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TL Terran Unit Comp. - Voting! - Page 4

Forum Index > Legacy of the Void
563 CommentsPost a Reply
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-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2015-03-23 05:12:07
March 23 2015 04:14 GMT
#61
Alrighty, though I am not terran I have always had a few ideas that I thought would be incredibly amazing to see implemented, especially for the Korean meta game and the fast pace action that LotV is going to bring. The unit idea of my unit is basically based off of the zoning, pushing, and multi tasking required by top level bio players.



Unit Name: Mobile Command

Unit Description: The Mobile Command is a non-combat, basic unit produced from the Starport (Can be produced via reactored SP). The main role of the Mobile Command is pre-engagement and cross-map on the fly zoning via mobile forts constructed by the unit. When activated, the Mobile Command will begin to construct a fort, a structure with lesser stats than a bunker, on the battlefield. Once the structure has been completed the Mobile Commands are free to move around; however, cannot deploy another fort for a set duration of time.

Production Facility: Starport

Cost: 150/75 (3 Supply)

Health: 150 [(1) +1]

Build Time: 37 Seconds

Upgrade Cost: 150/100

Sight Range: 14

Speed: 2.00

Ability: Mobile Fortification
When activated Mobile Fortification prompts the Mobile Command to begin constructing a Fort, much like an SCV building a regular building.

A Fort is a mobile version of a bunker which has:
250 Health, 1 Armor, and constructs in 17 seconds. The sight range of the Fort itself is 12.

{The Fort Specific Upgrade, Rapid Systemization, allows the construction to speed up from 17 to 12 seconds.
{The Fort is also be affected by NeoSteel Frame which adds an additional cargo space of 2, and Upgrade Structure Armor which increases the armor of the structure by 2.
{The process of building a Fort can be stopped and resumed if the Mobile Command returns to the partially completed building at any time. However, each Mobile Command can only support a maximum of 2 Forts each, and the cooldown between each usage of the ability is 30 seconds.}

Goal of the Unit:
The Goal of the Mobile Command is to offer a diverse set of pushing options for Terran players at any phase of the game in various Matchups. Due to the fact that it has a shorter build time than Medivacs it offers an on the fly, aggressive ability to push targeted areas such as expansions.
The key features of the Mobile Command, aside from the ability to construct Forts, is the key information it provides to attacking Terran players with its vision. Both the Mobile Command, and constructed Forts themselves, offer greatly increased sight range options at the cost of a slightly slower army movement speed. However, this allows them to more greatly pressure locations with their on-the-fly fortification abilities. Likewise, when paired with a sensor tower it allows Terran armies incredible knowledge on the directional attack of enemy forces.
The Mobile Command similarly offers great incentive to invest into Rapid Systemization, and the lesser used NeoSteel Frame and Upgrade Structure Armor upgrades as it allows for the most cost efficiency of units at these fortified locations.
Moreover, when used to its maximum potential the Mobile Command can be used in tandem with a selection of Medivac drops for increased harass potential in the late game.
This is to help address the exponentially weakened abilities of drops in the later stages of both TvZ and TvP.

The building is initially set at 250 HP for the requirement of either 4 consecutive baneling hits required for destruction, or 3 banelings for 240DMG and a small duration of burn time/finishing damage. It would also take 5 Immortal shots to bring the building to 5 HP and a 6th to finish or quick burn time.
To prevent massing of these units for unreasonable amount of free ability casting their initial supply cost has been set at 3 and the max Fort per unit has similarly been initially set at 2.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
brickrd
Profile Blog Joined March 2014
United States4894 Posts
March 23 2015 04:18 GMT
#62
On March 23 2015 12:56 BLinD-RawR wrote:
Show nested quote +
On March 23 2015 12:53 Cheren wrote:
seems like a common trend on both forums to suggest a caster built from barracks that's used in mech comps.


