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The Ghost is where the potential lies folks! Taken straight out of the blizzard lore: "Ghost- espionage/intelligence agent....Ghost epitomize the height of human evolution and physical conditioning. Born with incredible psionic potential, these agents are quarantined by the confederate government and trained from infancy to channel their psionic energies to augment their naturally physical strength and endurance."
Where in the current abilities do we see these psionic powers taken advantage of or even demonstrated? -snipe? -emp? -cloak? these are all terran machines...any trained marine could use these weapons and technologies.
These are some of the "supernatural" abilities id like to see considered for Ghosts to have:
-Bilocation: being in multiple locations at the same time,
-Telekinesis (manipulating the battlefield with mind), telepathy or some cross unit channeling,
-"Mindblast" much like Nova Terra did in the fan-fiction..a huge burst of emotional psychic energy hurled in a direction or in an aoe(like kerrigans kinetic blast)
- Sound mechanic that allows you to hear when other psionic/energy units are near and each different detectable unit gives a certain background sound that increases with intensity as it comes closer in proximity.
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A second idea is that you'd be able to build a structure known as the M.O.L.E., which then can be loaded with eight unit slots and dig its way to any place on the map without vision. It would of course have to go there by itself, burrowed, rather than just appearing like a Nydus. The vessel wouldn't be quite as devastating as the Nydus since it can't be reinforced by almost infinite units and would therefore have more harassment focused purposes.
A third idea is the Combat Parasol, which would be a supporting unit for bio. To me, it seems as if the bio composition itself is pretty well rounded out, but the Combat Parasol would be a unit that can be positioned on the battlefield and then rooted in order to create chokes and wall-offs before fights happen. When unrooted, it is just a regular marauder-sized unit, but then it grows to the size of a bunker. Growing in size is one of its abilities; it can also provide a power field that slows enemy units that come inside, as well as turning into a sort of missile turret, shooting both ground and air units.
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The Maelstrom
Tier 2.5-3 from the tech lab, either from the ghost academy or an equivalent. 150/150, 3 or 4 supply. Range 6 or 7. Damage 25, and has a smallish aoe. Only attacks ground. Weapon is a grenade launcher.
Has a projectile attack that targets enemy location, instead of the enemy itself. The projectile attack won't be guaranteed to hit its "target" like the stalker/marauder (assuming no blink/pickup). A fast enough unit could move out of the damage area. The advantage of this would be if a mass of speedlings were attacking you the Maelstrom would attack the first unit in range (like always), but the first row of speedlings would run past the point of attack and you would hit the juicy heart of the clump with your AoE instead. It would make you're first attack in an engagement more effective on groups of enemies attacking you as long as they were moving forward.
Special ability called "Barrage" meant to control space and chokes. The Maelstrom stays stationary, and for 10-15 seconds (with a 2x or 3x cool down) shells a single area. With two or three of these units you can heavily dissuade people from using certain chokes or dissuade them from attacking.
The AoE would help deal with big clumped up armies like Protoss and Zerg in a much more reliable way than Widow Mines, and far less stationary than tanks. But hopefully a type of attack that can be minimized by splitting and smaller army size.
No gimmicks, doesn't rely on an ability, just a solid T3 bio unit that dissuades the deathball and clumped up armies, Also gives Terran a non-mech way to control space that is more reliable and less RNG based than widowmines.
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Another unit idea is the Terran Kill Shard, which would be able to take the shape of any critter or enemy unit, and then explode in a fan of knives shooting in all directions after being set off. Ofc, there would be a short countdown and the unit would turn red before exploding, so that the enemy has a chance to look for it.
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The Terran Mauler would be a structure that can be lifted after construction and fly with a higher speed than any other terran building. This structure would also be able to land on enemy units and do heavy damage. Friendly fire would also be possible, so be careful. Keeping a mauler with SCV's on repair with your army would make it possible to shape the battlefield, as well as zone enemy units. This structure wouldn't be barracks-sized; rather something like a supply depot, which would make more sense as it would fly pretty fast.
