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I propose a moving platform, one where you could put units, build bunkers and turrets on.
Platform
Stats 450 Minerals / 100 Gas / 80 seconds. 1250 HP + Building Armor Speed 1.65 Size: 5x5 Built by SCV, prerequisites Starport.
Abilities Lift - 50 energy Land
Special: Units and Buildings can be placed on this platform just like in the arcade game Warships. The platform will first be built landed, then things can be placed on it then it will lift off, which will cost the platform 50 energy.
It will drain energy for flying, although I'm not quite sure how much yet.
Since the units and buildings are now in the air, they can now be hit by anything that targets air, and cannot be hit by things that can't target air.
Similarly, for units on the platform that can only shoot ground, they can now only shoot air. (Flying Siege Tanks?)
Production buildings built on the platform can also build while on the platform (Floating to corner of the map now legit)
Note that the platform only has enough space for one production building and a reactor/techlab, which would make it very expensive to put them on the platform.
Units on the platform can still be abducted to the ground or to another platform (2v2 anyone?) and of course all the other abilities that move/slow/stun the unit.
The platform is a bit slower than a marine, between that of a broodlord and templar..
The purpose of this unit is to make Mech more dirty, and because why not? :D
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Unit: Commando Production Facility: Barracks + Tech lab Cost: 100m / 50g Supply: 2 Cargo: 2 Speed: 2.55 Health: 100 Energy: 50 (starts at 20 when the upgrade is complete) Armor: 1 (+1) Range: 4 Damage: 8 dps ( 10 vs light ), ground only (+1) Bonus Damage: vs Light units
Description: They're the Rambo archetype for terrans, a terran in a robo-suit with a giant badass shotgun that fires a mystic and nosense laserball, slow rate of fire but great damage.
Abilities:
- Range Extender: +1 to range - EMP Granade: 30 energy, the commando throws a granade that explodes at the target area draining energy and shields from the units in the AoE ( friendly fire ), reveals invisible units.
Concept - Caution, big big image + Show Spoiler +
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Mobile Aegis
Cost: 75m - 1(?) supply Mechanical No attacks.
The Mobile Aegis has 2 modes:
Transport mode: same size/ movement speed as a marine 150hp benefits from mech armour. Deployed: same length as as supply depot half the width, immovable, 300hp benefits from mech armour and building armour, counts as a structure
It is created via SCV directly on deployed mode. Requires Factory(or armory?)
takes 3 seconds to switch mode transport mode can be moved by medivac and takes 2 slots.
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The O.P.N.E.R.F. (Organized Phantom-Nightmaker Equipped Reactionary Force) Barracks unit. Requires Tech Lab 100M/75G 110HP, 1 Armor, 2 Supply, 2 Cargo space, 200 Energy Phantom-Nightmaker Rifle: range 7, attack cooldown 1.3, 8 damage (+2 per upgrade) Make It Dark: 50 Energy. Loads a Blackout round into the rifle, increasing range by 2 and causing the next shot to explode in front of the target, reducing the vision of all enemies within a radius of 1 of the target to 1 and causing all detectors to lose detection for 4 seconds. Can be set to auto cast but will only fire 1 round then autocast would have to be re-enabled.
To lazy to make a bad MS Paint so I googled badass sniper looking thing and picked this lol + Show Spoiler +
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Name : Immediate Mobile Barrack Artillery (I.M.B.A.)
Description : The unit spawns out of the barrack (with tech lab) in "Mobile Mode" which means that the unit goes as fast as an Hellion but can't attack at all. In order to attack, the unit has to use its active ability "Battle Mode On". Once in Battle Mode the unit becomes really slow (think out of creep-queen move speed) but it gets the attack speed of a stimmed marauder, the damage of a marine, it doesn't deal any bonus damage and doesn't attack air units, so you are not really buying it for its damage potential. You aren't buying it for its tanking ability either since it only has 100hp, no armor and is light-mech. Why are you buying it then ? You are buying it for its passive ability "Knock Back" : Everytime the I.M.B.A. shoots an unit, the targeted unit gets knocked back. When an unit gets knocked back, it forgets all the orders given by the player (if it doesn't get a new attack order, it'll just stay behind and be useless). Obviously when a unit gets knocked back, the IMBA switches target and knocks back another unit, and so on. By researching the upgrade "Knock Back Splash" in the techlab, you allow your I.M.B.A. to knock back multiple units at once in a small area around the targeted unit.