I think its in everyone's best interest to make mech a more than viable option, and by mech I mean mostly tanks.

tanks are boring siege units like swarm hosts though. the only reason they weren't horrible for hots is because unlike swarm hosts they weren't very good except for tvt bio tank. adding pickup micro to sieged tanks isn't going to do anything for tank playstyle other than buff tanks for players with good micro.

also when high level koreans are stomping with mech in online cups and tvz mech/biomech appear successfully on the highest levels from time to time i don't think you're allowed to say it's "nonviable" anymore (which terrans have been wrongfully claiming dating back to before they knew how to play it in hots). a lot of terrans have this attitude i don't understand which seems to suggest they think they should be able to make tanks and turtle on 3-4 base mech every single game against every race. if that becomes a reality then lotv terran will ruin the game worse than anything else ever has
TL+ Member
Midday
Profile Joined June 2011
Canada59 Posts
March 23 2015 04:18 GMT
#63
I really like Kyo's idea since it adds some awesome options for Terran being able to push, and some really neat late game drop interactions. I also really like the sight range idea since many people don't take this into account in micro intensive battles such as MM vs Ling Bane
So, let's go!
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 23 2015 04:24 GMT
#64
What I'd do is something along these lines.
a) Remove marauders. Given Marines/Marauders are the core units from Barracks I think you need to axe one of them to introduce a non-gimmick unit for terran.
b) Re-introduce firebat from the campaign -- fills the tanking role Marauders filled in TvZ, plus are better against zealots.
c) Re-introduce the medic from the campaign -- change spells to heal and lockdown. Lockdown has the potential to be very powerful against key protoss units, which compensates for terran losing marauders. But also gives a tradeoff between healing and locking down enemy units. Decisions are good!
Administrator~ Spirit will set you free ~
ElMeanYo
Profile Joined March 2011
United States1032 Posts
Last Edited: 2015-03-23 04:35:37
March 23 2015 04:26 GMT
#65
The Javelin:
A long-range mobile missile crawler built from a factory with a techlab.

Stats:
Supply: 4
Cost: 200 min, 200 gas
Damage: 200 single target with splash (see below).
Range: 18 (upgrade to 24)
Speed: 1.8
Cargo Space: 8

Basic Usage:
- A mobile missile crawler with no regular attack.
- It uses resources to construct missiles in it's silo (think interceptors), up to 4 may be constructed and each costs 75 mins, 50 gas, and 10 seconds to build.
- Missiles are launched and targeted on a spot on the ground manually by the player, at a max range of 18 and min range of 5.
- Missiles may be fired into fog of war.
- Firing animation is about two seconds, where the unit can not be moved or re-targeted as the missile launches. Missile does not launch if the unit dies during that time.
- After firing the unit can move, but a cooldown of about 5 seconds exists before the next missile can be fired.
- Once in the air the missile takes 3 seconds to reach its target.
- The place where the missile will land is clearly marked to all players allowing for some opportunity to avoid the target area.
- Any unit/structure hit directly by the missile suffers 200 damage. Does not affect air units in any way.
- All other units and structures within a fairly large radius take splash damage.
- Size of this unit is slightly larger than that of an un-sieged tank.
- The cost of any missiles in the silo plus any that are currently being constructed is lost if the unit dies.

Upgrades:
- Benefits from standard armor/attack upgrades, with attack at + 20 each level.
- Upgrade at the fusion core that increases range to 24.

[image loading]
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
SuperYo1000
Profile Joined July 2008
United States880 Posts
Last Edited: 2015-03-23 04:50:06
March 23 2015 04:30 GMT
#66
Berserker:

Built from Baracks:
Maybe looks like Bruce Cambell and is wise cracking like him aswell...you got that you PRIMATES!!!
[image loading]

Weapon: Automatic Shotgun of some sort like the Jack Hammer
[image loading]
One Supply: 50 min 25 gas (can be reactored)
HP: 80 (cannot benefit from HP upgrade)
Range: 3 or 4
Damage: 4 or 5 in cone style splash. Desgined to halt any mass light melee range unit
Speed: 2.
Can benefit from stim in regards to attack speed but it has the reverse effect on movement speed.


