New Terran Unit We’re also in the process of exploring a second new unit for Terran. We’d like to avoid something from the Factory, as that building already has quite a few units already. Instead, we’re looking at adding a Barracks unit, Starport unit, or possibly even a new building altogether. Our initial idea is that we’ll see the interactions of various changes to the game, and try to locate something interesting and fun for this slot during the beta.
Blizzard stated in their LotV beta announcement that they are exploring options for a new Terran unit in addition to the cyclone. With the recent removal of the HERC and a lack of replacement, they have decided to invite the public to suggest a non-factory unit for the beta. This competition is not organized or supported by Blizzard, meaning that the winner may not get any recognition beyond TL; the purpose of the contest is to both organize community ideas and to give incentive towards creating new ideas.
Enter your idea into the competition by posting a summary of what the unit is and how it works in this thread. Exact unit stats are not necessary but we should have a rough idea of what they should be like.
All entries will have the opportunity to win one of two categories:
Best idea: This award will go to the idea we feel is the most suitable unit design. Although your unit may not get tested in the LotV beta, we are offering a $100 voucher to the overall winner of this contest. This voucher can exchanged for any of the items in the TL store.
Most entertaining idea: We want to give people an opportunity to show off some of their hilarious ideas. An example of such an entry would be the hydraroach (please do not enter the hydraroach into this competition). Bonus points will be given for artistic effort. The winner of this category will receive a $50 voucher.
You may make your entry a factory unit if you so choose.
Don't copy other people's ideas. We reserve the right to disqualify anyone we catch stealing unit concepts.
In the event that two people claim the same idea, credit will go to the first one to post it in this thread.
The deadline for entries is Monday, Mar 30 2:00am GMT (GMT+00:00)
On April 05 2015 10:31 The_Templar wrote: We have determined the top five unit designs in both the serious and the entertaining categories. While Blizzard has already announced a second new Terran unit for LotV, we'd still like to recognize the ideas with the best effort put into them. Voting in both categories will be open until Thursday, Apr 09 1:30am GMT (GMT+00:00), which is in .
Melee terran units that gives refuge and help to other terran units with its big armor and shield. Synergies with all ground units , making it a powerful tool in the terran race.
Stats: - Unit Cost : 150M/250V/35s - Available at : Barracks and reactor - Stats : 200hp , 2armor , no energy - DPS : 5damage /melee( this is very low as the main purpose of the unit is not to deal damage) - Movement speed: 2.15 ( slightly slower than marine) - Supply : 4
Passive ability :In autocast mode,If the unit takes damage from an enemy unit , it automatically transforms and uses its shield to cover itself and unit near it , effectively modifying the map terrain and pathings. The unit cant move while having the shields up , but can still attack. If the Guardian dies , the barricade gets destroyed.If there are no enemies , the unit automatically returns to the moving state. Morph time is approx. 1 real-time second. Cooldown to morph again to moving-state is 30second. Can be activated manually.
Advantages of having a unit like this in the game : - It fulfills the role blizzard wanted "combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army" - Modifies terrain and map pathing indirectly , with a huge number of "abusable" spots that could be discovered in every map. - Creates exciting positional play - Its a terran melee units!! - Has synergy with both barracks and factory units , tanking for them to deal the maximum amount of damage possible and reducing the surround surface - Introduces new mechanics - Enemy can use it at its advantage with proper planning ahead.
On March 29 2015 21:36 threnickelsandadime wrote: Jackal + Show Spoiler +
The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab.
Specifications
Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted)
Abilities:
Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy
Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy.
Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy.
The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit.
At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition.
The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile.
Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
On March 23 2015 13:26 ElMeanYo wrote: The Javelin: A long-range mobile missile crawler built from a factory with a techlab.
Stats: Supply: 4 Cost: 200 min, 200 gas Damage: 200 single target with splash (see below). Range: 18 (upgrade to 24) Speed: 1.8 Cargo Space: 8
Basic Usage: - A mobile missile crawler with no regular attack. - It uses resources to construct missiles in it's silo (think interceptors), up to 4 may be constructed and each costs 75 mins, 50 gas, and 10 seconds to build. - Missiles are launched and targeted on a spot on the ground manually by the player, at a max range of 18 and min range of 5. - Missiles may be fired into fog of war. - Firing animation is about two seconds, where the unit can not be moved or re-targeted as the missile launches. Missile does not launch if the unit dies during that time. - After firing the unit can move, but a cooldown of about 5 seconds exists before the next missile can be fired. - Once in the air the missile takes 3 seconds to reach its target. - The place where the missile will land is clearly marked to all players allowing for some opportunity to avoid the target area. - Any unit/structure hit directly by the missile suffers 200 damage. Does not affect air units in any way. - All other units and structures within a fairly large radius take splash damage. - Size of this unit is slightly larger than that of an un-sieged tank. - The cost of any missiles in the silo plus any that are currently being constructed is lost if the unit dies.
Upgrades: - Benefits from standard armor/attack upgrades, with attack at + 20 each level. - Upgrade at the fusion core that increases range to 24.
Is a support AOE air to air damage dealer with ability utility to help out ground. It does bonus damage to armored.
Abilities Disabling Field: Units that are inside or walk inside this field are unable to attack or cast. Grenade: shoots a grenade charge that slows and reduces armor of all units inside.
Here's the reason why it should exist.
TvZ: seeing muta ling bling the whole game makes the matchup very linear. We want it to move past tier 2 units for zerg while maintaining their viability. If terran techs up to this unit we can force them to lay off the mass mutas, else this AOE unit will be able to eventually be amassed in larger numbers, and it can deal with the heavy muta counts in larger numbers with the grenade + light AOE dmg.
Lurker ling/bling seems unreasonable to attack into. This allows bio to be viable.
TvP Bio needs help in late game. Not in early game. This unit can be a helping solution to the constant problem of HT/Collo. That combination is so good at end game stages. With this unit, zoning sides and not having to worry about them against hts makes the match a lot more interesting
TvT Nobody likes raven/viking. It's random. It's silly at times, and it's a very unrewarding feeling when you're playing it/playing against it/watching it. because of its burst AOE against armored units, I hope to remove the capacity for the raven to be the go to AOE air unit. Thereby giving a more expected result when we see these armies collide.
In summation, we have a utility spell casting unit that's a splice of the valkyrie/queen/corsair/Devouruer from BW that is tier 2.5ish and can live in mid game to late game. It forces other races not to just defend, else they'll get punished with the disabling field, while still being expensive enough to be of high opportunity cost. It forces zerg to end game compositions, strays the TvTaway from RNG wins, and gives bio a potential way to deal with HTs and blink stalkers killing all our vikings and our units.
On March 24 2015 01:25 Cricketer12 wrote: Cattlebruiser
Building: scv/battlecruiser
Health 350 speed: 2.21 Atk: none
Upgraded by using scv to build on a battlecruiser somewhat like msc to mothership. The cattlebruiser will shout Mooo...when created both players hear it. It can mind control a unit preferably an ultralisk. When it mind controls a unit, the scv that built it becomes the other players scv as compensation. Go bruise some cattle and shit.
Unit Type: Light, Biological Production Facility: Barracks with Techlab Requirement: Armory Cost: 25 Minerals, 75 Gas Attack: None Health: 60 Movement speed: 2
Passive Ability: Hobophobia
All biological Units instantly move away in a 90 degree angle relative to the Hobo's direction of movement (from the perspective of the biological unit!!) and then act as if they were given the hold position command, as soon as they enter a 1.5 radius of the Hobo, because of the smell and the social stigma.
