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Combat engineer (it's from an old idea http://www.teamliquid.net/blogs/397998-guessing-the-new-units-in-legacy-of-the-void#11 )
A combat engineer (also called field engineer, pioneer or sapper in many armies) is a soldier specialist who performs a variety of construction and demolition tasks under combat conditions. The combat engineer's goals involve facilitating movement and support of friendly forces while impeding those of the enemy (thank you wikipedia).
He builds things with energy like a raven but working like a VCS is fine too.
Abilities:
Fortification + Show Spoiler +it's a platform like in this picture to protect your army (mostly your siege tanks). A ramp can be deploy and retract. ![[image loading]](http://i.imgur.com/QWIE15n.png)
Mechanical ramp + Show Spoiler +Sometimes stupid map maker forget to put a ramp between your close air main and third. Now you can fix that. Can also work offensively so you don't need reaper or air units to go through a cliff
Cleaner bot + Show Spoiler +it is a little drone flying around the engineer. It will act like a PDD against widow mines and Stasis Ward (the new ability from oracle). It will also destroy creep tumor and clean creep really fast.
Wall + Show Spoiler +everybody love Destructible Rocks. Make them longer and stronger. It can be a magnetic wall to look cooler. + Show Spoiler +
Image and portait + Show Spoiler +![[image loading]](http://i.imgur.com/eLT5mzr.png) It looks like a HERC... OK it's a HERC ![[image loading]](http://i.imgur.com/9fMFgOb.png) Cute right ? Right ? ![](/mirror/smilies/shiny.gif)
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Name: Razor Produced at: Starport Supply Cost: 2 Mineral Cost: 125 Gas Cost: 50 Movement Speed (Air): 3.0 (Faster then corrupters, vikings, void rays) Movement Speed (Ground): 2.25 DPS (Air): 12 DPS (Ground): 12 Defense: 100 Hp, Armor: 2, Armored Collision Size (Air): Same as Viking Collision Size (Ground): Same as Marauder Cargo Size: 2
Description: Fast moving air unit with razor sharp metal blades. Can attack other air units with a powerful melee attack for high single target damage. This unit can also crash land on a location to transform into a ground unit with a powerful melee single target attack. After crashlanding the Razor can boost back up into the air after a 20.0 seconds cooldown.
Role: Powerful against zerglings and zealots, can alternatively be used as anti-air to buffer for vikings. Can also be used to harass mineral lines if needed.
Design: Looks like an AI-controlled automated drone, similar to the raven, but with metal scythes at the front and transformer parts to become a ground unit.
Ability: Crash Land Point target ability. Makes the Razor home in on the targeted location and crash to the ground. The Razor will temporarily gain movement speed until landed. The crash landing process is not interruptable by the player. Once the ground is reached the Razor will quickly transform into its ground form. The Razor can boost back up into the air after a 20.0 seconds cooldown. Optionally the crash could deal area of effect damage to units around the crash landing site.
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DRAGON: The Dragon is a core starport unit that moves at a speed of 2.75 in order to work well with vikings and banshees. The Dragon has an fire attack that deals about 40 damage to ground and air at a range of 7 with a aoe of .5 radius every 2.5 seconds Health: 250 Cost: 200/100/4 Armor: 2 Bio, Armored, Psionic
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This is what Blizzard needed to do! Get the community to help developing the game.
Anyways can't wait to see what the outcome will be
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MegaMaliciousMan
- Creates viruses that spread and infect enemy units
- If a unit comes in the vicinity of an infected unit, the virus will spread
- The virus makes units become confused (suboptimal pathfinding, reduced aiming precision, etc.)
- If the MegaMaliciousMan is on a medivac, he can use it to bombard larger areas with the virus.
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On March 23 2015 20:04 TurboMaN wrote:This is what Blizzard needed to do! Get the community to help developing the game. Anyways can't wait to see what the outcome will be ![](/mirror/smilies/smile.gif) It would be if 75% of these weren't comedy suggestions.
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Name: Exterminator Made from Barracks (Tech Lab) Stats are roughly: 100 min/125 gas/ 3 supply/ 40 sec attack: 1 range, 1.8 cd, 30 dmg 160 HP, 1 Armour, 2.75 movespeed Tags: - Bio - Light - ground
+ Show Spoiler +
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On March 23 2015 20:11 royalroadweed wrote:Show nested quote +On March 23 2015 20:04 TurboMaN wrote:This is what Blizzard needed to do! Get the community to help developing the game. Anyways can't wait to see what the outcome will be ![](/mirror/smilies/smile.gif) It would be if 75% of these weren't comedy suggestions. Well, tbh asking for the community to create a unit for a game we don't even know anything about the meta and how MU play out is pretty bad, so why not make hydraroach-like suggestions
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I don't know if this counts as a "new unit". In some way you have 6 new units:
Field Defence Upgrade Kit
+ Show Spoiler +
Engineering Bay research. 120 minerals. 20 seconds research time.