All the stats could be adjusted of course to avoid any OPness or Uselessness
Deathstar
Profile Blog Joined May 2010
9150 Posts
March 23 2015 04:36 GMT
#67
I like the idea of a support barracks unit. One ability is to create an artillery piece, like a siege tank, in a spot that lasts for 2-3 minutes. Once casted, the artillery piece cannot move.

This will help terran deal with nexus cannon and give terran a temporary long range siege option without having to go down the factory route.
rip passion
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
Last Edited: 2015-03-23 04:48:19
March 23 2015 04:39 GMT
#68
Unit Name: SanRaesOs
Tier: 2.5
Building: Starport
Cost: 50/200

Unit Concept:
The SanRaesOs is a new spellcaster created from the starport that will complement bio play (hence its cost) it is low mineral high gas to work with the marine (50 mineral NO Gas) making this the chargelot archon of terran. To complement bio, SanRaesOs is fast, 3.1 speed allows it to keep up with stimmed bio either fleeing or charging. The SanRaesOs has 4 damage vs ground per 0.92 seconds with +2 atk per upgrade. Starts with 1 armor +1 per upgrade. Has 25 dmg every 2 seconds with +2 per upgrade. The idea is that it is viable at any stage in the game.

as for spells, there are 2, the first is 75 energy, called Pashun and gives all terran friendlies in a small radius a 10% attack increase lasts 45 seconds does not stack. Second spell needs to be upgraded from the fusion core, its called ESPORTS, for 140 mana you can sacrifice your SanRaesOs and summon 6 marines wherever the unit dies.

Oh ya 200 health mechanical, 150 energy starts with 50 40 second buildtime 3 supply reactorable is detector.
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
ThunderBum
Profile Joined November 2010
Australia192 Posts
March 23 2015 04:40 GMT
#69
Space engineer:

Builds from: barracks (no addon)

Unit type: light, biological, mechanical

Requires: Engineering bay

Rough unit stats:

HP: 50
Damage: 8 (7 DPS - equivalent to unstimmed marine)
Range: 0.1
Armour: 0
Speed: 3
sight: 10
cargo size: 1
build time: 20 seconds
Cost: 50M / 0G / 1S

Purpose:
Consider an scv that has had all mining ability replaced with additional construction/repair ability. It can build only bunkers, missile turrets, and sensor towers, but it constructs them faster - say 25% - 50% faster. It also repairs faster.

You use the units speed and sight range to scout for you - it is a unit best kept on the map but has very limited use mixed in with your army.

By having one or two on the map, you are able to put up contains at bases or points on the map far more rapidly without having to pull workers off mining in advance. Repair medivacs without having to go home. Your army clears a base for you to take? Leave a space engineer or two there to get up turrets and a bunker as an scv comes over to build a CC on location.

They are vulnerable to all types of damage though and not suitable in mass as they have very limited damage output at essentially only melee range - they provide value that is not harass or straight combat.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2015-03-25 17:42:14
March 23 2015 04:47 GMT
#70
Badger -


An armored infantry unit build from the barracks with a powerful flamer thrower (or gas grenade launcher since flame is overused) that deals a small amount of aoe damage during an attack, but spreads flame (releases gas) in an area that eats up biological units and dissolves shields rapidly. Attacking cost energy. Unit can also fly, but doing so also costs energy. Unit can attack while flying, but that obviously eats up a lot of energy quickly. If the unit runs out of energy over an area he can't land on while flying, he dies.

Cost would be something like 75 minerals, 25-50 gas. 80 hitpoints, begins with 1 armor. 30 second build time can be reactored. Unit would require an Engineering Bay (meaning they could be built two at a time if no reactor), but if this turned out not to be balance, perhaps a Tech lab instead.

Would have an upgrade that would allow the unit to fire combust fuel inefficiently (fire smoke grenades) and create black smoke, limiting vision in an area.