Micro potential : Low level player will just a+click the unit. When a+clicked the unit works well but will probably focus zerglings or zealots which don't represent the main threat in a zerg or protoss army. Good players will try to knock back key units like Immortals, Sentries and ESPECIALLY Disruptors before they come and explode inside their army. The I.M.B.A. can also be used as an harassment unit and knock back entire mineral lines especially when upgraded with "Knock Back Splash" .
+ Show Spoiler +Req : Barrack with tech lab Attributes : Light, Mechanical (can be repaired by SCV but not healed by medivacs) Active ability : Battle mode On/Off Passive ability : Knock Back (doesn't affect massive units and structures) Supply : 2 Health : 100 Armor : 0 Range : 7 Possible upgrades : Knock Back Splash (available in techlab) Attack cooldown : 1 (same attack rate as a marauder on stim) Damage : 6 (+1 each mech attack upgrade) with no bonus damage. Can't attack air units. Move Speed : 4.25 (same as a Hellion) Strong against : expensive non massive ground units Weak against : high ranged units (lurker, ravager, colossus, tanks)
Pictures : + Show Spoiler +
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Alright I will repost the idea I posted on Reddit here then.
http://i.imgur.com/O3JZTZS.jpg
The Hercules.
Not quite a new idea as the unit as it was in the campaign but nevertheless one that I think could benefit Terran a lot.
Most of its stat is intended to be the same as in the campaign: It is made from Starport, Requires Fusion core, can carry 30 slot worth of units.
Now for my suggestion what I change is its supply to 4 and it should also goes slightly faster. Finally and most prominently it needs to lands to Load/Unload units. That is the hole key to balancing the 30 unit slots and all.
To my suggestion I also added On-Board Repair Bay, which lets the Hercules repair Mechanical units stored inside. Still cost the same as an SCV but it is faster.
So since Blizzard already did most of the design for this suggestion let me go in depth with the reasons why I think this idea would improve Terran.
The biggest sheer problem with Mech is how immobile it is. This is intended for Combat but it also usually means that the mech player does nothing but sitting back until the supply hits 180+.
The Hercules is meant to allow Mech to play a more proactive game and get aggressive. Just like the newly buffed Nydus Worm allow Zerg to do some really serious damage and get away while Recall does much of a the same for Protoss so is the Hercules meant to do something similar for Terran. Now dropping 14 Hellions right on top of mineral line would be really tough to balance and that is where the adjusted dropping comes in. With some careful planning it is still possible to land it in the base, but it will be much like trying to Nydus straight in your face. Very risky if countered but potentially worth it.
Medivacs just can't ever hold this role. They have too few slots and are too fragile considering the cost of mech units. The lifting of sieged tanks will be nice for combat mobility but that is not what the Hercules is for. The Hercules role is to be able to tactically bring a medium sized mech force to an exposed location to do damage. So even if the Medevac and the Hercules works in much of the same way mechanically they would hold different roles. Tactical mobility vs Combat mobility.
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Desolator Produced from a tech-labed barracks. Totally a steal!
Armored Biological Ground
50 175 35 3
80 4 (+1) Sight 5 Speed 2
75 / 250
A. 1 Desolate Radius 4 Cooldown 2s (auto-cast off by default) 2 Description: Extended release of radioactive agents. Desolator will be briefly immobile (1 game second) while casting. All units in the vicinity of desolator takes 10 spell damage and gain [Irradiated] tag. All units without the [Irridiated] tag takes 2 damage per second from the [Irradiated] unit in the melee range until the [Irradiated] unit is fully healed. Protoss unit will lose the tag when the shield is fully regenerated. All Desolators have the [Irridated tag] and immune to the Desolate spell. Damage from Desolate or [Irradiated] do not stack.