Enables SCVs to apply the Field Defence Upgrade Kit to the following buildings:
Barracks, Factory, Starport, Engineering Bay, Command Center, Orbital Command Center.
To apply the upgrade with an SCV, the structure must not be floating and the process will cancel any ongoing research or production in it.
The ability costs 30 minerals and takes variable amount of time, depending on the buiding, during which the structure is vulnerable as if it's being constructed and cannot be used. If the SCV is killed during the upgrade process, the structure remains in it's vulnerable state and the upgrade can be canceled or resumed with another SCV. Of course it can also be canceled with a living SCV - canceling takes 3 seconds.
Buildings will be fitted with "defence*" weaponry underneath which is active while the strucure is floating. (* can also be used offensivly)
It consists of two weapontypes with varing amount of weapons attached to a building depending on it's type:
- Burstlaser: Shoots bursts of 3 rapid midrange lasershots every second. Can only target ground units or structures. - Rocket: fires a midrange rocket with splash damage every 3 seconds. Can only target ground units or structures as well.
Both weapontypes benefit from the Hi-Sec Auto Tracking upgrade.
Field Defence Upgrade Kit in detail:
CC/Orbital: upgrade time: 22,5 seconds, 3 Lasers, 1 Rocket. Factory: upgrade time: 16,5 seconds, 1 Laser, 1 Rocket. Starport: upgrade time 18 seconds, 2 Rockets. Barracks upgrade time: 14,5 seconds, 2 Lasers. Engineering Bay: 10 seconds, 1 Laser.
I also like the idea of the Combat SCV posted earlier. Maybe instead of a research this could be an exclusive ability of it.
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with LotV making lategame bio slightly weaker, I thought it would be best to introduce a new unit fit for that purpose, aside from that also give it some abilities that could lead to interesting harassment options, which seem to be missing a bit for terran outside of drop harass, which also played a large role in the choice of going for terran bio.
Special forces built from: barracks (+tech lab) requirement: ghost academy cost: 100 minerals 100 gas 45 seconds 2 supply attributes: biological ground attack: 25(+3) range: 6 cooldown 2.0 Defence: 150 health 0 armour (+1) Energy: 50/200 sight: 10 speed: 2.25 cargo size: 2
Abilities Cloak 25 energy (0.9/s) unit becomes invisible until it runs out of energy or is canceled
Timed explosive charge 50 energy Damage: 150 (+100 to buildings) places a timed explosive charge on a unit or structure, detonating after 10 seconds. explosive charges are canceled when the target unit or target building dies.
Manual explosive charge 50 energy places a manual explosive charge on a unit or structure, detonating when a second command is given. Manual explosive charges are canceled when the caster, target unit or target building dies.
Detonate manaul explosives Damage: 250 (+100 to buildings) Detonates all manual explosive charges.
upgrades: field reactor 150 minerals 150 gas 80 seconds Cloaking no longer drains energy while active.
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OK here's mine.
Name: Hoplite Description: Ground Unit Built from: Factory Cost: 100 Minerals // 2 Supply Attributes: Mechanical Ground Attack: - Air attack: - Defense: 250 health Armor: 1 Sight: 11 Speed: 2 Cargo Size: 4 Size: A bit more than a hellbat.
This is a Terran Mech unit which can't attack. It costs only minerals, it can be built from a factory without add-ons. It's a shield unit, it can't attack, it only has its shield. It's a big unit, with a lot of hit points.
Its role is to alter the battlefield in Terran's favor. It protects fragile Terran units from other melee units (Zerglings, Zealots, Banelings). If the unit is micro'd well, it will really help Terran do well in fights, by forcing melee units to run further to acquire their targets. This unit can be used to protect Siege Tanks for example, or re-position melee units so that Marines can get an extra volley or two in. Obviously, ranged units do quite well against this unit, however suffice to say that Terran is a race with excellent ranged units either way. This unit is all about positioning, purely and simply. Just like Siege Tanks. This unit is designed to have synergy with classic Terran units.
Artist's impression of the role of the Hoplite in TvZ for example: + Show Spoiler +
The Hoplite is a Terran development which proffers better protection to Terran units on the battlefield and allows Terran to adapt to their surroundings more efficiently. This unit allows Terran to set themselves up with a better position on the battlefield.
In the later game, possible upgrades include giving Hoplites a knock-back ability or giving them a small explosion when they die.
