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I present to you : The InvizO This unit is so invisible, not even the builder can see it! (take that DT)
Stats: 150/150 Requires: barracks, tech-lab Abilities: Lockdown - costs 3 energy, any mechanical unit is rendered immobile for 20 seconds. Maelstrom -disables groups of biological units for a short time Death nuke - Launches a nuclear strike when killed.
Once the invizo is built, it automatically cloaks, and rallies to the oponent's base. However, it cannot be controlled, nor detected by anything. When the unit completes, there is an anouncement (kinda like when a nuke is launched). Once the InvizO reaches the oponent's base, he proceeds to lockdown any mechanical unit he encounters, but once he uses his ability the first time, it becomes detectable (Maelstrom for z units) When killed, the InvizO launches a nuclear weapon and the place of his death, which hits after 4 seconds.
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MegaMagnetMan
- His body is a magnet => enemy units cling to it => serves as living shield (the more units the better)
- Throws magnet granades
- Moves only 3 steps per mouse click => needs constant micro
- Can infiltrate enemy buildings (only if no enemy units cling to it)
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I would love a Terran rax unit that has a hook like the herc, and then disables the unit after a second-two of work (for disabling units like tanks and immortals). Also has a shut-down sequence for self-destruct so it can destroy a bunch of units if planted in a clump of units. optional research is temporary cloak and armor increase in armory.
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I'd totally vote a Pandaren Brewmaster up. Ability: "Drink one with Jimmy", where he summons Jim Raynor and they just get drunk and /dance all over the place?
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Skyhawk
Built from starport. Also requires Armory cost: 200m, 125g, 3 supply 200HP 1 base armor Mechanical and Armored air unit Ground attack: n/a Air attack: micro missile launcher 8 damage (x6) (splash) Cooldown: 2.5 Range: 7 Speed: 2.75 Special ability: Concussive bomb cost 75 energy cast range: 9 radius: 2 -fires a concussive bomb at target location and detonates after 0.5 seconds. All ground units hit have their movement speed and attack speed reduced by 50% for 10 seconds. In addition, units hit cannot cast any spells or use any special abilities for its duration. Concussive bomb can hit friendly units but does not affect air units.
I just want to bring back a BW unit Valkyrie but with a new twist. I always like that unit in BW but it was always underused. (It had a tendency to glitch out its attack due to game sprite limitations)
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Bot edit.
User was banned for this post.
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Not entirely sure on the cost and stuff but for this unit my main focus is the abilities so costs can be tweaked I guess
Handyman
150/100 200 Energy 2 supply
Req: Barracks with tech lab
Attacks by throwing wrenches at opponents. Does similar damage to an SCV with a similar DPS to them too.
Abilities:
Repair: 50 energy - Repairs target mechanical unit for 100 health
Lockdown: 100 energy - Freezes enemies within a 2 explosion radius for 5 seconds. Targeted enemies cannot attack/move for the duration
Attack Jeep
100/50 - 2 Supply
A fast moving jeep with a machine gun attached to it. Has high DPS.
Abilities - Mowdown - Researched at tech lab in Factory
DPS is increased for a brief period of time at the cost of being unable to move for the duration of the ability. Unit can still be repaired during the ability.
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The Terran Sniper is a unit similar to the ghost in its design, but is viable much earlier (ghost academy required, which promotes ghost usage later on). This unit cannot attack while mobile and has to burrow in order to begin sniping stuff. Quickly, it digs a little trench, becomes invisible and starts to shoot enemy units that come into range. The vision radius of the unit increases while burrowed, and it can shoot anywhere within the area. The damage isn't great, but the unit provides vision and is tough to spot since it is rarely close by when your units become under fire. A small red dot marks the location of the Sniper.
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I am not envying the judges of this competition...
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My proposal is very rough, the reason is that I'm not very good at the game and have a hard time what exact numbers would be good balance wise.
Grenadier
The whole point of the grenadier is giving bio an option for strategies that rely less on stim and medivac timings. The grenadier is basically a marine with higher dps, lacks the stim ability and has another ability grandse grenade.
The grenadier is produced from a barracks with a techlab and costs 75/25, buildtime 30 and 2 supply.
At the Ebay you can research grenade which takes 120s to research and costs 200/100.