Banelings are still able to suicide on the Hobo, but they have to be given a manual command (right-click/a-click directly on the hobo before entering the 1.5 radius) to do so.
Dropships are not allowed to contain a Hobo and a biological unit, the same is true for a bunker.
The hobo can be used by terran players intelligently in different fashions:
- They can be used to control ramps against zerglings. - They can be dropped on top of a MM ball for quick splitting - They can be used against Terran as protection for Tanks - They can be used against Protoss to prevent clumping of units.
On March 24 2015 03:16 Superouman wrote: Name: MERC Produced at: Barracks Supply Cost: 2 Mineral Cost: 125 Gas Cost: 50 Movement Speed): 2.75 Damage : 30 Cooldown : 1.8 Range : 1 Defense: 160 Hp, Armor: 1, Biological, Light Collision Size : Same as Marauder Cargo Size: 2
Description: It has a special ability called grapple which allow the MERC to jump onto an other unit (ally or enemy or rocks) It will enable a lot of creative plays.
On March 23 2015 10:26 The_Templar wrote:Most entertaining idea: We want to give people an opportunity to show off some of their hilarious ideas. An example of such an entry would be the hydraroach (please do not enter the hydraroach into this competition)
The hydraroach is the most epic and golden unit proyect to this date. You should change the award from "Most Entertaining Idea" to "2nd Most Entertaining Idea", in honor to baller rank hydraroach.
On March 23 2015 10:26 The_Templar wrote: [*]Most entertaining idea: We want to give people an opportunity to show off some of their hilarious ideas. An example of such an entry would be the hydraroach (please do not enter the hydraroach into this competition). Bonus points will be given for artistic effort. The winner of this category will receive a $50 voucher.
Question: Am I still allowed to submit a MarineAuder?
So I have this idea, I have no idea how it would fit into the metagame, nor do I particularly care! So there!
I am imagining a very large(thor sized) force field projector that can be placed in any location and project a force field barrier in any one direction. The projector itself is flimsy and can be destroyed easily, so it must be defended. It must also be relatively close to the area being blocked. The force field is narrow, only just large enough to block off a narrow ramp. However, due to how close it must be to the projector, late game units can easily snipe it. The force field has all the standard limitations of the sentry's force field, with one exception: you cannot fire through it. It acts as an impassible barrier to weapons and line-of-sight in both directions.
I welcome thoughts on how ridiculously stupid it is, but ideas on how to make it better are even better!
Unit: Rogue Production Facility: Factory Tier: II Cost: 200m/100g Supply: 4 Vision: 11 (+5 w/ Enhanced Vision - see below for more info) Speed: 2.9 Health: 175 | 1(+1) Description: A mobile, mechanical unit that grants field expedient intelligence gathering and tactical aid for the Terran.
Abilities
Aside from Detect Cloak, ALL abilities can ONLY be used when the unit is stationary and must be manually activated. Abilities are on individual cool downs, can be activated and deactivated by the player, but cannot be active simultaneously. Activating one will immediately deactivate the other.
Enhanced Vision: Researched at Tech Lab. Increases units vision by 5. However, the presence of friendly units decreases the units visibility to the original 11.
Cloak: When stationary, the unit can cloak for 30 seconds w/ a 60 second cool down. Players with excellent mini-map awareness can capitalize on the high vision of the unit to keep map control in a particular area and hide as enemy units pass. However, being too greedy with your Rogue's scouting will result in an expensive and valuable loss should it uncloak with enemy forces near by.
Detect Cloak: Provides 8 seconds of mobile detection with a 50 second cool down. (I like this one the most. It's just slightly faster than a DT, but your units would still have to catch the DT.
Radar: While the Rogue is stationary, it acts as a field expedient sensor tower, granting awareness for 12 vision. 30 second duration, 60 second cool down.
EMP: Requires armory, researched at Tech Lab. The unit emits a violent wave of electromagnetic energy, revealing cloaked units and depleting the shields and energy of units within a radius of 10. This comes at the cost of disabling all Rogue abilities for 15 seconds and immobilizing the unit for 5 seconds. Terran will have to pick it up in a medevac or defend the unit until it can escape.
The Rage Inciter: Requires Engineering Bay The Rage Inciter is a barracks unit that has no regular attack, but it has 2 abilities/spells called the 360 quick-scope and 360 cross-map hammer. It will cost approximately 150 minerals and 3 supply and will accept the infantry armor upgrades in addition to the engineering bay upgrade that makes it turn in a quarter of a second instead of one second and the upgrade that turns the hammer into a skillshot. Wait aren’t those call of duty things? What are you talking about, call of duty has the 360 no-scope, the cross map throwing knife, and the quick-scope, as you can see these are the 360 cross-map hammer and the 360 quick-scope, it is completely different. How on earth does this 360 quick-scope work? It works like this, the spell, when activated, takes one second for the rage inciter to spin around and ½ of a second to take aim and then fires a fancy bullet that deals 200 damage to the first enemy ground unit in the line of fire unless a friendly ground unit is in the way with an approximate range of 10. OMG, that is so OP! Don’t worry this ability has a random 10% chance of missing, and if it does miss, the Rage Inciter starts yelling profanity and calls the opponent a hacker, while it is doing this, it is super vulnerable and will not respawn when killed, thus, shutting it up. Well how does the 360 cross-map hammer work then? This one is much simpler, the Rage Inciter takes on second to turn 360 degrees and then throws a hammer at the exact range of 50 (unless you get the upgrade) that will deal a very small aoe of .025 radius that deals 160 damage to ground only. The Rage Inciter also only gets one hammer per unit. OMG, this will make the game so much more balanced! Well, we can’t be sure of that yet, but I certainly think that that this a step in the right direction and hope that this will help defend against roach and blink all-ins.
A brand new never before seen factory unit, it doesn't have any normal attack at all. What it does have however, is a special ability to burrow, like a widow mine, and quickly mine the earth of it's resources to rapidly spawn two terperary smaller units known as "LOC-BOTS". This ability is called "Spawn Locbots", and is on a cooldown timer. This ability is autocast, but can only be used when burrowed. I believe this will help Terran break seiges that were otherwise unbreakable, as well as counteract the Protoss deathball that so many have struggled with in the past.
Here's an approximate visual design for the unit. Very fresh and original.
Ground Biological, Built from Barracks, Requires Tech Lab attached Hero Unit (can only have one at a time like MSC) Cost: 100 minerals/100 gas/2 supply. Takes 30 seconds to build.
Ground attack: 5 (+1 with infantry attack ups), 5 DPS (so 1 attack per second) Can't attack air.
80 HP, 1 armor (+1 with every infantry armor upgrade) Energy: Starts with 50, max of 200. Sight: 10 Speed: 2.25 Cargo Size: 1
Spells:
Lay Electric Fence - 25 energy Puts down a pole that connects to other poles in a 2.5 radius with electric beams. No friendly or enemy units can pass through the electric beams. The fence can be destroyed by killing a necessary pole or by using EMP.
Mechanical Targeting System - 50 energy Adds a debuff to a unit, doubling all damage from mechanical sources for 5 seconds. Mech Commander cannot move while casting. Debuff is removed if Mech Commander dies.
Remote Drone - 75 energy Creates a flying drone that can't attack, has 150 HP and no armor, has 4.25 move speed, and 10 sight. Drone lasts for 60 seconds or until destroyed. Unit is destroyed if Mech Commander dies.