Useful for worker harassing, killing Zealots and Lings, ect. The potential for micro is high for this unit.
Headnoob
Profile Joined September 2010
Australia2108 Posts
March 23 2015 04:55 GMT
#71
So blizzard have absolutely no other things possibly ready after the removal of a single awful unit?

That is pathetic beyond words.
gyrus
Profile Joined February 2015
United States53 Posts
March 23 2015 04:55 GMT
#72
In "addition" to the cyclone. In other words please give us something to replace the cyclone.
gyrus
Profile Joined February 2015
United States53 Posts
March 23 2015 04:56 GMT
#73
On March 23 2015 13:55 Headnoob wrote:
So blizzard have absolutely no other things possibly ready after the removal of a single awful unit?

That is pathetic beyond words.


Couldn't agree more.
PineapplePizza
Profile Joined June 2010
United States749 Posts
Last Edited: 2015-03-23 05:05:15
March 23 2015 04:57 GMT
#74
On March 23 2015 13:24 Plexa wrote:
What I'd do is something along these lines.
a) Remove marauders. Given Marines/Marauders are the core units from Barracks I think you need to axe one of them to introduce a non-gimmick unit for terran.
b) Re-introduce firebat from the campaign -- fills the tanking role Marauders filled in TvZ, plus are better against zealots.
c) Re-introduce the medic from the campaign -- change spells to heal and lockdown. Lockdown has the potential to be very powerful against key protoss units, which compensates for terran losing marauders. But also gives a tradeoff between healing and locking down enemy units. Decisions are good!


I have this mental image of medics flanking colossi in my head now.

Early game marine-medic pokes could actually...make a zerg build something other than queens O_o it's crazy, so good...

What happens to the medivac, though?

-edit- I kind of think the medivac is a problem because Terrans always have 4+ dropships by the midgame, because they augment your army instead of simply being a calculated trade-off like shuttles or what-have-you. It's difficult to justify nerfing toxic stuff from other races when you can always dump your whole army where-ever, whenever.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
March 23 2015 04:59 GMT
#75
On March 23 2015 13:55 Headnoob wrote:
So blizzard have absolutely no other things possibly ready after the removal of a single awful unit?

That is pathetic beyond words.

Blizzard obviously has tons of unit designs and ideas... They don't want to put something in the game just remove it again a few months later.
cywinr
Profile Joined February 2011
Canada173 Posts
Last Edited: 2015-03-23 05:09:43
March 23 2015 05:03 GMT
#76
Vixen

Produced from: Factory
Requires: Armoury
Movement: Medium
Attributes: Light - Mechanical - Ground

Attack: High-rate, small AOE, low damage to air

Special ability: Hay-wire missile - disables special abilities and prevents the movement of target unit for a short duration

strong against immortals, oracles, phoenix, vipers, infestors, mutalisks, corruptors, ravens
weak against zerglings, banelings, roaches, hydralisks, zealots, marines, marauders

Mercenary Outpost

Sensor tower upgrade
Requires: Armoury
- each mercenary unit requires the same tech structures as their original counterpart
*optional restriction: can only have 1 set of each mercenary unit in play at a time

Ability:
- calldown a mercenary unit to target visible location within sensor range
- cooldowns are shared amongst ALL mercenary units
- duration of cooldown depends on which unit is called down
Notintime
Profile Joined August 2012
Canada1 Post
March 23 2015 05:06 GMT
#77
Unit: Intruder

Unit Overview: The Intruder is a heavily armoured, fast moving ground transport vehicle, which specializes in transporting infantry and light mechanical units behind enemy lines.

Production Facility: Factory with tech lab addon

Attack: Gatling gun (weak attack, similar to ground viking attack.) Can attack while moving.

Abilities:

1. DVI (Direct Vespene Injection) - Once activated, vespene gas is injected directly into the combustion engine, giving the intruder a temporary speed burst and temporary immolation. The immolation does minor damage to any units nearby, and can destroy 1 force field if the intruder collides with it. The ability will have a moderate energy cost.

