TL Terran Unit Comp. - Voting! - Page 5
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Kontinue
8 Posts
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purakushi
United States3300 Posts
Built from the barracks. Requires tech lab. 75 minerals 25 gas 2 supply Starts with 50 energy Max 150 energy 80 HP 1 armour biological, light Abilities: Heal: Same as Medivac heal. Range 2. Offensive Matrix: Increases target unit's base damage by 75%. Gives a 150 point shield. Lasts 25 seconds. 50 energy cost. Radioactive canister: Drop a canister in target location that explodes after 1-2 seconds. AoE damage over time to all units. After activation time, deals some low initial burst damage. Has only 1. No energy cost. Range 5. Only damages ground units. Combat medics are immune to the AoE radiation but not the initial burst damage. Battle spec: Permanently equips irradiate gun/beam that takes the place of Heal. AoE damage over time. Range 1.5 with radius about the same as a Hellbat. Armour increased by 2 (to 3). Now biological armoured. The DoT stacks up to 5 times, increasing damage per second each time. Does not have Offensive Matrix anymore but still has Radioactive canister. Medivac Loadout: Combine with Dropship to form a Medivac Medivac can no longer be built; replaced by Dropship (same stats as Medivac minus heal). Caduceus reactor upgrade changed to allow Medic and Dropship to be combined (like archon) into what we currently know as the Medivac except it can now heal 2 units simultaneously. Medivac starts with 75 energy. Max 200 energy. Allows Terrans to actually push out earlier without waiting for Medivac. Offensive Matrix scales well with any unit, including late game ones. Radioactive canister obligates micro from enemy and gives some sustaining splash to bio. Able to deal with zerglings and zealots. | ||
Noonius
Estonia17413 Posts
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Orcasgt24
Canada3238 Posts
On March 23 2015 14:36 Noonius wrote: what's the point? in the end it'll get the warhound and herc treatment anyway We do it for the crazy ideas, the terrible paint drawings and the laughs! | ||
PineapplePizza
United States749 Posts
- blocked LOS from ground units - rendered units inside the smoke invisible to units outside the smoke, unless a detector was present - caused 40% of attacks into and from within the smoke cloud to miss - disabled caster abilities it kind of sounds gimmicky and the lockdown idea is probably better, but I dunno | ||
vSTEELO
United States1 Post
Yes, it will look like the Viper from Battlestar Galactica! Unit: War Titan Production Facility: Starport Tier: II Cost: 125m/75g Supply: 2 *Note that health and energy are not incorporated since I do not understand their values in respect to the game. I am sure someone who does know about it can come up with the statistics for making this a balanced unit. Attacks: Doomlock Gattling Guns (Ground) and Destroyer Thunderbird Missles (Air) *You can image the attacking speed to be the same as a marine from SC2 and recoiless gun on the Warthog from Halo, repectively. ![]() Description: Mechanical flying unit that provides effective air support against ground and aerial forces. It is a moderately armored vehicle, which is protected by an outer shield. The unit has the ability to use the energy from the force field and expose it's defenses, in order to offer increased damage output. Abilities Fire for EffecT The throttle boosters are activated by shutting down shield energy, resulting in increased unit movement and attack speed (Can be be "stimmed" at the same time as bio units and moves like a Medivac). Has cooldown. Dynamic Precision Targeting By turning off the outer shield, War Titans are able to manually target units and unleash single volleys of Raptor Missiles. Unit range is decreased in order to engage enemy targets. Has cooldown. (Sort of like that one Thor special ability back in the day) Thought: As a Terran player, I would like an additional support unit that can be incorporated into any bio based army. The Terran army should resemble how global militaries operate today;WHERE IS MY DAMN AIR SUPPORT? Against Zerg, I believe it will offer that missing anti air gap between Marines and Thors. Hovering these units, while placing mines under them will be another way to deal with bane and lings. Against Protoss, fighting against Colossus and Immortals will produce a different aspect of micro for both races. Terran must figure out a way to use DPT efficiently, while positioning ground troops correctly. Toss has to make sure expensive units are spread out and target War Titans with antiair. Who knows what two Terrans will do against each other with these War Titans. I can imagine this unit play a vital role offering another harassment avenue for Terrans; test the defenses of the mineral line with one of these bad boys, instead of sending a dropship. I think if used properly, we can see a valuable support unit that offers the damage to change a battle if the enemy chooses not to micro against you. It will blend in with bio play without drastically changing the style. | ||
rallying
1 Post