The ability grenade is a short-medium ranged small-aoe splash attack that has a long cooldown of 30 seconds and a range of 4. The splash radius I'm thinking maybe 2.0 or something similar it is pretty small but still big enough to do splash damage. Grenade only works on ground units and its range makes it so the splash only reaches as far as marines can shoot and not farther. Grenade does bonus damage to armored and therefore takes at least 2 grenades to kill a zergling or a baneling. Grenadier is a light unit that makes it high risk high reward unit to use against zerling/banelings compositions. It also gives terrans another way of handling armored enemies like ultras or roaches while being weak against hydras longer range for example.
Against protoss the ability gives rise to another way of handling stalkers(at least while defending when they cant be kited) effectively and also might work well against zealots when clumping. They are however weak against colosus due to their superior range but the possibility to kill them fast with greande through droping on them are also interesting.
An important note is that grenade does low damage against unarmored making it so that harass drops isn't as deadly as they could be. Either it has to take at least 3 greanades to kill workers or the medivac has to only be able to carry 2 at a time. It has to be balanced so that grenadier drops isn't OP early on.
The thought process behind this unit is having a unit that be used to counter zergling/baneling play by microing (not stimming and splitting over and over!) this however takes skill and is risky due to the rather small range of the skill. It is possible to kill large numbers of banelings with the skill but it is challenging and can be also be counterplayed through splitting/overlord-bombing or simply baiting it out.
Hopefully this could rise to many different strategies that relies less on mass drops and mass stim and more timings, positioning or skill shots. Grenadier/hellbat medivac timing for example!
It is important that the grenadier has a higher dps than a marine normally to make it worth the cost I'm thinking stat wise maybe 55hp and 8.5 dps. The range of the normal attack is range 5 same as a marine. The grenade ability does do friendly fire.
I might edit parts of my idea later!
Edit: very unsure about the cooldown on the ability, originally wrote 90 seconds but changed it to 30 now. Not really sure, if too short it will be overpowered and if to long it will be unused and uninteresting. Cooldown is really the most important stat with mana-ness abilities which makes it hard to balance. Don't really know to be honest.
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The Dwarf + Show Spoiler + 150hp 100 energy
Cost: 50 Mineral, 75 Gas, Barrack + Tech-lab
Weapon: Shotgun: short range, deal AOE damage and slow 20% for 3 seconds, only attack Ground.
Ability: First Aid: Recover 25% of damage taken, consume 5 energy/sec. Knock-back grenade: 3 seconds cd, auto or manual cast. Much like Tychus' grenade in Heroes of the storm, it knock units away from an area. It can knock units off cliff or over forcefield. Knock-back affect friendly units, but deal no damage, so you can save army when stunned by fungal or the coming oracle's trap. The knock-back distance is shorter on armored unit, massive can't be knock-backed.
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Strategist
The strategist is a gift child born with psychic power, and who will become the chief of Terran army.
Status : unique Each terran begin with a strategist. If the strategist is killed, it can be rebuild with CC for 100/250 50s 100energy of the CC. So better not lose him.
Base stat : Hitpoint : 70 Attack : 9 + 1 cooldown : 1 speed : 2.25
The strategist has 3 abilities, and a passive aura.
A : Assimilation 20s cooldown
On a friendly bio unit : the strategist consumme a friendly terran bio unit, during 15s of cast time, resulting the death of the bio units, and a gain of ability for the strategist. On a reaper : Strategist gain jet pack (ability to travel up and down cliffs), and combat drugs. His speed is increased until 3.75.
On marine : Strategist can shoot air. Cooldown of attack is lower until .8608. When stimpack is researched, his cooldown of attack is the same than a stimed marinne. When combat shield is researched, he gains +10 HP.
On Marauder : Attack is increased until 15 (+1). +1 armor, base PV is now 125 (+10 when marine is assimilated and combat shield is researched). To be tested : Strategist gain concussive shells when researched, but could be OP with the high firerate. Note 15/ 0.57 = 26 DPS when marauder and stim marinne are assimilated, same DPS than a dark templar, so seems OK.
On Ghost : Assimilation could be used on enemy units, and become snipe : 125 dmg, ignore armor, 30s cooldown, range 10. When cloak is researched, strategist gain a perma cloack (like dt).
Assimilation can be cast on a mech unit, and stragetist enter in the unit (only hellion, tank, banshee, and BC), changing his ability. If the unit is killed, the strategist die. When the strategist control a unit, he use his psychic power and the unit is immune to abduct, control neural, and FG/slow. Press Assimilation to go out of the unit, the unit must be immobile.
Z/W : Command cooldown 15s range 7
On a ennemy : the unit receiveed a mental chock and stunned for 0.5s. (use it to prevent escaping oracle, medivac, mutalisk,MSC and allow your marine to have time to kill it).