2. Static Specialist Armor - The Intruder is equipped with the revolutionary Static Specialist Armor which is calibrated to withstand heavy punishment from all static defenses. The intruder takes reduced damage from all static defense including planetary fortress,nexus cannons and widow mines. The Intruder still takes normal damage from units and extra damage from banelings. This ability is passive and does not cost energy.

Upgrades: Extended Vespene Cylinders - increases starting energy by 25.


Gameplay Impact: The Intruder excels at harassing expansions and other areas defended by static defenses. It can soak up damage from photon cannons, spine crawlers, widow mines, nexus cannons, planetary fortress etc. allowing your infantry or hellion/hellbats to do maximum damage. It can also be used with other forces to infiltrate guarded locations.

*It can only transport infantry, widow mines, hellion and hellbat. It cannot transport siege tanks or thors.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
March 23 2015 05:09 GMT
#78
On March 23 2015 13:59 ZAiNs wrote:
Show nested quote +
On March 23 2015 13:55 Headnoob wrote:
So blizzard have absolutely no other things possibly ready after the removal of a single awful unit?

That is pathetic beyond words.

Blizzard obviously has tons of unit designs and ideas... They don't want to put something in the game just remove it again a few months later.


Exactly. It's a good thing the Warhound never made it into the Beta...
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 23 2015 05:11 GMT
#79
https://www.reddit.com/r/starcraft/comments/2zpftk/serious_discuss_your_ideas_for_the_new_terran/cpl4385. Sorry for the link , on phone atm and I Cant edit the post. Will do so once i can get a pc.
Author of Coda and Eastwatch.
Nomorebirds
Profile Joined March 2015
United States1 Post
Last Edited: 2015-03-23 05:35:14
March 23 2015 05:19 GMT
#80
Unit: Phalanx

Mockup:
http://i.imgur.com/bO4NhbQ.jpg (Imgur link because I can't post images in thread).

Mechanical Structure, transforms from Bunker, requires upgrade from Armory

After obtaining the Phalanx Assault Bunkers upgrade from the Armory, all Bunkers gain the ability to transform into Phalanxes for a cost. Transforming takes 7 seconds, and is permanent (Phalanx can't turn back into a bunker).

Hit Points: 350
Armor: 1 (+2 with Building Armor)
Armor Type: Armored
Transport Capacity: 4 (6 with Neosteel Frame)

Moves about the same speed as a siege tank.

Special Abilities---------------

Load/Unload - Works just like a standard bunker

Resistant Plating - Phalanxes take reduced damage from sources of splash damage (Storms, Colossi, Widow Mines, etc.)

All Terrain Shock Absorbers - Units attacking from inside the Phalanx have their attack speed reduced

Units inside the Phalanx can attack in a full 360 degree arc, just like a bunker. Units inside the Phalanx can attack while it is moving.

Units that are inside the Phalanx when it is destroyed take damage.

-------------------------------------------------------
The purpose of the Phalanx is to mitigate the extreme need for highly skilled split micro while playing Terran Bio, while still keeping battles interesting with high micro potential.

For example players could quickly load up their units into Phalanxes to mitigate storm damage, and then unload them after to maximize dps (due to the Attack Speed reduction while inside). I think the target balance would be to have players constantly loading and unloading their Phalanxes to mitigate damage and maximize dps. Due to the phalanx's limited cargo space, the need to split your remaining troops is still potentially necessary. And the strategic option to take scvs with you to repair them (or build more) would also present itself. In that same thought, if a Phalanx was about to die the player would also have to quickly unload it in time to avoid heavy damage on those troops, further pushing the potential for skill based play.

I feel it would end up being a mid-late game unit to help make your Bio forces a little more survivable.

I think the Phalanx offers up new strategic options for both the Terran and their opponents, while rounding out Terran Bio with a temporary shield that protects against some of it's hardest counters.




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