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The Terran Trooper would be a unit that appears wherever you set your barracks' rally point. If you set it to your opponents base, that's where this paratrooper would rain down from the sky, or maybe in plural if several barracks are producing simultaneously. It is a melee unit attacking with two knives, so a fair comparison would be a quicker, but flimsier zealot. Great for harassing, but also reinforcing from afar. If you're being contained and can't get medivacs out, amass a couple of these on the other side of the field, or use one or two just in order to scout the opponents base and possibly do some damage.
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The Junkie
Built from barracks Requires tech lab 100 minerals
light ground unit 125 hp Ground/Air dps: 7, 10.5 (w/stim) Speed: 2.25(+1.125)
The Junkie comes with stim pack. Once activated, the effects of stim are permanent but the junkie gradually loses hp. Cannot be healed by medivacs.
New complimentary Engineering Bay upgrade: Rehabilitation Center
200/200, 140 sec allows the bunker to be transformed into a Rehabilitation Center.
Rehabilitation Center
150/25, 40 sec
400 hp, 1 armor
Rehabilitation: Allows only junkies to be loaded into the rehabilitation center. Cargo space 4. While inside, junkies gradually recover hp.
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first how about making nukes actually something you might want to use more than once a year while trolling
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Starport unit: Gravity Binder
0psi 100/200 160 life 200 energy 1.875 speed 10 sight requires tech lab
Null: 75 mana - every unit and building in a 12 range can hit both hit and air for 30s
Supply Overload: 200 mana - give +4 supply for 45s (can go over 200)
Space Fold: Opens a spherical portal between unit's position and targeted Gravity Binder, both Gravity Binders implode. (ally and enemy units can go through the tunnel) (you cannot destroy the tunnel but you can put buildings around it to block it, at least to block ground units)
Rax Unit: Energy Bender
2psi 100/150 150 life 150 energy speed 2.25 sight 6 requires tech lab
Psycare: 75 mana range 10 - Cast a spell on target unit that converts 5 mana into 10 health every 2s. for 30s. (ally or target) while the spell is running targeted unit gains 4 armor. (stackable)
Refill: 150 mana range 7 - Gives 100 mana to target unit
Supression Aura: Every ally unit and building in a 7 range absorbs one attack every 10s, non stackable, every attack absorbed eats 3 mana (non stackable)
Planetary Unit: Position Securing Construction Vehicle
1psi 50/0 75 life speed 1.875 sight 6
When burrowed, every enemy unit in range 5 is slowed by 30%. Gains 4 armor while burrowed. Can mine and repair, repair 30% faster than normal scv and 30% more cost-efficiently
Build bunkers and Turrets in 15s
When mining, debuff the target mineral patch such as if another unit mine on it while the debuff is on the patch's value is decreased by 10 (lasts a little bit less than the roundtrip time of 1 scv).
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Unit: Smolder
Build from Starport, Requires Tech lab attached, Fusion core (Tier III)
Big Unit Unit cannot move itself
Two modes:
Flying mode Low range area damage similar to Hellbat to air units (only effective to prevent mutalisks from magic boxing (thors!)) Unit has the ability to connect with a wire to other air units, which can pull the unit to another place (the pulling units are getting slower while pulling but also allows to teleport with the help of battle cruiser)
Ground mode Wide but slim shape Health is increased Air area damage to all air units, which fly over it, similar to a tower defense structure (especially useful in connection with bio, because the simcity of the those units prevents ultralisks from attacking bio and also zones out mutalisks from chasing bio)
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The Nukular M.U.L.E
- Mechanical - 0 Supply - OC spell - 100 energy - 100 gas - 3 Armor
The Nukular M.U.L.E is the newest edition into the terran mineral harvesting arsenal. It harvests 2 times more minerals then a regular MULE. However it has its downsides, due to its nuklear characteristics it destroys the same amount of minerals it harvests within the mineral block and the calldown is noticed by the enemy.