What is it and What purpose does it serve? The Terran trojan is a micro-intensive Terran spell caster that supports bio units. It is served to fulfill the role that the Herc was originally intended for (which was encouraging tech switches to lurkers by being strong against ling baneling army). In general though, this unit supports the bio army. It will tank damage from banelings, storm, and zealot etc. It’s goal as a unit is to encourage micro on both ends, and promote interesting unit interaction. I feel that there are too many abilities that are simply activated and boom that’s it (corrupter spray, void ray, immortal, the herc before it was scrapped was basically spamming grapple onto key units…and that’s it). This unit will promote constant action when using it.
It works by allowing bio units to hop on board and shoot out of the vehicle. The vehicle hovers like the vultures did in brood war.
Movement Speed: Vulture-like movement speed. The Trojan’s high movement speed allows a bio player to have map control against zerg and protoss. So many times you see in Terran vs Zerg games where the Terran loses their hellions and loses 100 percent map control. By being decently quick, you keep some semblance of map control and prevent the game from snow balling. This will also allow harassment, especially in mid-late game scenarios where the zerg has many spine crawlers and spores. Additionally, How many times have we seen in Terran games they have no medivacs, and they cannot pressure for a set period of time. This can be a slightly cheaper option.
Cost : 100 min 75 Vespene Gas Supply : 2 Health : 120 Energy : 200 Armor: ?? not sure
Abilities:
Load Up (25 Energy Cost): Biological units load up into the Trojan. The Trojan has the same capacity as the Medivac. The Trojan acquires attack now. The micro is similar to how you would micro your bio units, except you have more mobility. You can stim, but you can’t be healed inside. You can use ghost abilities as well. [it is not like a phoenix, you must attack move it and you cannot attack while moving]
Deploy Healing-Bot (50 energy cost): Deploys a robot that heals your bio army. This robot is temporary, and can be controlled by the Terran user. This would help against ling baneling armys (like the herc was intended to). Terran cannot pressure unless making medivacs, however if this is created at the barracks (maybe with factory requirement). The Terran can push a little earlier and therefore trade better against banes. Trading better against banes will keep the baneling count down and prevent getting steam rolled by 30 banelings mid game.This would encourage zerg players to switch tech to lurkers (a goal that LOTV developers have said).
Defensive Matrix (100 Energy Cost): Creates a defensive barrier around a unit granting it 250 hp. Lasts for 55 seconds. This is borrowed from the science vessel from broodwar. Maybe this can promote cool unit interactions, like defensive matrix other Trojans, are defensive matrixing a medivac that is doing siege tank drop harass, defensive matrixing single bio unit in order to get that last shot off a lurker or a couple or more worker kills.
Deploy Spider Mines (75 Energy Cost): Deploys 3 Spidermines. Spidermines would obviously be weaker since you already have the widow mines. Ofcourse it can’t attack air units. But its goal isn’t to kill the opponents army, it is just to have a little map control and keep the opponent honest by discourage ‘a-moving across the map’.
I think people may not like it because it carries some qualities of Brood war units. However I see in LOTV already things that are similar to broodwar with a small twist. The disruptor is like a controllable scarab.. the new viper ability is like irradiate for air units. Oracle having stasis field traps.
Maybe there could be an ability where you acquire +1 range while you are inside the Trojan, passive or active)
Ultimately , I think if a unit like this is added into the game, we can see cool combinations of ghosts+Trojan+mech; 1 maurader for slow and the rest marines + Trojan, all reapers+Trojans, etcetera. We can see each player choose how to use Trojan in different situations. Although 4 mauraders in a Trojan would be OP against toss, so maybe make the Trojan a lot slower if you actually did have many mauraders in one.
This is amazing! I would submit one but it would just be a new and improved Science Vessel or Vulture from SC1:BW, and I don't think that is what others want really, gl hf to all contestants!
Unit: The Truck Production Facility: Factory Production time: 40s (HotS time, must be adjusted to LotV) Tier: II (Armory needed) Cost: 250m/250g Supply: 5 Vision: 4 Speed: 1.5 (2.9 while 'Mow them down') Health: 500 | 1 Attack: none Describtion: The industrial truck that the terran army needs
Abilities:
-Mow them down, or alternatively "Jesus take the wheel!": Drives forward at speed of 2.9, mowing all units infront of The Truck along with it. Does 40 damage to all units it hits.
-Dump rocks: Dumps a load of Destructible Rocks, infronts of the truck and destroys all units underneath them. Takes 2s to dump it.
- Build bridge: The Truck rams into a wall and Flips. While upside down it acts as a bridge from a lowground to a highground, takes 0.5s to flip. The Truck can flip back but it takes 4s. Increases armor to 5 while in bridge.
IRL Inspirations: General look and scale: How to into flip:
EDIT: I might have stolen this idea or parts of it from somewhere (for instance from previous threads). I'm happy to edit in links if you either PM me or say so in this thread, I'll try to follow it actively
I present to you: The Mother Fucking Drill Tank. This moving monstrosity is a tier three factory unit that does not require a tech lab(you can make these badasses two at a time!) 400M/300G 500HP 6 supply and 3 armor With massive. No attack. Instead it can be used to create a 1 way temporary tunnel from point A to Point B under ground! Friendly units can follow it under and then you can instantly emerge from the location, Drill tank first and ambush the enemy When unloading from the tunnel the Tank will have a buff that directs all ranged attacks onto it for 5 seconds, letting your stuff attack for a bit unhindered. Or you can have nothing in the tunnel and emerge right under there army, causing enemy units to fall into the tunnel and you can kill them at the other end when they come out (non Massive only). Drilling takes 8 seconds to go underground (3 with Tunneling Claws upgrade) It takes up all space of a medivac and when unloaded, drops with its drill pointed down, instantly killing everything under it. Can't be picked back up or move for 5 seconds + Show Spoiler +
This unit can punt the Drill Tank like a soccer ball, killing everything in the path for a range of 20
So theoretically mech is typically based around immobility with powerful direct enagements while bio is based around high mobility and harassment with weaker direct lategame engagements. They've been experimenting with new harass based mechanical units, so why not a lategame direct engagement bio unit?
Preliminary concept- Brawler (inspired by Resistance enemy of same name) : Melee, high health, 2.25 movement speed, no stim, high single target damage, lowish attack speed, highish cost (probably gas heavy), biological. Requires ghost academy or new tech structure maybe?
Strong vs defenses/high health units (colossus, ultras, thors, tanks, etc) and good for tanking, weak against things it overkills against (marines, lings, etc) and air.
Will limit the maneuverability and harass of bio a bit while improving direct engagement power. Additionally, it will have to be at the forefront of engagements and microed to target the correct units. The opponent will have to pull away the targeted units as well.
-Not a huge of over complicating units and giving everything too many abilities so I'm keeping this simple. -My friend wants to name it the Punchy -------- Edit: Rough guesses on stats- 150 min 150 gas, 250 health, 2.5 atk speed, 60 damage, 4 supply, 45 second build time
Cyborgineer Barracks unit, requiring tech lab. Intended for space control with bio forces. It's not quite a spellcaster unit. It quickly constructs inexpensive structures in about 5-10 seconds that can be reclaimed by that same Cyborgineer for the resources and cooldown back. If the structure is destroyed, no resources are gained back, and the extremely long cooldown comes into play.