Unlocked with Engineering bay When unlocked SCV's are able to transform to (But not back to) a battle form. So in other words they stay in battle form. The form allows for increased damage to armor units and buildings. Also has an increase to health. However they loose the ability to mine, build and repair units. Special attacks allows them to initially do more damage on first attack, in an attack that is simaler to zealot charge; where unit is able to close distance quickly allowing them to one time critical hit high range units such as siege tanks and colossus. | ||
jdp216
United States9 Posts
mech unit builds 3 at one time for 2 supply melee range fast unit (speed around that of a hellion) they jump onto enemy units and deal aoe damage each second untill they are killed. 35 hp 10-15 dps target ground only. built from factory and can be built from reactor 100M-25G Roll-provide bio with mobile splash damage and a melee buffer. the unit would deal a large about of AOE damage but it would be easy to kill with aoe. | ||
astray71
United States325 Posts
Research Cost: 200 minerals / 200 gas Build: From Starport Tech lab Cast Cost: 100 Energy Casts a circle with radius 5 that will remain there for 1 minute. All free units will be destroyed inside the circle and it will reveal any units that require detection during its duration. | ||
Valon
United States329 Posts
100/100 2 Supply 30 second build time Range 6, 15 damage (2 second cooldown) attacks Air and Ground 50 starting Energy 200 max 80 HP 0 Base Armor 2.5 movement speed Requires Barracks with tech lab and engineering Bay Abilities 1. Lockdown-The Targeted Mechanical unit cannot move for 5 seconds Costs 75 Energy 2. Targeting Laser (Channel)-The affected enemy unit Takes 25% more damage 50 energy .5 energy/sec during channeling. 3. Psionic Lash-After a 3 second charge up targeted unit takes 200 damage (Upgrade from Ghost academy) 125 energy 4. Cloak (Combined with Ghost) Upgrades (Tech Lab but requires Ghost Academy) Impaler Rounds-Gives +20 vs massive units Thoughts A midgame support units that comes out before Ghost or Raven. Lockdown can help bio vs mech, Can also provide an alternative to mass viking vs colossi. It has the potential to help with protoss timings and all ins. Targeting laser can assist in dealing with stronger units such as Ultras, archons, or immortals. Psionic lash-Late game spell to help bio deal with Late game units without simply just trading MMM same with the impaler rounds. | ||
AwesomeArchon
1 Post
Appearance. The Brute is now slightly smaller than the Hellbat. It2 pump-like arms that resemble Rumble's from Transformers. I'd post an image, but every time I do, it's super huge. Personality: Brutish (duh), somewhat irritated. Tech path: Built from Barracks. Requires Tech Lab. Classification: Armored-Mechanical. Cost: 125/50 Life: 160 (1 Armor) Range: Melee Damage: 14 (20 at max upgrades) Upgrades: Despite being built from the BarrackS, Vehicle upgrades will apply to the unit. (Infantry Has no Effect) Hydraulic Pumps: Allows the Brute to use it's abilities. Researched from Barracks Tech Lab. Purpose: The Brute is a Mech unit that comes out before Factory units. It's intended to be used for earlier fights and start running out of steam once armies get bigger. Abilities: Springboard: The Brute uses it's "thumpers" to shoot itself into the air at an enemy flying unit, pulling it to the ground so ground units can attack it. After a short period, the unit will return to the skies. 1.5 sec Cast time. Pummel: The Brute repeatedly pounds the target with its fists, dealing 100 damage over 10 seconds. Cannot be used on a unit grounded with Springboard. Quotes, because I want to. When spawned: Brute ready for Action! When selected: What want? When attacked: Brute need help! On move: Brute going now On attack-move: Brute smash! On Sprinboard: Beat-down! On Pummel use: Pound you to dust! | ||
vult
United States9398 Posts
Cost/Production: 125 Minerals, 200 Gas, 4 Supply Built in Factory (Tech Lab) 60 seconds (Blizzard time) Characteristics: 325 Health, Mechanical, Light 2.1 Movement Speed, The Infiltrator is designed to be an aggressive mechanical unit capable of creating offensive situations for a mech or biomech army. Mech's issue is that its heavy hitters are stationary/slow, and its aggressive units consist of light units or slow clunky Hellbats. The Infiltrator is about the size of a siege tank, sporting long armored legs (think something like this + Show Spoiler + ![]() Ability: Valiant Leap (4 Blizzard second channel), 5 Movement Speed in air (invulnerable in air). This unit will not have an energy pool, making it less hard-countered by high-templar in TvP. Instead, Valiant Leap will only have one charge, destroying the hydraulic propulsion engine inside its legs. Valiant Leap is a targeted attack that will mark an area with an indicator + Show Spoiler + lazer targeting like Seeker Missle and circle on ground, possibly different color. Valiant Leap can be recharged at a 100 gas cost, and requiring the Infiltrator to be stationary for 25 (Blizzard) seconds to channel repair of hydraulics. Why This Unit Would Be Viable: Starcraft 2 has always had the death-ball problem, which usually results in a Terran player having to micro more intensively than a Protoss army or even Zerg force in order to take efficient and successful engagements, but in TvT, Bio vs Bio micro is almost nonexistent besides avoiding tank shots, leading to stagnant and slow play. The Infiltrator would force an opponent to spread out their army more in order to avoid being jumped on and stunned. At a high enough cost to prevent massing, as well as a