(I hope your CPUS can survive this. Irradiated roaches, Yum!)
A. 2 Disorient
75 Channeling 2s Radius 4 Description: Release a disorienting pulse of full spectrum radiation. The player will lose control of the desolator for the duration. All mechanical units will move away from the desolator and lose their current target unless retargeted or out of the affected area.
A. 3 Direct Fuel Injection Range 5 Replenish the target mechanical unit with half the Desolator's current energy pool. The Desolator loses all energy and takes 35 damage.
A. 4 Emergency Fuel Dump ("we do not appreciate your [Feedback]") Radius 2 Instant cast Gather all energy from all friendly mechanical unit in the target area and deposit in Emergency Fuel Depot. The desolator is destroyed in the process. ---Emergency Fuel Depot ---Armored Mechanical Structure --- 120 1 (+2 building) -----A. 4. 1 Meltdown -----Destroy the Fuel depot and deal 200 damage in 3 radius. All units in the 6 radius area become [Irradiated].
A. 5 Nuclear Waste Management (Passive) Research at Fusion Core ( 50 175 50 ) The desolator regenerate 5.0625 energy per game second while near a Massive Mechanical unit. A fusion core, or a ghost academy. The effect does not stack.
A desolator still takes damage from the Tactical Nuke. Any desolator survived the blast will gain 75 energy.
Your premium nuclear proliferation unit.
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Sentinel A medium hovering gun platform, with Flight Mode for faster movement and Assault Mode to engage targets. Can engage both ground and air equally at medium range (7), deals bonus damage to Light units. Built at the Starport, does not require a Tech Lab.
Minerals: 200 Gas: 50 Time: 35 seconds Supply: 2
Health: 175 Armor: 1 Type: Mechnical, Light Damage: 7 (+4 to Light) Rate of fire: 0.8 Range: 7 Speed: 1.25 (Assault Mode), 2.75 (Flight Mode)
Abilities
Scrambler Beacon Cost: 75 Energy Cooldown: 30 seconds
Creates a burrowed/cloaked Beacon at the target location, forcefully revealing all Stealth (Burrow and Cloak) within a radius of 7. (the other player can see their units being decloaked) Can be intentionally overloaded once to apply a decloaking effect to all affected targets within its radius, decloaking them for 6 seconds but this destroys the beacon. This can only be used within 10 seconds of deploying the Beacon. (my other idea is that overloading causes a 30% slow or a knockback instead) Beacon can be targeted if detected, 50 health, lasts 20 seconds.
Self Repair Cost: 50 Energy Cooldown: 30 seconds Duration: 8 seconds (can be cancelled)
Grounds the Sentinel and activates Repair Mode, healing at 20HP/sec, but the unit is grounded and cannot engage and takes double damage from all attacks. Activating Self Repair is instant, returning to normal mode takes 3 seconds.
Mode Switch Switches to Flight Mode or Assault Mode. Switching between Modes takes 1 second.
Upgrades I have two ideas for upgrades:
Chain Gun Minerals: 200 Gas: 100 Time: 110 seconds At: Tech Lab (requires Armory)
The weapon of the Sentinel is replaced by a Chain Gun, increasing damage by 1 each second to a maximum of 11 damage (+4 to Light)
OR
Vanadium Plating Minerals: 150 Gas: 150 Time: 140 seconds Increases armor by 2. At: Tech Lab
My idea is that his unit helps both Mech and Air compositions by being able to target both Ground and Air. Having a Light bonus grants additional damage to Mutalisks, Phoenixes and Zealots, which I feel the Terran army could use some help against. By being relatively Gas cheap, a Mech army can have some decent anti-Light AA without gimping the Mech army. It also provides limited detection to aid against early-to-midgame Burrow and Cloak without having to rush to a Raven but without granting too much mobile detection.