HP: ~80 Minerals: 50 Gas: 125 Supply: 2 (though I'd make it 2.5 if the supply cap was higher) Attack: 3 Cooldown: 0.57387 (same as a stimmed marine) and 0.38258 while stimmed Range: 4 Speed: 2.25, but is capable of stimming to reach 3.375
Structures Pillbox This is a 50 mineral structure with ~200 health and a 2x2 footprint. However, is smaller than its footprint would suggest, so building them right next to each other does not block pathing for any units smaller than Thors, Ultras, Collosi, or Archons. It seats just one Marine. Very notably, it comes equipped with a whopping 4 armor, which makes it significantly better against Zerglings, Marines, Zealots, Hydras, and Reapers than you'd expect for its health. It still gets destroyed very easily by hard-hitting units, such as those that it is capable of blocking pathing to, thanks to its middling HP. Cooldown if unsalvaged: 180s
Foxhole This is a 75 mineral structure with ~100 health and a 1x1 footprint. It can seat 2 marines and reapers, or 1 marauder. It has either 1 or 2 armor. However, it is cloaked, and similarly cloaks any units that are contained inside. It should provide attentive map control, and so salvaging is highly encouraged with a long cooldown. Cooldown if unsalvaged: 240s
Magnetic Minefield Slightly pricier, at 125 minerals, but with a briefer unsalvaged cooldown, as it's intended to be more permissed to be destroyed. The footprint is 2x2 (possibly could be 3x3), and counts as a buried unit/structure. Units that step over it have their speed cut by 75% and take 2 DPS, the speed of shield regeneration, until they step off. This number is partially for aesthetic reasons, as the implication is that shields and EM devices make use of the same type of energy. The health should probably be fairly high, something along the lines of 500 or 600, especially considering how many Banelings are likely to be detonated on top of these during MMMM engagements. Cooldown if unsalvaged: 120s
Sniper's Canopy A cheaper structure, at 50 minerals, and a footprint of 2x2, it is intended to help bio deal with mutas better without getting great WM hits or putting Thors into their army. A unique note about the pathing, only non-massive biological units will be able to path into or through the Sniper's Canopy. It's extremely important that WMs cannot be used inside of this structure. A bio unit that is within the footprint of 2x2 takes half damage from air-to-ground attacks and additionally cannot be picked up by Graviton Beam. This goes for the opponent's units as well. Health is pretty high, at 500 or so. Due to the half damage mechanic, it effectively has 1000 health against Mutas. Cooldown if unsalvaged: 120s
Non-serious, but still very intriguing submission: + Show Spoiler +
Spotterbot HP: ~150 Minerals: 175 Gas: 25 Supply: .5 Attack: 17 +17 light, +17 shields Cooldown: 2.4 (double that of a Zealot, and roughly the same as a Hellion) Range: 3 Speed: 2.8125 (the same as a Widow Mine)
This is mineral-heavy, gas-cheap support unit with 3 channeling-based abilities. It can target a single Seige Tank in order to increase its range from 13 to 14, and increase its damage by 30%, and its splash range by that same percentage. This puts each targeted Seige Tank back up to BW levels of power per shot. It does not increase firing speed.
It is capable of targeting any mech unit within a range of 3 with its 2nd ability, nano-repair. This heals the mech unit for free at a very slow rate of .5 DPS, as well as increases its armor value temporarily by 1.
The 3rd channeled ability is Riot Alarm, which cancels its other two abilities from being channeled at the same time, in exchange for upping its aggro targeting value to being higher than any other unit in the mech arsenal, thus causing a-clicked attacking units to aim for the Spotterbot first. This is especially useful against Chargelots and Zerglings. In fact, the Spotterbot is specifically designed to make Mech viable against Protoss, as well as allow mech against Zerg to have their Hellions out harassing, instead of having to constantly guard the Seige Tanks against swarming Cracklings.
Of course, Blizzard would never include this, because they secretly hate Seige Tanks.
On March 23 2015 11:09 Lycangrope wrote: Unit: Rogue Production Facility: Factory Tier: II Cost: 200m/100g Supply: 4 Vision: 11 (+5 w/ Enhanced Vision - see below for more info) Speed: 2.9 Health: 175 | 1(+1) Description: A mobile, mechanical unit that grants field expedient intelligence gathering and tactical aid for the Terran.
Abilities
Aside from Detect Cloak, ALL abilities can ONLY be used when the unit is stationary and must be manually activated. Abilities are on individual cool downs, can be activated and deactivated by the player, but cannot be active simultaneously. Activating one will immediately deactivate the other.
Enhanced Vision: Researched at Tech Lab. Increases units vision by 5. However, the presence of friendly units decreases the units visibility to the original 11.
Cloak: When stationary, the unit can cloak for 30 seconds w/ a 60 second cool down. Players with excellent mini-map awareness can capitalize on the high vision of the unit to keep map control in a particular area and hide as enemy units pass. However, being too greedy with your Rogue's scouting will result in an expensive and valuable loss should it uncloak with enemy forces near by.
Detect Cloak: Provides 8 seconds of mobile detection with a 50 second cool down. (I like this one the most. It's just slightly faster than a DT, but your units would still have to catch the DT.
Radar: While the Rogue is stationary, it acts as a field expedient sensor tower, granting awareness for 12 vision. 30 second duration, 60 second cool down.
EMP: Requires armory, researched at Tech Lab. The unit emits a violent wave of electromagnetic energy, revealing cloaked units and depleting the shields and energy of units within a radius of 10. This comes at the cost of disabling all Rogue abilities for 15 seconds and immobilizing the unit for 5 seconds. Terran will have to pick it up in a medevac or defend the unit until it can escape.
So it's a mobile inverse watch tower, with a movable scan and with the option of being a sensor tower. It can also EMP to reveal and deplete shields.
This spellcaster is probably more imba than the infestor was at WoL launch.
150 Minerals Exact same thing from 2010 Terran campaign
Assault Frigate
300/200 - 4 Supply 300 Health Slightly faster than Medivac/Banshee Attacks air like a Valkyrie Attack ground like 2/3 of a BC Replaces BC as a regular unit
Battlecruiser
600/400 - 8 Supply Hero unit - like the Mothership Core / Mothership Same as BC, but +1 range, 50% more health and damage
ANGRY MARINE !!!! Barracks Techlab HP: 100 Minerals: 100 Gas: 25 Supply: 2 Attack: 3 – Power Bat Range: Melee Speed: 2.25, but is capable of HERESY!!! to reach 3.375
Abilities: HERESY!!! – Whenever confronted by alien races, ANGRY MARINE !!!! yells HERESY!!! And enter a state of pure fury where attack damage and speed to all alien races in increased by 100%, Takes 20 HP and can kill.
PowerFoot – ANGRY MARINE !!!! kicks the opponent in the crotch, kicking their balls up between their ears dealing 100 damage, cooldown 40 s (20 when in HERESY!!! state)
The Deekim Hero unit: only 1 allowed at a time Ground Biological, built from barracks, requires armory Cost: 600 minerals, 600 gas, 2 supply Health: 500 HP, 3 armor
Weapon: The Nerfbat -Vs ground: 5 damage, 2s cooldown, melee range -Vs air: 5 damage, 4s cooldown, 3 range (the Deekim throws the Nerfbat like a boomerang) -All damage done is permanently removed from the HP of every unit of the type that is hit. For instance, if the Deekim hits a mutalisk twice, all mutas (both existing and future) will now have a maximum of 110 HP instead of 120.
Ability: Balance Patch -Cost: 75 energy -Decreases bunker build time by 5 seconds.
Ability: Winfestor Era -Cost: 150 energy -Does nothing. This ability will be addressed in a future game update.
Not sure how i ended up with this, but here we go.
The Mr Satan
Slow, incredibly sturdy Hercule++ class drop ship with a weak guns to scare away Overlords. Units which only hit air or ground are stupid and this unit isn't stupid. Doesn't hit very hard even though it looks pretty intimidating. Prior to being upgraded this is little more than a massive drop ship with minor offensive capabilities.