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Blaster (ok, it is a shitty name)
Produced from: Barraks Requirements: Tech Lab + Factory ready HP: Around 100 Attack: Weak melee, no ranged Speed: 2.25 or so Ability: Blaster can launch a grenade or bomb or something similar that travels for a few seconds (range around9 ) and deals AOE damage similar to the widow mine nad ravager. What this allows is that Terran can manipulate the battlefield with this and mines, but the ability takes few seconds to have effect, and both players can see, where it's targeted, so more micro potential. Has a cooldown od a reasonable time Cost: Somewhere between a ghost and a mine Supply: 3 should be fine Attributes: Somewhere like hellbat, so a biomech, that synergizes well with terran bioball, or then a mech like a mine
So what this is is a support unit, that gives terran controlled AOE, but it is not a boring unit, like Colossus. With bad attacks it gives potential to micro, trying to predict next moves and sick splits
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this is fucking hilarious guys! keep it up!
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KennyS
Hero unit: only one allowed at a time, also includes option for multiple players to join you on the fly in archon mode when you have built it. If Carry Mode is used, your friend may build another KennyS and go into Carry Mode as well, enabling a third player.
Maximum is five players using Carry Mode and one player managing macro.
Upgrade: Sniping Rifle, - makes 105 damage in one shot with 4s cooldown.
Ability: Ultimate flickshot, - kills any unit at any distance, but only if Sniping Rifle has been upgraded
Ability: Carry mode, - Enables a friend to join you in archon mode. - Lets you control the KennyS in first person mode, leaving the macro of your main base to voice commands or your mate that joins for archon mode.
Pictures, concept art
Normal unit
![[image loading]](http://wfiles.brothersoft.com/c/c_s/cs-go-terrorist-awp_101769-480x360.jpg)
Fighting a colossus
![[image loading]](http://i.imgur.com/NN8Jlez.png)
Concept art for the UI when in Carry Mode:
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Guess i'll throw in my ideas.
Baldur
production facility: starport with techlab (possibly own building required) cost: 50m 175g movespeed: 2.75 mechanical, light hitpoints: 175, 0 armor.
description: flying caster unit with pacifistic abilities. Abilities have a cooldown to reload instead of energy.
abilities: - Defense matrix. 60 second cooldown. 7 range. Cast a shield on a friendly unit that absorbs 300 damage. Expires after 8 seconds. - Shockwave missile. 45 second cooldown. 9 range. Target ground with a missile that on detonation will cause a shockwave pushing ground units away from the center. Missile travels very quickly hitting the ground near instantly but the detonation happens after 0.5 second. Effect does not impact burrowed units. Hits friendly units! - Blinding missile. 90 second cooldown. 7 range. Target ground with a missile that will detonate in air above that point. Will blind units in a small aoe reducing their vision and (cast)range to 1.
The unit would look like a sort of gunship with 2 large missiles under it's wings, that fire for the missile abilities. Reloading would visually be seen with the missiles returning.
Upgrade at tech lab: - Lock, stock and barrel. 100m 100g Abilities reload 25% faster
Rationale behind idea: It's pretty difficult to come up with ideas for good units that don't overlap with the current options and add some new interesting options. One thing I find lacking for terran at the moment is a late tech option for bio play. Bio play is the dominant strategy for terran overall but it tends to be MMMM with upgrades but no real additions besides that, possibly some ghosts and vikings but that's about it. As a result you often see gas stacking up lategame for terran when using bio or they simply avoid mining too much of it in the first place. It lacks the fun of good lategame transition. Battlecruisers could potentially be that transition but it's tough to get there and not worth it typically in the first place.
An extra starport techlab unit could be nice I think. It gives more to a starport with techlab which tends to be just something for early banshees now and that's about it. Raven's see some play but their use is fairly limited often and don't often have good uses despite players having huge gaspiles saved up. Raven's are especially limited vs protoss because feedback destroys them. Adding an extra useful techlab starport unit would make it more interesting to
Keeping the theme of Norse mythology named units, the pacifistic Baldur would provide a nice caster that's worth building up a higher amount of especially in bio play but which would be difficult due to the gas cost. The shockwave would provide utility to get units out of position, for example to break siege lines or to keep melee units from engaging while simultaneously dispersing your marines and marauders. The blinding light would obviously have good uses to attack into siege units like lurkers and siege tanks but not without exposing the baldur itself with it's limited range on the blinding missile.
Overall i'd hope it would vary bio play up a lot by adding a tech option that would fit into the army. Not being vulnerable to feedback and it's abilities should make it useful against protoss especially for bio but giving good utility usage vs terran and zerg too where it sitting on the same building as the raven it can be mixed for utility with ravens.