Upgrades
GoGo Nukular! -100 Minerals -100 Gas increases the harvested/destroyed minerals by 50%
Fallout Boy - 200 Minerals - 200 Gas The Nukular M.U.L.E can hock up a regular SCV to create Falloutboy, it looses its harvesting ability but is able to build at a 300% incresed rate.
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Chuck Norborg It's a light Biomechanical unit that comes from the Barracks. The Chuck Norborg is trained to beat you up! He comes equipped with dual micro Uzis and the ability to Roundhouse kick through the air with vengeance, which he prefers to do against nearby enemies. Also, Chuck Norbot enjoys a good stim once in a while and requires a (Ghost) Academy to become viable. Even more, his mechanical nature requires any Barracks that wants to train him to have a Tech Lab for spare parts.
Cost: 100/75 Hitpoints: 90 Armor: 0 (+1) Size: Small (like a Marine) Supply: 3
Dual micro Uzis: Damage: 6(+1) x2, attack cooldown =.8608 Range: 6, ground only
Roundhouse kick: Damage: 8, attack cooldown =.8608 Range: Melee, ground only - affects every opponent around Chuck Norbot
Chuck Norborg is the ideal replacement/supplement for lategame biological focused play. Since he behaves like a marine, it is convenient to use him in a control group with these units. His Roundhouse kick ability leaves him less vulnurable against enemy melee units in the lategame and can be used for dropping Norbot into opponents or simply to form a short lasting, yet deadly meatshield against charging zealots, zerglings or banelings.
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This is the BEST thread ever!
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The Terran Hunter is a melee unit with no auto-targetting. This unit will charge (jump, like the herc) in and do terrible terrible damage to any units in its attack queue. Usable for major engagements as well as harassment, but can't be left unsupervised. When it kills its target in a mineral line for example, it will just be idly standing there until a new target is aquired. Quite sturdy, but rewards quick clicking and attention paying players.
I'm basically thinking of the HERC, but a bit lighter and quicker, with no auto-target.
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Siren
Built from: Barracks Requirements: Tech Lab
The Siren is meant as a defensive support unit, akin to the Protoss's Sentry. Its attack is very weak, it is extremely squishy, and it begins with few abilities, but has the potential to become extremely useful with research. Each Siren is quite expensive, but only a few are necessary to benefit a Terran army tremendously.
Cost: 150M + 150G Supply: 2 Build Time: 40s Spawns with 50 energy, caps at 200
Health: 40 Ground DPS: 4 Air DPS: 3 Speed: 2.475 Attack Range: 5
Passive (Siren's Call): All biological units within 2.5 units of a Siren gain a 10% bonus to attack, speed, and range. This does NOT stack with the use of multiple Sirens, but is directly added to Stimpack if Stimpack is used.
Siren's Song (Researched from Tech Lab, 125M/125G 100sec): The Siren targets a single unit. From that point on, until the unit moves more than 5 units from the Siren, that unit's energy recharges at double its normal rate. Each Siren can only target one unit at a time. Loading a Siren into a Medivac cancels Siren's Song, even if the Siren was targeting the Medivac. This ability costs 30 energy, and 1 per second.
Siren's Shield (Researched from Tech Lab, 100M/100G 180sec): A 10% defense boost (damage taken is reduced by 10%) is permanently added to the Siren's passive ability.
Siren's Protection (Researched from Armory, 250M/250G 200sec): The Siren protects all units within a 2.5 unit radius of it (NOTE: Armored units are unaffected by this ability). The next time this unit would have taken damage from any source whatsoever, the Siren's Protection reduces this damage to zero. Note that this does NOT cancel splash effects (ex. a Baneling detonated on a unit with Siren's Protection will damage surrounding units, unless, of course, these units also have Siren's Protection.) Siren's Protection wears off after 10 seconds if not used. Its cooldown is 60 seconds. This ability costs 120 energy.