Massive, 8 supply unit, holds 20 supply (30 with upgrades), slow, heavily armoured with high hp.
The key to this unit is upgrades, it benefits from all upgrades which affect buildings, missile turrets and bunkers, but also has upgrades of its own which unlock it's amazing potential.
Upgrades:
Neosteel Marauder Bars: (upgraded at Engineering Bay) With this upgrade, Marauders can hang from the Mr Satan as it flies across the battlefield, instilling fear into all opponents. While hanging, Marauders are able to shoot air units and gain an evasion bonus while dangling. Marines can't do this because they don't do pullups.
Indestructible Rock Fortress: (upgraded at Fusion Core) Once this upgrade has been completed the Mr Satan gains the ability to land and fortify itself in a 4x8 space on the battlefield gaining heaps of armour making it almost impervious to weak attacks such as Marines and Zerglings. Bio units already inside, or later loaded, may fire as if inside a bunker with increased range. Fortifying time when landing will be super slow (probably still light years quicker than a Spine Crawler), but the Mr Satan will be able to lift off almost instantly if needed. While landed, there are two 2x2 spaces allowing up to two Missile Turrets/Sensor Towers to be built on top of the Mr Satan. The Turrets or Towers however will not survive take off 'cause that would look silly. Auto Turrets can also be placed on top of the Mr Satan, and all Turrets/Towers placed on it will benefit doubly from Hi-Sec Auto Tracking.
i image a unit build from factory. I can spawn free marines. Once you have an amory you can upgrade them to flying marines. This unit has also a spell called block field which is essentially the same as force field. It also has pdd`s and irridiate.
How about an aura unit like the sentry. In the early days, people would target sentries down because they were reducing damage by 2 (which is like 40% of marine damage on zealots). Aura unit would reduce non-projectile damage by 20%. so storms and colossus have reduces damage.
I guess this unit would have to be on starport - because the barracks is kindof out of the question. Perhaps an alternative detector or something like the raven, who's purpose is to create an aura (or a timewarp kind of ground-effect) to reduce damage done by storms and stuff
This allows terran to attack in less favorable positions if it has a ground-effect, and had the benefit of adding detection to the late-game bio play. Also it adds to the defensive nature of siege tanks by creating a temporary "strong position"
Can I just add windows to a medivac? You'd lose the healing ability and the speed boost, but all of your marines inside can fire at things outside. So like a dropship-bunker.
Maybe a skill-shot like barracks unit that lobs an explosive at a target. The target gets some amount of time to move out of the projectile's landing location or takes considerable damage.
This gives a zoning type ability to gameplay and scales well into the late game where moving units out of the way of the explosion becomes harder as more units (and explosions) are involved.
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.
I would be down for this, i mean there is no way that this would be OP in anyway, look how badly hero units turn out in sc2 (looking at the mothership).
On March 23 2015 12:16 HelpMeGetBetter wrote: I would like to see a 1 or 2-person bio unit that shoots grenades from a launcher.
Name of Unit
The Rambo
Firing at a close enemy unit takes a shorter time than a unit further away. Opposing players can gauge where the grenade is heading for depending on the arc of the shot.
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.
Great idea, I was going to suggest a unit with this exact name and similar function, lol. But I think each one should be upgraded from an existing SCV to give extra SCVs a better use in the late game rather that just suiciding them into the enemy army.
The Misfit is a failed entrant from the Ghost Academy, whether it be from inability to control his Psionic powers, problems with authority, or simply driven mad from his sixth sense. Normally these rejects are disposed of quietly as to not endanger the integrity of the Ghost Program but in these desperate times manpower can not be wasted, so instead their unstable powers are put to good use.
Abilities
Psionic Disturbance Field: 9 Range, 75 Energy. The Misfit’s poor control of his powers lets him emit a chaotic field of noise that affects all units with the Psionic armor type in a 5 Radius area. The affected units cannot use their Psionic abilities while within the field. The field persists for 15 seconds before dissipating.
Joint Jammer: 11 Range, 50 Energy, Projectile. The Misfit channels his energy into a projectile with the ability to overload and lock up muscular and mechanical joints for a brief period. The projectile travels in a straight line until it collides with a unit whereupon it explodes and causes all units within 2 range to decrease their attack speed by 50% for 10 seconds.
Researched Ability
Telekinetic Assembly: 5 Range, 75 Energy, 50 minerals, Channel. The Misfit uses telekinesis to throw rubble and resources into a heap over 30 seconds. The resulting pile of junk is a 2x2 barricade with 600 health and 2 armor. If telekinesis is used on the side of a cliff that is one height level higher, the channel duration and cost are doubled, but the resulting rubble creates a size 1 destructible ramp with the same health and armor as the barricade.
Notes: Numbers all subject to change and open for feedback. Psionic disturbance field can be used to unveil DTs and Ghosts. Psionic Disturbance and Joint Jammer can affect friendly units. Two Telekinetic assemblies can be cast next to each other on the side of a cliff to create a size 2 ramp and so on.
My hope for this unit is to give incentive for both Bio and Mech to build a Ghost Academy and allow for more transitions. The Psionic Disturbance Field and Joint Jammer abilities are meant to break up stalemates and allowing the Terran to charge in. The Telekinetic Assembly ability is meant to create chokes on large maps to allow for more mech play or open up new attack paths for bio armies.
Produced from the barracks with a tech lab and an armory
Provides terran units in a small radius a bonus +1 armor. Multiple Phalanx armor bonuses do not stack. Every point of damage prevented by the Phalanx causes the Phalanx to lose an equivalent amount of hp. I'm thinking about a radius of 4 (just under that of a widow mine)
Has a weak auto-attack with the same range as a marine, but with significantly lower dps. Cannot use stim.
Has a relatively large healthpool for a barracks unit.
Can be upgraded to have the armor bonus to improve by +2 versus AoE at the Ghost Academy. (Probably renamed to just Academy)
Costs 100/100 and 2 supply
If hit by an EMP the aura stops for as long as a DT would be uncloaked.
Picture a jedi-like unit. Of course a jedi would look out of place in starcraft, so this would look more like it wears a batman suit with a space helmet instead of a mask. Let's call it the Assassin
Biological, light melee unit made for Barrracks, can use stim. Can jump over small spaces and very small numbers of other units (friendly - automatically - and enemy - manually) - this jumping skill could be a t2 upgrade if necessary. Has small chance of avoiding enemy projectile damage, but has only about 95 health. Does nearly DT levels of damage when stimmed. Should be cheap enough to be viable as part of traditional bio army (say 75min-25gas).
Should improve TvT quality and variety as it would likely alter the usual ground army compositions, would probably find a more niche role in TvZ - such as drops - as it wouldn't suit the usual baneling-kiting style of bio TvZ, and in TvP it could be used at jumping over Protoss front lines and avoiding some stalker damage to get to colossi (thus making it a more versatile but somewhat more vulnerable ground alternative to vikings).
Unit Type: Armored, Biological Supply Cost: 2 Build From: Barracks, Tech Lab. Ground Attack: 12 (+2) Non-Splash --- Can not attack from inside bunkers Ground DPS: 8.4 (+1.4) Air Attack: Non-existent Health: 200 Armor: 1 Attack Speed: 1.3 Cost: 100 Minerals & 50 Gas Range: 1 / Melee Build Time: 40 seconds. Movement Speed: 2.25 Cargo Size: 2 Energy: (No energy)
Aesthetic description and animtion of attack: As far as I am concerned, this unit uses a drill/hammer as attack so something similar to the herc is great.