way for biomech players to spend gas into more aggressive and combat-viable units, it can allow Terran players to choose engagements for themselves and incorporate strategies such as flanks/leaps from high ground and defensive leaps. The Infiltrator would be less of a harassment tool since Terran has several options already, and is more associated with breaking up "death-bally", clumped up armies. Protoss and Zerg both have viable counters to grouped armies (storm, fungal, blinding cloud, colossus, banelings), so another option for Terran to cause widespread damage to unmicroed armies. It will also give another option to mech armies to be aggressive and quick instead of slow and still like it currently is. I believe in the hands of good players, 3-4 well-placed Leaps onto an army from multiple flanks/locations would turn the tide of battle quickly if left untouched. The lazer targeting will allow for opponents to see where the leap is coming from, allowing for them to adjust accordingly or even kill it in time before the leap activates. | ||
Gretorp
United States586 Posts
https://docs.google.com/spreadsheets/d/1NUjOjdG46MdMAeIigFpuTEwu-vpaMlq-256a9vmMT9g/edit#gid=0 Here are the highlights: Air units Speed 4/5 Requires Tech lab. Is a support AOE air to air damage dealer with ability utility to help out ground. It does bonus damage to armored. Abilities Disabling Field: Units that are inside or walk inside this field are unable to attack or cast. Grenade: shoots a grenade charge that slows and reduces armor of all units inside. Here's the reason why it should exist. TvZ: seeing muta ling bling the whole game makes the matchup very linear. We want it to move past tier 2 units for zerg while maintaining their viability. If terran techs up to this unit we can force them to lay off the mass mutas, else this AOE unit will be able to eventually be amassed in larger numbers, and it can deal with the heavy muta counts in larger numbers with the grenade + light AOE dmg. Lurker ling/bling seems unreasonable to attack into. This allows bio to be viable. TvP Bio needs help in late game. Not in early game. This unit can be a helping solution to the constant problem of HT/Collo. That combination is so good at end game stages. With this unit, zoning sides and not having to worry about them against hts makes the match a lot more interesting TvT Nobody likes raven/viking. It's random. It's silly at times, and it's a very unrewarding feeling when you're playing it/playing against it/watching it. because of its burst AOE against armored units, I hope to remove the capacity for the raven to be the go to AOE air unit. Thereby giving a more expected result when we see these armies collide. In summation, we have a utility spell casting unit that's a splice of the valkyrie/queen/corsair/Devouruer from BW that is tier 2.5ish and can live in mid game to late game. It forces other races not to just defend, else they'll get punished with the disabling field, while still being expensive enough to be of high opportunity cost. It forces zerg to end game compositions, strays the TvTaway from RNG wins, and gives bio a potential way to deal with HTs and blink stalkers killing all our vikings and our units. | ||
Yurie
11665 Posts
Biological and mechanical. ~30 s build time, 2 supply. 1.6 movement speed. No stim. 50 hp. Thinking is that early ghosts can dual snipe them. 50 minerals 100 gas. 0 armor (+1 per upgrade) Has dual attack mode. In normal Bazooka style mode it hits one armoured unit per attack with 10+20 (+2 upgrade). Long range~9, long reload time ~2s. In deployed mortar mode (.5s, no time to un-deploy and same size as siege tank) it has ground targeting only with 15 range. Where you manually have to give the attack command on ground, doesn't matter if it is in fog or not. It will take 5 s to hit and show an indicator the entire time. In this mode it works best against light units and has splash damage. Say 12+10 (+5 upgrade). Loses 5 damage each elevation it fires upwards to discourage firing into peoples bases from fog. Upgrade is spotter in armoury where it will fire by itself in mortar mode, if you don't disable it. It will lead units, so if it targets zerglings running towards you it will fire on your own units for friendly splash damage. | ||
saltis
159 Posts
Terran already have a lot of DPS units but lack of support abilities. Though medivac is a support unit but it is so much essential to bio play that it is completely integral part of DPS doers. Egons Abilities: 1) "Amplifier" gives rax units a temporal +1 attack range. 2) "Vestige Fog" reduces splash/AoE received damage. 3) "Synergy" transfers part of energy to other units. 4) "Foreman" participates in building structures. 1) AoE "Amplifier" charges rax units with additional attack range for a limited time. Helps in fighting Tanks, Colossi, Lurkers and other zoning units. "Amplifier" can be researched in Engineering Bay. (could be applicable to mech too if re-researched or unlocked with Fusion Core ?!) 2) "Vestige Fog"* - AoE, reduces taken damage from any type of splash or AoE abilities (Hopefully that would allow to bring infesters to its previous WoL glory). Do not protect against ranged, opposite - it reduces damage done by ranged from within the fog. Applicable to enemy and air units too. Tactical decision: "Shall I use Fog on enemy or myself?" 