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Unit name: Sonic Tank
Description: The sonic tank is a mechanical unit that uses sound waves to damage enemy groups of armored ground units. It can create sonic booms that temporarily disables target unit(s).
Unit type: Mechanical Built in: Factory (Requires a tech lab and an armory) Supply: Around 5-6 Cost: 300 / 200 Health: Medium Range: +/- 7 Movement speed: Slow Attacks: Sound wave: Deals a low amount of AoE damage traveling in a line towards the enemy (ground only). Deals extra damage to armored units. Sonic boom: (manual ability, 20~30 seconds cooldown, requires research): Ability that creates a sonic boom at target unit (or even target location), stunning the target for a few seconds. This ability should require an amount of time to fire (like a yamato cannon).
Role: The sonic tank is used to counter death balls. It can stun key units in death ball compositions, such as colossus, immortals, ultralisks, siege tanks or thors. It deals increased damage to groups of armored units, encouraging oppponents (especially protoss and mech) to either split their units or to not take take death ball versus death ball type engagements. This helps the terran deal with deathball compositions mid and lategame.
This unit should be useable as support unit in both mechanical and biological compositions.
Against protoss as bio specificly, this unit should change the matchup completely. The sonic tank is powerful but slow, so chosing to use this unit will give the protoss some egdes when it comes to mobility, but will give the terran micro-based options to deal with death balls in the mid and lategame. I say micro based because with this ability not being instant and the long cooldown, firing this ability at the wrong location or wrong time can lead to disaster, while disabling units such as colossus at the correct time could easily win the battle.
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Another redesigned unit.
Thor Model size reduced. Cost decreased to 150 minerals 50 gas. Ground attack change to 18 with a 1.5 cooldown. Air attack is 8 (x2) with +8 vs armored. Attack range reduced to 6. HP reduced to 125 with 1 armor. Movement speed increased to 2.69. Supply cost reduced to 2.
Comes with an upgrade on factory tech lab Charon Boosters Increases anti air attack range to 9.
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Terran lacks production in late game compared to other races and tanks are unusable currently in TvZ and TvP due to map terrain, I got idea for this unit based on that and some other contributions in the thread.
Name: " insert something cool here "
Production Facility: Command Center.
HP: 80 - biological unit, armored.
Energy: 200 max.
Movement Speed: same as SCV.
Requirement to build: Factory.
Cost: 100 minerals 25 gas.
Armor: 1.
Attack damage: 0
Emergency Wall: 75 energy, create a barricade that lasts for 60 seconds and has 300-500 hp (?) - it would help terrans making more siege tanks and making their own terrain against zealots and lings.
UPGRADE! : 150 energy, increases permanently unit's stats by 25-30% (damage, health, energy) , can be cast on any Terran unit and can only be cast once on the same unit - this would help Terran in the late game because Terran lacks production compared to the other 2 races and it would also force protoss and zerg to attack Terran if they see that Terran is making this unit so it would allow Terran to sit back and defend (unlike the current meta).
Mechanical Drone: 50 Energy, small flying unit that has no damage and it lasts 30-60 seconds. Terrans can use it in the mid game to scout the opponents and it would have about 50 health. It has an ability to "siege up" and act as a mini sensor tower for the Terran and it becomes invisible which would allow terran to have more map control.
Repair: Pretty much what SCV's do to buildings/mechanical units except it wouldn't cost minerals/gas, it would cost energy for repair (same amount like medivacs to heal bio units).
You wouldn't be able to rush this unit out because it isn't exactly cheap in the early game and it will halt your SCV production.
We need something like this boyz!
EDIT: added repair
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Metalhead
A biological barracks unit that doesn't take a lot of damage, but doesn't deal any either. It simply uses it's large head-mounted shovel to disperse and briefly stun enemy troops before they get too close. Excellent in breaking up those scary Zergling/Baneling armies, or to keep Zealots from swarming your army.
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OK here's another one:
Name: Thunder Description: Air Unit Built from: Starport Cost: 100 Minerals // 150 Gas // 4 Supply Attributes: Mechanical, Flying, etc Ground Attack: - Air attack: - Defense: 250 health Armor: 1 Sight: 11 Speed: ~medivac without boost
This is an air unit without an attack. What it does is have the ability to create a napalm bomb with like 5 or 10 gas. It then drops the bomb wherever, for a huge area of attack (~area of siege tank fire) wherever the bomb lands. Can be used on armies or worker lines, the bomb has to be dropped manually, just like medivac drops.
This goes well with the fact that Terran doesn't have a LOT of ways to use up all dat gas.
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