The Juggernaut launches a static discharge on a target unit, dealing 45 damage to himself and the target.
(Requires minimum 46 health points to activate) (Bypasses armor.)
Ability Target: Enemy Targets Allowed: Enemy Air units, Enemy Ground units. Cast Range: 9 Projectile Speed: Very Fast Cooldown: 1.3 seconds. (Same as attack speed.) Requires 46 health point or more to activate.
Aesthetic description of ability:
An electric blue glowing grenade is launched at a target enemy unit.
The Battle Medic is a versatile spell caster designed to support Bio in the late game. It requires a Tech Lab Barracks to produce.
-Costs around 100/200 and 2 supply -3 abilities as well as Heal -Does not attack.
This unit supports Terran where it is currently weakest (late game Bio), and follows the trend of a structure-based and support-oriented spellcaster.
Heal: Heals bio units automatically, like the Medic in BW or the Medivac in SC2. The healing would be weaker than a Medivac but not negligible. The rate of energy use is less than a Medivac. Can be toggled on or off to save energy for spellcasting. Bio Ward: Builds a temporary structure that grants damage reduction and a low amount of healing to all bio units in a small radius as well as detection.
-Build time 5-10 seconds -150 HP 1 Armor -Cannot be built on creep -Costs around 25/25 -Does not cost energy
The idea here is to give Bio some presence on the map, a gas sink in the mid to late game, and base defense when supported by small groups of Bio. Protective Shield: An AoE buff that grants a shield to all units in range that activates once the unit takes any damage (the shield will absorb the initial "activation" damage as well), and absorbs 80-100% of all damage for 1-2 seconds afterwards.
-If the shield isn't activated within 4 seconds, it disappears, so you have to have some precision with when you use it -Small area of effect, similar to or smaller than EMP -Useful for defending against Banelings -Creates a very powerful vanguard force for Terran to engage into Colossi, Siege Tanks, or anything else with
Repair Beam: A channeling spell that repairs mech units and structures. It uses energy as it channels. This is mostly useful for repairing Medivacs, Tanks or Bio Wards in Bio compositions and is balanced around this idea, rather than being a pure mech support ability.
Alrighty, though I am not terran I have always had a few ideas that I thought would be incredibly amazing to see implemented, especially for the Korean meta game and the fast pace action that LotV is going to bring. The unit idea of my unit is basically based off of the zoning, pushing, and multi tasking required by top level bio players.
Unit Name: Mobile Command
Unit Description: The Mobile Command is a non-combat, basic unit produced from the Starport (Can be produced via reactored SP). The main role of the Mobile Command is pre-engagement and cross-map on the fly zoning via mobile forts constructed by the unit. When activated, the Mobile Command will begin to construct a fort, a structure with lesser stats than a bunker, on the battlefield. Once the structure has been completed the Mobile Commands are free to move around; however, cannot deploy another fort for a set duration of time.
Production Facility: Starport
Cost: 150/75 (3 Supply)
Health: 150 [(1) +1]
Build Time: 37 Seconds
Upgrade Cost: 150/100
Sight Range:14
Speed: 2.00
Ability: Mobile Fortification When activated Mobile Fortification prompts the Mobile Command to begin constructing a Fort, much like an SCV building a regular building.
A Fort is a mobile version of a bunker which has: 250 Health, 1 Armor, and constructs in 17 seconds. The sight range of the Fort itself is 12.
{The Fort Specific Upgrade, Rapid Systemization, allows the construction to speed up from 17 to 12 seconds. {The Fort is also be affected by NeoSteel Frame which adds an additional cargo space of 2, and Upgrade Structure Armor which increases the armor of the structure by 2. {The process of building a Fort can be stopped and resumed if the Mobile Command returns to the partially completed building at any time. However, each Mobile Command can only support a maximum of 2 Forts each, and the cooldown between each usage of the ability is 30 seconds.}
Goal of the Unit: The Goal of the Mobile Command is to offer a diverse set of pushing options for Terran players at any phase of the game in various Matchups. Due to the fact that it has a shorter build time than Medivacs it offers an on the fly, aggressive ability to push targeted areas such as expansions. The key features of the Mobile Command, aside from the ability to construct Forts, is the key information it provides to attacking Terran players with its vision. Both the Mobile Command, and constructed Forts themselves, offer greatly increased sight range options at the cost of a slightly slower army movement speed. However, this allows them to more greatly pressure locations with their on-the-fly fortification abilities. Likewise, when paired with a sensor tower it allows Terran armies incredible knowledge on the directional attack of enemy forces. The Mobile Command similarly offers great incentive to invest into Rapid Systemization, and the lesser used NeoSteel Frame and Upgrade Structure Armor upgrades as it allows for the most cost efficiency of units at these fortified locations. Moreover, when used to its maximum potential the Mobile Command can be used in tandem with a selection of Medivac drops for increased harass potential in the late game. This is to help address the exponentially weakened abilities of drops in the later stages of both TvZ and TvP.
The building is initially set at 250 HP for the requirement of either 4 consecutive baneling hits required for destruction, or 3 banelings for 240DMG and a small duration of burn time/finishing damage. It would also take 5 Immortal shots to bring the building to 5 HP and a 6th to finish or quick burn time. To prevent massing of these units for unreasonable amount of free ability casting their initial supply cost has been set at 3 and the max Fort per unit has similarly been initially set at 2.
On March 23 2015 12:53 Cheren wrote: seems like a common trend on both forums to suggest a caster built from barracks that's used in mech comps.
I think its in everyone's best interest to make mech a more than viable option, and by mech I mean mostly tanks.
tanks are boring siege units like swarm hosts though. the only reason they weren't horrible for hots is because unlike swarm hosts they weren't very good except for tvt bio tank. adding pickup micro to sieged tanks isn't going to do anything for tank playstyle other than buff tanks for players with good micro.
also when high level koreans are stomping with mech in online cups and tvz mech/biomech appear successfully on the highest levels from time to time i don't think you're allowed to say it's "nonviable" anymore (which terrans have been wrongfully claiming dating back to before they knew how to play it in hots). a lot of terrans have this attitude i don't understand which seems to suggest they think they should be able to make tanks and turtle on 3-4 base mech every single game against every race. if that becomes a reality then lotv terran will ruin the game worse than anything else ever has
I really like Kyo's idea since it adds some awesome options for Terran being able to push, and some really neat late game drop interactions. I also really like the sight range idea since many people don't take this into account in micro intensive battles such as MM vs Ling Bane
What I'd do is something along these lines. a) Remove marauders. Given Marines/Marauders are the core units from Barracks I think you need to axe one of them to introduce a non-gimmick unit for terran. b) Re-introduce firebat from the campaign -- fills the tanking role Marauders filled in TvZ, plus are better against zealots. c) Re-introduce the medic from the campaign -- change spells to heal and lockdown. Lockdown has the potential to be very powerful against key protoss units, which compensates for terran losing marauders. But also gives a tradeoff between healing and locking down enemy units. Decisions are good!
The Javelin: A long-range mobile missile crawler built from a factory with a techlab.