On friendly unit : give a temporary buff for 15s, cooldown 20s.
VCS : a motivated VCS build defensive structure 50% faster (bunker, or tourett), and repair 25% more. (you could use it to defend a oracle, or a rush, aslo to boost a bunker rush, but you should bring your strategist with the rush, and take the risk of losing him).
Reaper : a motivated reaper regenerate 100% faster for 15s when not attacked (you can make a reaper rush with your stragist, if you sacrify 1 reaper with assimilation, the strategist can climp the cliff like a normal reaper, and give buff to the other reapers, of course if you lose him, the cost to rebuild him is very high, and you probably should wait until late game to get him back).
Marinne : A motivated marine run 50% faster for 15s (send a motivated marine to scout around your base for proxy)
Marauder : A motivated marauder gains +2 armor.
Ghost : A motivated ghost regenerate energy 100% faster, and send nuke 50% faster.
If the strategist is driving a mech unit of the list, this ability is remplace :
When driving a hellion (of course the hellion don't climb clif even if the strategist can, and don't have cloack when strategist have, the stat of the unit is the same of the originan unit):
Boost : a small boost of speed that allow you to save your strategist, duration : 5s, cooldown 15s. same speed than a boost medivac.
When driving a tank : Siege mode : Tank is now on sieged mode, but the strategist use his telekineci power to allow the tank to move while sieged mode, speed is 1.70.
When driving a banshee : Boost : use it to use the new boost of banshee when researched, and passive hidden ability : when cloacked is researched, the cloack is permanent.
When driving a BC : When strategist enter BC, he can no longer goes out. BC become starship commander. HP is increased of +100 (650 hp), speed now : 2.7 instead of 1.875, attack is 10 +1 instead of 8 +1.
A become Yamato canon Z/W : Blink
E : Psychic shield, activable abilities too.
Kind of "morgana black shield". The allies units at 5 range around the strategist gains +10 psychic shield for 10s that prevent dmg from abilities, when the units have their shield up, their not affected by any control. (exemple : FG 30dmg on 4s, during the first 10dmg the unit could move, then they snare and take only 20dmg, protect 10dmg from storm etc...).
When controling a mech unit, the antenna amplify the psychic power of the strategist and the psychic shield is now 7 range, +20 shield of nearby ally.
When controlling a BC, the range is 9, and +30 shield. (on late game, particulary vs protoss, a necessary unit to tank storm).
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Guess I'm hopping on the combat SCV bandwagon.
Field Engineer
The Field Engineer is an expert in fortification and combat tactics, designed to improve the staying power of both bionic and mechanical armies at home and on the offensive.
Production facility: Barracks Requirements: Engineering Bay; constructing a Ghost Academy unlocks the Defensive Shield ability Cost: around 50/50, 1 supply Stats: ~80 hp, ~2.5 speed, biological, no base armor, benefits from infantry armor upgrades, ideally has the same attack priority as combat units Attack: None, or maybe an SCV-like melee attack
Abilities
- Fortify Structure: Permanently increases the hp and armor of the target supply depot, bunker, turret, or sensor tower. Channeled ability, short-medium duration, no cooldown, minor resource cost. Intended to improve turrets versus mutalisk flocks, allow bunkers and depot walls to better protect outlying bases, and make fortified contains a bit more serious a threat.
- Enhance Armor: Permanently(?) increases the hp and armor of the target unit by a flat, smallish amount. Moderate cooldown. Intended to be used on fragile but important units, e.g. reapers, ghosts, medivacs, deployed SCVs, or other field engineers.
- Deflective Shield: All (or maybe most) damage from enemy units and structures is transferred to the nearest enemy unit or structure. Low duration, high cooldown, obvious aura when active. Intended to augment mid- and late-game scouting, make the unit less prone to being sniped, and add incentives for micro during large battles.
In general, I don't think terran needs more combat units. Instead, I'd like to see upgrades added/reworked. I find it unlikely that the core terran army is going to become more diverse without a major overhaul (even if mech is viable, a mech game will still ignore most of the bio tech tree and vice versa), so diversity from upgrade order seems like a good direction. Think stim -> combat shields for standard play versus combat shields -> stim for an early marine poke, but on a larger scale.
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New terran unit: "Disintegrator"
The disintegrator is a mechanical terran unit that is built from the command center. It is available for building after the orbital command add on. You can only have one disintegrator at a time.
Cost: 100 minerals 50 gas Abilities: the disintegrator automatically moves to the nearest enemy base. It continues moving until it is destroyed or it meets an enemy unit. Stats: When it hits an enemy building or is destroyed, it deals massive area damage. However, it has a relatively low hp.