Flight Mode and Assault Mode are designed to ensure this unit does not act as a Viking or a chaser, but rather as part of an army or as a defensive unit. Complimented with an army it can stay near and hover along with the army but it cannot give chase nor does it possess the Viking's long range.
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1) Warhound (Reboot) - Thor is removed from the game.
Description: The warhound gives the factory a solid all around GtA option for players and removes the bulky inflexible thor. It simply is a half thor with average GtG attack, but specializes in GtA which Terran needs besides the marine. It has options to to handle light/fast/massable units such as mutalisks/pheonixs etc while being able to take on bigger prey items like the broodlord/BC/carriers. Opens up strategies that are less reliant on starport (when going mech) as air support and reduce viking vs viking wars. Can also synergise well with bio especially in TvZ.
Cost (Min/Gas/BuiltTime/Supply): 150/100/45/3 HP: 220 Armor: 1(+1) Sight: 11 Speed: 2.69-2.8125
Ground Attack: 23 Air Attack (Explosive): 6 (+1) x 2 splash - Many rockets w/splash animation (Valkyrie style) +6 vs light Air Attack (High Impact): 14 (+2) - Straight up rocket animation e.g. (Viking style) +6 vs armored
Ground Range: 6 Air Range (Explosive): 8 Air Range (High Impact): 8
Upgrade: Advanced Charon Boosters Increases the air range by +3 and adds new graphics to the missiles.
Requirement: Armory
2) Hellbat (Remake) (Now its a pure bio unit - hellions become their own unit with graphic tweaks e.g. without the wheels) Description: Instead of having a clunky two way unit that cannot smoothly transform from one mode to another etc, turn the hellbat into a barracks unit with stim. Like fire bats, hellbats can now mix in with bio easier and be need when dealing with lots of units, while being on the move.
Hellions on the other hand should get a new upgrade called "Perdition turrets" where they can drop 1~2 anywhere on the map. (http://wiki.teamliquid.net/starcraft2/Campaign/Perdition_Turret). The infernal pre-igniter should not only add +5 to light but also +5 to armored foes making them more well rounded (This upgrade doesn't affect hellbats instead they could have one upgrade either the incinerator gauntlet - +40% AOE or the juggernaut plating - +2 armor).
What this means is that the Terran bio gets a splash/tank unit that doesn't hinder their mobility and Terran mech gets a very high mobile unit that can lay turrets (which burrow when there are no enemies) to really strengthen the lack of mech mobility i.e defenses when more of the map is being utilized.
Just my two suggestions so far. They can really tweak the current units to make what makes terran so unique (without all this ability warcraft 3 nonsense). 3 different set of tech trees that aren't so dependent on one another (no such thing as teirs) whch ultimately can increase the number of compositions and strategy. Also no need for CnC/TA spin offs. Lets keep it starcraft.
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this has probably been proposed before :D
mini tychus
smokes a cigar. cannot attack in default mode. has a mini gun it can deploy reducing movement speed and turn rate. (mb even immobilize?) mb this gun also has a shield so defence is boosted as well. in deployed mode it could have an active: bullet spray, for a short amount of time fires bullets in a cone in front of itself. could also have an aoe buff or aura while in deployed mode. can only attack for several seconds continuously before it overheats it's weapon. lower range than marine marauder. can attack air, but not very effectively. requires tech lab. requires armory. OP: has an active that temporarily increases received healing. OP active ability: sucker punch, knocks a unit back 2-3 squares.
role: a beefy unit for later stages of bio play.
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On March 23 2015 12:01 Jer99 wrote:you've all got it wrong. Why make a new unit, when you can make a new unit out of buildings? + Show Spoiler +
Oh my GOD! Did you make that?!
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On March 23 2015 19:33 SixStrings wrote:Oh my GOD! Did you make that?!
its the terratron from the lost viking arcade game?
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Hero (Working title)
Description:
A beefy support unit that deals no damage, but protects your army through crowd control, healing and tanking. Produced from a Barracks with Tech Lab.