Stats: Supply: 4 Cost: 200 min, 200 gas Damage: 200 single target with splash (see below). Range: 18 (upgrade to 24) Speed: 1.8 Cargo Space: 8
Basic Usage: - A mobile missile crawler with no regular attack. - It uses resources to construct missiles in it's silo (think interceptors), up to 4 may be constructed and each costs 75 mins, 50 gas, and 10 seconds to build. - Missiles are launched and targeted on a spot on the ground manually by the player, at a max range of 18 and min range of 5. - Missiles may be fired into fog of war. - Firing animation is about two seconds, where the unit can not be moved or re-targeted as the missile launches. Missile does not launch if the unit dies during that time. - After firing the unit can move, but a cooldown of about 5 seconds exists before the next missile can be fired. - Once in the air the missile takes 3 seconds to reach its target. - The place where the missile will land is clearly marked to all players allowing for some opportunity to avoid the target area. - Any unit/structure hit directly by the missile suffers 200 damage. Does not affect air units in any way. - All other units and structures within a fairly large radius take splash damage. - Size of this unit is slightly larger than that of an un-sieged tank. - The cost of any missiles in the silo plus any that are currently being constructed is lost if the unit dies.
Upgrades: - Benefits from standard armor/attack upgrades, with attack at + 20 each level. - Upgrade at the fusion core that increases range to 24.
Built from Baracks: Maybe looks like Bruce Cambell and is wise cracking like him aswell...you got that you PRIMATES!!!
Weapon: Automatic Shotgun of some sort like the Jack Hammer One Supply: 50 min 25 gas (can be reactored) HP: 80 (cannot benefit from HP upgrade) Range: 3 or 4 Damage: 4 or 5 in cone style splash. Desgined to halt any mass light melee range unit Speed: 2. Can benefit from stim in regards to attack speed but it has the reverse effect on movement speed.
All the stats could be adjusted of course to avoid any OPness or Uselessness
I like the idea of a support barracks unit. One ability is to create an artillery piece, like a siege tank, in a spot that lasts for 2-3 minutes. Once casted, the artillery piece cannot move.
This will help terran deal with nexus cannon and give terran a temporary long range siege option without having to go down the factory route.
Unit Name: SanRaesOs Tier: 2.5 Building: Starport Cost: 50/200
Unit Concept: The SanRaesOs is a new spellcaster created from the starport that will complement bio play (hence its cost) it is low mineral high gas to work with the marine (50 mineral NO Gas) making this the chargelot archon of terran. To complement bio, SanRaesOs is fast, 3.1 speed allows it to keep up with stimmed bio either fleeing or charging. The SanRaesOs has 4 damage vs ground per 0.92 seconds with +2 atk per upgrade. Starts with 1 armor +1 per upgrade. Has 25 dmg every 2 seconds with +2 per upgrade. The idea is that it is viable at any stage in the game.
as for spells, there are 2, the first is 75 energy, called Pashun and gives all terran friendlies in a small radius a 10% attack increase lasts 45 seconds does not stack. Second spell needs to be upgraded from the fusion core, its called ESPORTS, for 140 mana you can sacrifice your SanRaesOs and summon 6 marines wherever the unit dies.
Oh ya 200 health mechanical, 150 energy starts with 50 40 second buildtime 3 supply reactorable is detector.
Purpose: Consider an scv that has had all mining ability replaced with additional construction/repair ability. It can build only bunkers, missile turrets, and sensor towers, but it constructs them faster - say 25% - 50% faster. It also repairs faster.
You use the units speed and sight range to scout for you - it is a unit best kept on the map but has very limited use mixed in with your army.
By having one or two on the map, you are able to put up contains at bases or points on the map far more rapidly without having to pull workers off mining in advance. Repair medivacs without having to go home. Your army clears a base for you to take? Leave a space engineer or two there to get up turrets and a bunker as an scv comes over to build a CC on location.
They are vulnerable to all types of damage though and not suitable in mass as they have very limited damage output at essentially only melee range - they provide value that is not harass or straight combat.
An armored infantry unit build from the barracks with a powerful flamer thrower (or gas grenade launcher since flame is overused) that deals a small amount of aoe damage during an attack, but spreads flame (releases gas) in an area that eats up biological units and dissolves shields rapidly. Attacking cost energy. Unit can also fly, but doing so also costs energy. Unit can attack while flying, but that obviously eats up a lot of energy quickly. If the unit runs out of energy over an area he can't land on while flying, he dies.
Cost would be something like 75 minerals, 25-50 gas. 80 hitpoints, begins with 1 armor. 30 second build time can be reactored. Unit would require an Engineering Bay (meaning they could be built two at a time if no reactor), but if this turned out not to be balance, perhaps a Tech lab instead.
Would have an upgrade that would allow the unit to fire combust fuel inefficiently (fire smoke grenades) and create black smoke, limiting vision in an area.
Useful for worker harassing, killing Zealots and Lings, ect. The potential for micro is high for this unit.
On March 23 2015 13:24 Plexa wrote: What I'd do is something along these lines. a) Remove marauders. Given Marines/Marauders are the core units from Barracks I think you need to axe one of them to introduce a non-gimmick unit for terran. b) Re-introduce firebat from the campaign -- fills the tanking role Marauders filled in TvZ, plus are better against zealots. c) Re-introduce the medic from the campaign -- change spells to heal and lockdown. Lockdown has the potential to be very powerful against key protoss units, which compensates for terran losing marauders. But also gives a tradeoff between healing and locking down enemy units. Decisions are good!
I have this mental image of medics flanking colossi in my head now.
Early game marine-medic pokes could actually...make a zerg build something other than queens O_o it's crazy, so good...
What happens to the medivac, though?
-edit- I kind of think the medivac is a problem because Terrans always have 4+ dropships by the midgame, because they augment your army instead of simply being a calculated trade-off like shuttles or what-have-you. It's difficult to justify nerfing toxic stuff from other races when you can always dump your whole army where-ever, whenever.
Produced from: Factory Requires: Armoury Movement: Medium Attributes: Light - Mechanical - Ground
Attack: High-rate, small AOE, low damage to air
Special ability: Hay-wire missile - disables special abilities and prevents the movement of target unit for a short duration
strong against immortals, oracles, phoenix, vipers, infestors, mutalisks, corruptors, ravens weak against zerglings, banelings, roaches, hydralisks, zealots, marines, marauders
Mercenary Outpost
Sensor tower upgrade Requires: Armoury - each mercenary unit requires the same tech structures as their original counterpart *optional restriction: can only have 1 set of each mercenary unit in play at a time
Ability: - calldown a mercenary unit to target visible location within sensor range - cooldowns are shared amongst ALL mercenary units - duration of cooldown depends on which unit is called down
Unit Overview: The Intruder is a heavily armoured, fast moving ground transport vehicle, which specializes in transporting infantry and light mechanical units behind enemy lines.
Production Facility: Factory with tech lab addon
Attack: Gatling gun (weak attack, similar to ground viking attack.) Can attack while moving.
Abilities:
1. DVI (Direct Vespene Injection) - Once activated, vespene gas is injected directly into the combustion engine, giving the intruder a temporary speed burst and temporary immolation. The immolation does minor damage to any units nearby, and can destroy 1 force field if the intruder collides with it. The ability will have a moderate energy cost.
2. Static Specialist Armor - The Intruder is equipped with the revolutionary Static Specialist Armor which is calibrated to withstand heavy punishment from all static defenses. The intruder takes reduced damage from all static defense including planetary fortress,nexus cannons and widow mines. The Intruder still takes normal damage from units and extra damage from banelings. This ability is passive and does not cost energy.
Upgrades: Extended Vespene Cylinders - increases starting energy by 25.
Gameplay Impact: The Intruder excels at harassing expansions and other areas defended by static defenses. It can soak up damage from photon cannons, spine crawlers, widow mines, nexus cannons, planetary fortress etc. allowing your infantry or hellion/hellbats to do maximum damage. It can also be used with other forces to infiltrate guarded locations.