Uses: It can be used to find out enemy proxy bases (as it automatically moves to the nearest base) or as a powerful siege aid to destroying enemy fortifications. It's relatively low hp makes it very vulnerable, so you usually need to escort the disintegrator with your other forces.
Design and looks: The disintegrator is a terran mech vechicle with lot's and lot's of explosives stacked on it.
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The Asgard
The Asgard is a Starport unit and requires a Techlab and an Armory. It costs 250/100. 2 Armor 200 HP. It shoots 8 missiles over a period of 3 seconds. While the Asgard is shooting it cannot move. Each missile deals 3 + 3 vs light dmg (AOE). It attacks a location rather than a unit, so by moving away you can "dodge" the incoming damage.
The Balder
The Balder is barracks unit from terran and requires an engineering bay.
100/50 120 hp 1 armor. Firebattish attack.
The Balder acts as a support unit for terran bio units. It has two spells:
"Taunt"- Enemy units nearby immediately start attacking the Balder "HiFrequency Scanner" - The Balder detects cloaked units, but only in the way it is looking at. 120° angle. (Believe me thats really fun)
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Terran Scientist, produced from a tech lab barracks when the ghost academy is built.
Cost : 100m/200g/40s - 3 Supply
Stats: 50hp, 0 armour, 5 damage, 150 Max energy, starts with 25, upgradable to 50 with charged batteries upgrade from the ghost academy.
What this unit's job is to reduce damage dealt out to the terran army, the idea is to have 1 or 2 of these to stop units from dealing any damage, using their damage magnet ability, which is 50 energy and stops a unit from dealing damage, be it a ultra lisk from dealing damage or a colosi from firing for 8 seconds. Once you use the ability on a unit it cannot fire or use any abilities and gets tagged with a red cloud around them.
This unit can basically punish any bad micro from the other player, if they allow their tank to get hit by it they could lose a fight, or if protoss just a move their colosi don't do anything, they would need high templars to zone them out with feedback, which is why they are ghost academy tech, so they go well with mid-late game terran armies.
The job of the unit is to prevent other races from a moving as their main DPS or spell casters would become useless for 8 seconds.
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On March 23 2015 12:41 soupholder wrote: I've seen many proposals for a combat-scv type of unit on reddit, and one here already. I personally believe some sort of combat engineer is what terran should get. Here's my iteration of this type of unit. Obviously testing would be needed, so I include a lot of ranges and maybes.
Stats: Name: CCV (Combat Construction Vehicle) Produced from a barracks with tech lab. Cost: 75-100 minerals, 50-75 gas, one or two supply. HP: 80-120, zero base armor mechanical, biological (I could see reasoning for either light or armored typing) Attack: slightly stronger melee attack than an SCV, scales with upgrades. (one idea I considered was a weak gun about sentry or auto turret strength that fired while constructing and moving, but I wasn't sure if that would be broken. Maybe make the unit more expensive if this was the case.) Speed: 2.25-2.5
Abilities: Has a repair ray, like a medivac, but for mechanical units and structures, with similar energy costs. Can construct only combat structures (bunker, missile turret, sensor tower) Constructs all of these structures fifty percent faster than an SCV (same speed increase as a chrono boost) Can also construct a building similar to a supply depot that provides no supply for 25 minerals. This would be a building just for walling (still raises and lowers) with a build time of fifteen seconds.
I think this unit very realistic in terms of being implementable due to filling a nice role and being relatively simple compared to many of the other suggestions I've seen on reddit. I think bio players would probably have one of these just for walling or making bunkers one the front lines. It would also keep medivacs healthy. I think mech would build a few of these to heal the army as well as for walling and fortifying positions. I think it should only be able to build combat structures because I don't think terran really needs this thing to be building supply depots, command centers, or other infrastructure, especially with the construction speed boost.
This. So much this. I want to see players bringing SCVs along with their mech armies to repair, but SCVs are just so fragile that they die practically instantly. One storm and there goes your repairing. It would be so awesome if terran had a healer for their mech armies that was a bit more robust.
Also, Blizzard should fix their unit AI so that it won't prioritize healers. Players should have to micro to get their units to prioritize healers.
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On a completely unrelated topic, what about changing flying buildings? They can fly only a limited time, but can produce while flying!
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On March 23 2015 16:03 Noonius wrote: first how about making nukes actually something you might want to use more than once a year while trolling
Moar nukes! Seriously... I haven't seen them since forever
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