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Tactical Bomber
Built from starport 100 minerals/75gas/2supply 175HP Mechanical Armored Air unit Air Attack : 3 (DPS 6) Speed : 2.25 (constant!) Turn radius : huge ! To give an idea, as this unit cannot be stationary, it has to circle (can be patroled) around an area the size of your main base. If left unmanaged, this unit will fly straight ahead and turn by itself to avoid the borders of the map and the corners. If the starport has a rally point, this unit will fly there and continue afterwards. If no raly point is set, the bomber randomly flies in a direction until it reaches a map border and turns by itself.
Ability : Bombardment
Basically, a storm but with fire efffects, ground only damage, 4 casting range and 1.5 time larger damage radius. Cooldown 20s (variables to be adjusted, I'm bad with numbers)
This unit is used to clean an area before an attack, or to support a defending position during an enemy attack. It is a high priority target for the enemy as its devastating ability can clean an area in seconds. It has to be supported in order to not die instantaneously. Timing is crucial as this unit is constantly on the move from the moment it is built, and has very bad maneuverability. Can be used to break siege tank lines/swarm host positions or take down basis as long as you have air dominance.
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Pounder
Production facility: Starport (no Tech Lab required) Build time: 35 Cost: 100 minerals, 50 gas
Hitpoints: 120 Armor: 0 (+1 per upgrade) Movement speed: Normal Supply: 2 Attributes: Light, Mechanical Cargo Size: N/A
Weapon: None
Ability: Earthquake Generation When this ability is activated, the Pounder immediately flies into the ground (if it is not already there), impacting it within 0.5 seconds. Damage is dealt to all units (friendly and otherwise) within a range of about 2 units - 100 damage near the center, tapering down to 20 damage at the edges.
After this ability is used, the Pounder is embedded in the ground and is treated like a ground unit. It cannot move in this state, or be moved (by abilities such as Abduct) and is treated as a structure for most purposes.
This ability can also be used while the Pounder is already embedded in the ground, in which case it will simply use the attack. It can be set to auto-cast.
Cooldown: 12 (after this ability is used, both it and Lift Off are placed on cooldown)
Ability: Lift Off Can be used only while the Pounder is embedded.
The Pounder ceases being embedded in the ground and is again a flying, mobile unit.
Upgrade: Ground Cracker Researched at the Armory 200/200, 120 time
Damage of Earthquake Generation increases to 140-30. Units hit by the ability will be slowed by half for 3 seconds.
+ Show Spoiler + this is all just off the top of my head lol, but it seemed like a cool idea.
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Spartan Description: Ground Unit Built from: Barracks Build time: 60 s Supply: 4 Cost: 100/200 Defense: 250 hp, 2 (+1) armor Attributes: Biological, Armored Ground Attack: 8 (+2) (x2) Attack Speed: Same as a stimmed marine (Spartans can't be stimmed) Range: 8 Air Attack/Speed/Range: Same as for Ground Movement Speed: Same as a stimmed marine Starting Energy: 50/200 Requirements: tech lab on barracks, fusion core
Abilities: 1) Splazer: (must be researched at fusion core, cost: 150/150, research time: 60 s) Cost: 40 energy Range: 12 Damage: 100 Cooldown: 3 s The Spartan fires a laser (same width as a hellion's flamethrower) at the ground and deals 100 damage to any ground units (including friendly units) in its path.
2) Command Vehicle: (no research requirement) The Spartan "takes command" of any friendly mechanical unit within a range of 1 (max one Spartan per unit). During this time, the unit's firing speed and movement speed are doubled, and while the unit is alive, the Spartan is invulnerable but cannot attack or use any other abilities. The Spartan can leave the vehicle whenever it wishes. If the unit dies with the Spartan inside, the Spartan also dies. This is basically stolen directly from the Halo Wars ability except it can't be used to hijack enemy vehicles.
3) Armor overload: (no research requirement) After the Spartan dies, its corpse (hp: 30, armor: 10) immediately cloaks and remains on the field for 5 s. After the 5 s is up, the body explodes, dealing 200 damage to everything within a radius of 3.
Additional Changes:
The Fusion Core can now be entered (like a bunker) by any barracks unit (max 2 units). While inside the fusion core, units regen energy at the same rate that vipers regen energy while using consume.