3) "Synergy"* transfers part of energy to other users like Ghost, Meds, Ravens, Banshee, BC, WM*. (Would "reactors" still be needed ?) 4) "Foreman": a) Supports SCV as a 2nd worker in building structures (maybe only Supply Depots/ Bunker?) with a low energy consumption (Possible removal of "Calldown: Extra Supplies"). b) Egon can dismantle Supply Depots / Bunker and get refund. (Supply Depot leap frog might become essential with a new economy system and frequent expansions where Terran technically wouldn't be able to protect all the bases). ------------------------------------- *Rework on Widow Mine: WM cool down would be based on energy regeneration and by default it would take a longer time to reload than in HotS but "Synergy" can replenish the energy fully or partially (WM susceptible to feedback. HT opener). * "Synergy" alternatively could be given to Reaper to make the unit more useful beyond initial early game's scouting. Reaper's movement mechanics would be a good tandem with proposed rework of WM*. Fast energy regen. (Posible reintroduction of "D-8 Charges" based on energy consumption with probable unlocking requirement). * "Vestige Fog" (or"Quantum Field") Alternative testing: a) AoE empowers units for a duration of time rather than giving an empowering area, b) directly empowers air units while ground would have an empowering area. Egon in action: ![]() | ||
Advantageous
China1350 Posts
On March 23 2015 11:19 SetGuitarsToKill wrote: Okay, I have a fresh new idea for a unit. THE MECHAHOST A brand new never before seen factory unit, it doesn't have any normal attack at all. What it does have however, is a special ability to burrow, like a widow mine, and quickly mine the earth of it's resources to rapidly spawn two terperary smaller units known as "LOC-BOTS". This ability is called "Spawn Locbots", and is on a cooldown timer. This ability is autocast, but can only be used when burrowed. I believe this will help Terran break seiges that were otherwise unbreakable, as well as counteract the Protoss deathball that so many have struggled with in the past. Here's an approximate visual design for the unit. Very fresh and original. ![]() protoss should have a similar unit to that then... it'll spawn zealots/ | ||
ClueClueClue
Sweden1203 Posts
No auto-attack, but an ability known as the grenade launch, which releases a bomb directly downwards from the Raider, dealing splash damage to all units in a small area. This ability would also require a lot of micro, since the raider needs to be positioned just above its targets. Since this ability would be difficult and unreliable to use, it would have a very short cooldown. My vision is being able to fly parallell with a cloud of raiders and shower the ground with grenades, and the enemy would have to pay attention to see the blur of the raiders approaching before they're visible and it's already too late. | ||
Gfire
United States1699 Posts
Thunder Wolf (or something, lol) (Air unit) Built from: Starport Probably requires a tech lab? Has a weak air to air attack, something like a marine maybe. HP around 140 or whatever. Drop Bomb Ability: A bomb is dropped to do some heavy AoE damage, with probably a bonus to structures. If stationary, the bomb drops right below the unit. If mobile, however, the bomb continues to move forward in flight at the speed of movement. Therefore, you can hit a spot without actually flying directly above it if you stop or turn after dropping. I imagine the movement and drop speed would allow a range as long as 8 or so. It might be good to have a slow turning rate while moving so you can't get out after bombing too easily, or maybe that allows for some good micro. Whether the position is targeted and then the unit moves into the nearest necessary location or you just press the button and it goes where it goes I'm not sure. Ammunition and pricing: I thought you might have to pay for the individual bombs. If they have a build timer that's longer than the bombing cooldown that could be interesting. I also considered it being a gas cost for bombs but maybe a mineral-only cost for the bomber itself. If individual bombs cost gas they could be allowed to be extremely powerful, which would be cool imo. As long as they aren't too supply efficient so you don't want to mass them in the late game. Something like 150 minerals to make and 3 supply, and 25/25 per bomb. Possible upgrade: Cruise Missiles or controlled bombs of some kind. It allows you to give further target or direction to the bomb after launched, letting it curve some and letting you micro against their splitting and whatnot. The exact controls might be tricky, but after launching you could get an ability to retarget. Alternatively if the target position is chosen in the first place it could be a range upgrade and allow you to not be directly facing the target to hit it. Force fields: It might be fun to let the bombs destroy force fields, for whatever reason. That could become very tactical. | ||
Dumbledore
Sweden725 Posts
- Repairs mech units, kinda like scvs and mules but more efficiently. - Ability that let's it repair from a distance. | ||
boxerfred
Germany8360 Posts
200/75 cost. Comes with high stats, high and slow single target damage and can cast a spell on a bunch of units that increases attack speed and movement speed, similar to stim. Its purpose is to make biomech viable. :x | ||
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