Stats:
Health: 200 Unit type: Biological, armored Armor: 2 (+1) Attack: none Cost: 100/75 Build time: 40 Supply: 2 Movement speed: 2.7 Energy: 200
Abilities:
Emergency Displacement Charge:
The Hero throws a charge of weak explosives to a target location. After a 1.5 second delay it explodes, knocking all units out of the blast radius. Enemy units are also slowed by 30% for 2 seconds. Can knock units up and down cliffs.
Cost: 75 energy Range: 7
Philantropy (passive):
The Hero automatically heals the two closest damaged allied units (both biological and mechanical) for 3HP/sec, but drains his own health to do so. This ability cannot be turned off (he is a true hero after all), so to prevent him from draining himself to death you must separate him from damaged units or heal him with a Medivac.
Cost: 1HP pr. HP healed Range: 4
Sacrifice:
A true support unit, the Hero is prepared to give his own life for the team. He leaps and attaches himself to a target allied unit, using all remaining energy to create a shield around that unit. The shield absorbs (200HP + 1HP pr. 1 energy spent) damage and grants the target unit 2 bonus armor for the duration. Lasts for 30 seconds. When the shield expires or is destroyed, the Hero dies.
Cost: All available energy. The Hero's life. Range: 7
Explanation of concept:
When i thought of this unit i had two core ideas in mind:
- The Terran arsenal really doesn't need any more damage
- Mech has trouble keeping enemies at a distance
The Hero has synergy with both bio and mech compositions, but because of its fairly long build time taking up Barracks production, and expensive, single target shield (Sacrifice), I believe it will shine the most as a support unit for mech. Emergency Displacement Charge serves as a way to keep enemies away from your tanks, but can also double as a clutch escape or gap closer against fleeing enemies. Philantropy provides a powerful heal to any composition, but requires careful positioning to avoid wasting too much precious HP. You also want to avoid silly situations like two Heroes infinitely healing each other. Sacrifice seems like a vey expensive ability, sure (wasting a unit to protect another hardly seems worth it), but with careful timing this ability can basically give the Hero a second life if you use it right as it is about to die.
Thoughts and feedback are very much welcome!
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There is a lot of entries with people just trying to be funny. While a couple actually are pretty damn funny, I think that a competition with 90% BS definitely rules out the possibility that Blizzard will even look at this. I think we can do better! This is a great opportunity to get good ideas under Blizzard's potential attention, so I call upon thee, peoples of the serious, let's do this!
edit: typo
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Since I see people posting remakes of units I'll post mine.
Ghost Snipe Does 50 (-15 vs massive targets) damage.
Shamelessly ripped from starbow Lock Down Missile Fires a missile that stuns mechanical units, the targeted unit can't attack, move or use abilities (still able to be picked up by dropships and warp prisms). Works like WOL seeker missile in that it has a slow acceleration that units could escape the range of.
Ghost Academy now able to build a maximum of 3 nukes.
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I want to see a unit that improves Terran bio and is both demanding and highly rewarding.
Drill Sergeant
Produced from Barracks with a Tech lab.
Armored Bio.
Cost: 50 minerals/ 150 Gas
Ground and air DPS: 10
Fire range: 5
Sight: 10
Speed: 2.5
Defense: 150
Cargo size: 2
Starting Energy: 0 (energy increases by 30 for each kill the Drill Sergeant makes)
Max Energy: 60
Ability: Drill Command: Cost: 60 Energy
(MECHANICS - click Drill Sergeant, Click Drill Command (hot key: 'D'), click Barracks).
Drill Command assigns a Drill Sergeant to one of your barracks for 60 seconds (only one Drill Sergeant may be assigned to one barracks). The assigned Drill Sergeant then has a limited movement radius of 4 with the barracks it is assigned to at the centre). Whilst a barracks is assigned a Drill Sergeant - any unit produced from that barracks 'builds' 5 seconds faster, and any unit rallied from that building (but only whilst it is on a rallied command from that building) gains +1 speed.
Whilst assigned the Drill Sergeant gains: +4 to its ground and air dps and +1 to its fire range.
Notes:
This unit will allow a barracks with a reactor attached to produce 6 marines per minute.