The neosteel frame upgrade now also increases the max number of units that can be inside the fusion core simultaneously from 2 units to 4 units.
Design Philosophy: This is intended to be a unit that provides terran bio with a powerful high-tier spellcaster, although it also has utility with mech. It functions best on its own outside of the terran bioball, and it rewards players with good multitasking. Its powerful splazer ability could potentially break up deathballs (or tank lines), but it could also be equally devastating to the terran's own army. This ability could also have powerful worker harassment potential. In addition, its armor overload ability could be used to set potentially game-changing traps to a careless player attempting to 1a over the terran army, but it can be easily avoided by players who take care to focus the corpse down and destroy it.
This unit would also encourage more usage of the fusion core and, as a natural side effect, bcs, which is consistent with blizzard's attempt to make the fusion core and the bc more popular in lotv. It might even prompt players to get the neosteel frame upgrade, which has (to my knowledge) never been seen in professional play unless you count that one time boxer got it in a show match against yellow. Finally, the change to the fusion core could act as a slight buff to the ghost by allowing it to get to max energy quickly, although in reality the impact on ghost usage would likely be negligible.
Finally, the unit is intended to "feel" like a terran unit. Like siege tanks and widow mines (and unlike any zerg or protoss aoe), its aoe damage applies to both friendly and enemy units. The take command ability to enter vehicles is a natural evolution of the ability to enter structures, which has been part of terran design since the origins of starcraft. The armor overload ability is intended to be reminiscent of the nuke, except more likely to succeed but with less devastating results.
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Bombarder
Starport unit, requires tech lab.
200 hp, 2 armor cost 200/250 supply 4 speed 2.25 60 sec build time
It has 3 abilities and no normal attack. (I didn't give the ablities fancy names, maybe later I'll think of something)
1. Chain laser (25 energy, autocast), 5 range, shoots a laser to a ground target which bounces to any nearby targets dealing less and less damage. Up to 5 targets, damage: 40-35-25-20-10 2. Anti armor missible (100 energy), 9 range, deal 80(180 vs armored) damage to a single unit. 3. Rocket barrage (75 energy, requires upgrade), 8 range, deal 65 damage in a small AoE to air units only.
I always wanted to see more air units used from the terran and also it seems terran need more spellcasters. This unit is an offensive spellcaster with all the abilities dealing damage.
Early game use: Because of the high unit cost, powerful abilities as well as the fact that spellcasters need time to gain energy to use their spells, this unit could be used in the early game in a way similar to the raven, you only build one and then it supports your army. Since it has average movement speed it will be a risk to use this unit for harassment, usually it will follow your army instead.
Late game use: This unit doesn't benefit much from mech upgrades since it has no normal attack and a high base armor. This means it can easily follow up both bio and mech play. Especially bio play since they bank a lot of gas and don't have a good late game transition. I believe it will be a more used follow up to bio in TvZ and TvT, since TvP already has the lategame spellcaster the ghost, but it can still be used in some TvP scenarios where the ghost is powerless (colossus, carriers, tempest).
Description of possible uses in each match up: In TvZ, it can be used to kill zerglings and banelings in fights with it's first ability. And later in the game after an upgrade, it is also able to deal with mutalisk clouds which terran might strugle with. Possible use of 2nd ability vs the new ravager. In TvT, it can provide an alternative answer to siege tanks with it's second ability, can also be used on medievacs to kill drops. In TvP, it can help you deal with some colossus or carriers if you mass a few of bombarders and spam the second ability but pretty useless in the early game.
Possible problems with this unit: It might overlap with the widow mine and the raven, which both already have strong abilities which deal a lot of damage both AoE and single target. However both the raven and the widow have much less reliable abilities (friendly fire widow mine and dodgeable seeker missile). Perhaps seeker missile could be removed and raven changed to a more defensive spellcaster.
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Is it possible to enter multiple designs?
Edit: Read second comment, sorry haha
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