairing if the unit has been damaged at the same speed as one SCV. These repairs do not cost minerals or energy. The drone last for 60 unless the unit it is attached is destroyed.
Orbital Strike: 125 Energy with range 7 -Launches a flurry of rockets that take 1.5 seconds to land. These rockets deal 100 damage to anything in the target area over 5 seconds. The target area is the same size of Psi Storm.
Unlocked after a Research at the Tech Lab Realign Solar Array: 60 second cooldown -Doubles the energy regeneration rate as long as the LODS remains stationary. Once the PODS moves the cooldown starts.
I know I was late but I still wanted this idea out there.
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When the winners will be announced ?
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Should (re)introduce the spectre, as someone already wrote, with the lockdown spell. Would be nice in both TvT and TvP. Great possibilities for harassment as well as support unit in bigger fights.
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On March 31 2015 08:30 Ake_Vader wrote: Should (re)introduce the spectre, as someone already wrote, with the lockdown spell. Would be nice in both TvT and TvP. Great possibilities for harassment as well as support unit in bigger fights.
Introducing a biological psionic unit would have the bonus effect of making ghosts more viable in tvt. I can't say if the spectre or my own suggestion 'New Reaper' is the right thing for LotV. We all just want what is best for the game.
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Sweden33719 Posts
I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
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On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
I suggested this for a new unit but it would also be a great fit on the Ghost and would help against warp prisms and could even be used in battle.
Interference
Targets a single enemy unit and prevents it from receiving further command instructions for a short (5sec?) duration. The interfered unit remains hostile.
So if a Protoss move commands his prism into your base and you interfere it, it just keeps going in but if you cast it on a unit that is still and can attack it will still fire at anything coming in range but won't be able to retreat until the spell expires. A sort of a spin on mind control that fits Terran.
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So who has the terrible job of going through this massive list and picking ones they like?
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285 entries is quite impressive. It takes a couple of hours to comprehend what each unit does and give it a score.
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On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
Agreed, the ghost needs some love! But honestly none of the races desperately needed new units. It's about spicing things up, having new visuals and some twists in the mechanics of each race because ultimatly an expansion is more than a balance patch, right?
I like the drop pods, would be fun to just call down your reinforcements behind the enemy.
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Russian Federation1607 Posts
On March 31 2015 20:30 Insidioussc2 wrote:Show nested quote +On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc. Agreed, the ghost needs some love! But honestly none of the races desperately needed new units. It's about spicing things up, having new visuals and some twists in the mechanics of each race because ultimatly an expansion is more than a balance patch, right? I like the drop pods, would be fun to just call down your reinforcements behind the enemy. Drop pods are another good mechanic on paper like Warp In. But ingame it will be boring like hell.
Also, nukes are a BM thing for Terran, not the thing you would do in a competitive game except the super late game.
But i agree that Ghost could be better somehow because Snipe and EMP are quite the same abilities.
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On March 31 2015 19:49 excitedBear wrote: 285 entries is quite impressive. It takes a couple of hours to comprehend what each unit does and give it a score. You can scratch 90% of the troll entries, it will be fast to go though the real suggestions.
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On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
How about a bunker upgrade turning it into a "cammo pillbox" a la RA95, but with less range and no neo steel upgrade usage. The whole idea is to have a bunker that would allow units to travel on top of (think of it like a supply depot). I'd imagine parking siege tanks on top of them would be a bit overkill *shrug*
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)
Why does your unit feature an overtly large testicle under-slung it's fuselage? :D
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actually i would love to have the "merc compound" wich was in the wol campaign. with the slight upgraded versions of units, i think that would create a good gameplay mechanic where u care a bit more about those slightly better units. i know its not a unit but i would love to see that in multiplayer to... they could fix the costs aswell as the stats for those units and it would help terran in late game szenarios also but for a cost...
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Unit: Cyborg Ghost
Concept: First class ghosts in a cyborg suit, flying very fast to hit enemies with a psionic hammer which deals a lot of damage and stuns them, however with a very high cost compared to its health.
Air unit, from barracks with tech labs, requiring fusion core.
Cost: 50/200
psionic/bio/mech, 200 health, 4.5 move speed. Immune to magic.
melee attack, 30(+20 against light) damage, with 2.0 attack speed. (affected by bio upgrades)
ability: whenever enemy was hit, it is stunned for 0.2 seconds. (this happens only once every 0.5 seconds.)
Strong against: quick air units, magic units, and seige units with 2-3 supplies Weak agisnt: ground anti air units, units with long range, air units with much supplies, anti air towers.
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The new Terran unit should definitely be something high-tech or at least tactical based. It's actually SC2 lore that Terran took a slightly more high-tech turn. Not Protoss alien technology, but more high-tech compared to BW.
I remember in WoL beta that the Starport could upgrade into a permanently floating structure.
Agreed, the ghost needs some love! But honestly none of the races desperately needed new units. It's about spicing things up, having new visuals and some twists in the mechanics of each race because ultimatly an expansion is more than a balance patch, right?
Yup. Protoss already actually had the most units. Terran should definitely get as much as Z/P for the last expansion.
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How about an offensive caster whose spell you can't run away from? I'm looking at you hunter seeker missiles....
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Any update on when the finalists will be chosen? Or are you guys just choosing the winner outright?
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Ok well I was just going to sleep when I had this idea which I like quite a lot even if I don't play terran. The shield bearer This is a barrack unit and is a barefoot soldier who brings a big shield with himself. I think about it similiar to those swat policemen who carry those big antibullets shields into the battle to cover their comrades. That's how it works. The unit can not attack and it moves with your main army covered by his gun equipped buddies. While they shoot, the shield bearer gains a forward position and plants the shield which is a sort of mechanical/transformer shield in the terran-kind of style; this shield gives cover to a larger area behind itself, a sort of triangle. Now the rest of the army can siege the new position covered by the shield to engage in a more cost efficient way. The shield has a certain amount of hp before it breaks. The unit can then be repaired by scvs.
Ok what do you guys think? Cya, good luck and have fun!
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On April 02 2015 22:28 Aianaros wrote: Ok well I was just going to sleep when I had this idea which I like quite a lot even if I don't play terran. The shield bearer This is a barrack unit and is a barefoot soldier who brings a big shield with himself. I think about it similiar to those swat policemen who carry those big antibullets shields into the battle to cover their comrades. That's how it works. The unit can not attack and it moves with your main army covered by his gun equipped buddies. While they shoot, the shield bearer gains a forward position and plants the shield which is a sort of mechanical/transformer shield in the terran-kind of style; this shield gives cover to a larger area behind itself, a sort of triangle. Now the rest of the army can siege the new position covered by the shield to engage in a more cost efficient way. The shield has a certain amount of hp before it breaks. The unit can then be repaired by scvs.
Ok what do you guys think? Cya, good luck and have fun! Edit: was this really necessary?
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On March 31 2015 21:11 Superouman wrote:Show nested quote +On March 31 2015 19:49 excitedBear wrote: 285 entries is quite impressive. It takes a couple of hours to comprehend what each unit does and give it a score. You can scratch 90% of the troll entries, it will be fast to go though the real suggestions.
But they need to find the best troll entry as well ^^
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