Marines will rally at a speed a little less than a stimmed marine.
The fact the Drill Sergeant only gains energy by killing is my attempt to make him 'earn' his right to command the troops and makes the unit both demanding and rewarding.
The Drill Sergeant is a good gas sink late game, and a tanky unit in its own right with a good sight range.
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My unit is Medic, and will be built from the barracks. Their ability is to heal biological units... just kidding.
Unit Name: Nospell
Unit Type: Biological Built in: Barracks (require Tech lab) Supply: 3 Cost: 125/50 Health: 200 Range: 6/Air and Ground DPS: 5 , 8(stimpack) Abilities: Stimpack, Spell Eater(passive)
Nospell is a bioligical unit, which is trained/produced in Barracks. I thought about PvT early game and very fast Blink All-ins seemed really strong( IEM Katowice games like Zest vs BByong, herO vs BByoung). Terran need many bunkers, and fast Stim Pack. And early protoss rushes with sentries and its Force Field are also strong(if you didnt scout it). So I thought about a unit, which can be good against casters. To train him you require tech lab on the barracks, When he spawns, he will have no special abiliies. To unlock his passive abillity, you have to research it in the tech lab, which costs 100/50 and have same research time as concussive shell. Since his passive "spell eater" is finished, Nospell can disable with his targets, the enemy units to cast a spell, with a cooldown of 1,5 sec.
Since Nospells cost much more than marines and marauders, you will probably have not much of them in Bio late game. This unit is more viable replace of ghost in early game. So in case of blink all-in. the hitten stalkers will not be able to blink, which means the all-in will be almost over. But it requires many micro, because if you stop to target a stalker, he will be able to blink again after 1,5 seconds. With good micro and good amount of them, they will be also really good in mid and late game. But in late game vs Protoss ghosts are more viable since their EPM has more area effects, but if you play more Nospell oriented, you need to target each HT yourself, which means it will be much harder to controll all your armies. And vs Zerg, and Terran it will good aswell, For example: in TvT matchup, you can target the tanks with Nospell and the tank will be unable to siege. So Bio vs Mech will be a bit easier and Marine/tank vs Marine/tank can be more micro intensive with Nospell. in TvZ matchup, you can use them to harass queens, (so injects and creep spread will be denied a little bit) and is good vs infestors.
So Nospell unit is more micro needed unit with good defence optoins in early game.
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-- SERIOUS --
Rocket Launcher
Description: An addition to the standard Biological army, builds a 3 line behind Marauders. Strong against clumps of units. Have the ability to gain vision, clear creep and detect units after an upgrade (SCAN-Rocket). Forces the opponent to micro.
Production Facility: Barracks (Tech-Lab) Armored, Biological Upgrades: Stimpack, SCAN-Rocket loses 20 per stimpack
75 100 35 2
110 1 (+1) Range: 7 Ground Attack: 6 (+1) AoE Attack: 6 (+1) (Radius 1.2) Deals additional AoE damage in a 2nd instance with each attack. [storm = 1.5 radius, Archon = 1 radius] Cooldown: 1.7 (-0.6) [slightly slower than marauder] Speed: 2.25 (+1.125) Health: 110 | 1(+1)
SCAN-Rocket: Description: Launches a long ranged rocket that reveals the targeted area and detects cloaked/borrowed units Upgrade in Tech-Lab (attached to Barracks)
75 75 100 Cooldown: 20 Range: 15 Radius: 5 [Scan = 13, Guardian Shield = 4] Duration: 12.3s [same as Scan]
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On March 23 2015 19:43 Anacreor wrote: There is a lot of entries with people just trying to be funny. While a couple actually are pretty damn funny, I think that a competition with 90% BS definitely rules out the possibility that Blizzard will even look at this. I think we can do better! This is a great opportunity to get good ideas under Blizzard's potential attention, so I call upon thee, peoples of the serious, let's do this!
edit: typo
Maybe we should tag entries with either a [Serious] or [Joke] tag, making it easier for Blizzard to find the serious ideas without reading through every single post.
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