*It can only transport infantry, widow mines, hellion and hellbat. It cannot transport siege tanks or thors.
Mechanical Structure, transforms from Bunker, requires upgrade from Armory
After obtaining the Phalanx Assault Bunkers upgrade from the Armory, all Bunkers gain the ability to transform into Phalanxes for a cost. Transforming takes 7 seconds, and is permanent (Phalanx can't turn back into a bunker).
Hit Points: 350 Armor: 1 (+2 with Building Armor) Armor Type: Armored Transport Capacity: 4 (6 with Neosteel Frame)
Moves about the same speed as a siege tank.
Special Abilities---------------
Load/Unload - Works just like a standard bunker
Resistant Plating - Phalanxes take reduced damage from sources of splash damage (Storms, Colossi, Widow Mines, etc.)
All Terrain Shock Absorbers - Units attacking from inside the Phalanx have their attack speed reduced
Units inside the Phalanx can attack in a full 360 degree arc, just like a bunker. Units inside the Phalanx can attack while it is moving.
Units that are inside the Phalanx when it is destroyed take damage.
------------------------------------------------------- The purpose of the Phalanx is to mitigate the extreme need for highly skilled split micro while playing Terran Bio, while still keeping battles interesting with high micro potential.
For example players could quickly load up their units into Phalanxes to mitigate storm damage, and then unload them after to maximize dps (due to the Attack Speed reduction while inside). I think the target balance would be to have players constantly loading and unloading their Phalanxes to mitigate damage and maximize dps. Due to the phalanx's limited cargo space, the need to split your remaining troops is still potentially necessary. And the strategic option to take scvs with you to repair them (or build more) would also present itself. In that same thought, if a Phalanx was about to die the player would also have to quickly unload it in time to avoid heavy damage on those troops, further pushing the potential for skill based play.
I feel it would end up being a mid-late game unit to help make your Bio forces a little more survivable.
I think the Phalanx offers up new strategic options for both the Terran and their opponents, while rounding out Terran Bio with a temporary shield that protects against some of it's hardest counters.
Built from the barracks. Requires tech lab. 75 minerals 25 gas 2 supply Starts with 50 energy Max 150 energy
80 HP 1 armour biological, light
Abilities:
Heal: Same as Medivac heal. Range 2.
Offensive Matrix: Increases target unit's base damage by 75%. Gives a 150 point shield. Lasts 25 seconds. 50 energy cost.
Radioactive canister: Drop a canister in target location that explodes after 1-2 seconds. AoE damage over time to all units. After activation time, deals some low initial burst damage. Has only 1. No energy cost. Range 5. Only damages ground units. Combat medics are immune to the AoE radiation but not the initial burst damage.
Battle spec: Permanently equips irradiate gun/beam that takes the place of Heal. AoE damage over time. Range 1.5 with radius about the same as a Hellbat. Armour increased by 2 (to 3). Now biological armoured. The DoT stacks up to 5 times, increasing damage per second each time. Does not have Offensive Matrix anymore but still has Radioactive canister.
Medivac Loadout: Combine with Dropship to form a Medivac
Medivac can no longer be built; replaced by Dropship (same stats as Medivac minus heal).
Caduceus reactor upgrade changed to allow Medic and Dropship to be combined (like archon) into what we currently know as the Medivac except it can now heal 2 units simultaneously. Medivac starts with 75 energy. Max 200 energy.
Allows Terrans to actually push out earlier without waiting for Medivac. Offensive Matrix scales well with any unit, including late game ones. Radioactive canister obligates micro from enemy and gives some sustaining splash to bio. Able to deal with zerglings and zealots.
What if we had a campaign medic with a 1-time use, 'super smoke' canister that:
- blocked LOS from ground units - rendered units inside the smoke invisible to units outside the smoke, unless a detector was present - caused 40% of attacks into and from within the smoke cloud to miss - disabled caster abilities
it kind of sounds gimmicky and the lockdown idea is probably better, but I dunno
Unit: War Titan Production Facility: Starport Tier: II Cost: 125m/75g Supply: 2 *Note that health and energy are not incorporated since I do not understand their values in respect to the game. I am sure someone who does know about it can come up with the statistics for making this a balanced unit.
Attacks: Doomlock Gattling Guns (Ground) and Destroyer Thunderbird Missles (Air) *You can image the attacking speed to be the same as a marine from SC2 and recoiless gun on the Warthog from Halo, repectively.
Description: Mechanical flying unit that provides effective air support against ground and aerial forces. It is a moderately armored vehicle, which is protected by an outer shield. The unit has the ability to use the energy from the force field and expose it's defenses, in order to offer increased damage output.
Abilities
Fire for EffecT The throttle boosters are activated by shutting down shield energy, resulting in increased unit movement and attack speed (Can be be "stimmed" at the same time as bio units and moves like a Medivac). Has cooldown.
Dynamic Precision Targeting By turning off the outer shield, War Titans are able to manually target units and unleash single volleys of Raptor Missiles. Unit range is decreased in order to engage enemy targets. Has cooldown. (Sort of like that one Thor special ability back in the day)
Thought:
As a Terran player, I would like an additional support unit that can be incorporated into any bio based army. The Terran army should resemble how global militaries operate today;WHERE IS MY DAMN AIR SUPPORT? Against Zerg, I believe it will offer that missing anti air gap between Marines and Thors. Hovering these units, while placing mines under them will be another way to deal with bane and lings. Against Protoss, fighting against Colossus and Immortals will produce a different aspect of micro for both races. Terran must figure out a way to use DPT efficiently, while positioning ground troops correctly. Toss has to make sure expensive units are spread out and target War Titans with antiair. Who knows what two Terrans will do against each other with these War Titans. I can imagine this unit play a vital role offering another harassment avenue for Terrans; test the defenses of the mineral line with one of these bad boys, instead of sending a dropship.
I think if used properly, we can see a valuable support unit that offers the damage to change a battle if the enemy chooses not to micro against you. It will blend in with bio play without drastically changing the style.
When unlocked SCV's are able to transform to (But not back to) a battle form. So in other words they stay in battle form.
The form allows for increased damage to armor units and buildings. Also has an increase to health. However they loose the ability to mine, build and repair units.
Special attacks allows them to initially do more damage on first attack, in an attack that is simaler to zealot charge; where unit is able to close distance quickly allowing them to one time critical hit high range units such as siege tanks and colossus.
mech unit builds 3 at one time for 2 supply melee range fast unit (speed around that of a hellion) they jump onto enemy units and deal aoe damage each second untill they are killed. 35 hp 10-15 dps target ground only. built from factory and can be built from reactor 100M-25G
Roll-provide bio with mobile splash damage and a melee buffer.
the unit would deal a large about of AOE damage but it would be easy to kill with aoe.
NEW RAVEN SPELL: BIO GAS Research Cost: 200 minerals / 200 gas Build: From Starport Tech lab Cast Cost: 100 Energy
Casts a circle with radius 5 that will remain there for 1 minute. All free units will be destroyed inside the circle and it will reveal any units that require detection during its duration.
Specter-Infantry Support unit Biological/Psionic/Ground 100/100 2 Supply 30 second build time Range 6, 15 damage (2 second cooldown) attacks Air and Ground 50 starting Energy 200 max 80 HP 0 Base Armor 2.5 movement speed Requires Barracks with tech lab and engineering Bay
Abilities 1. Lockdown-The Targeted Mechanical unit cannot move for 5 seconds Costs 75 Energy 2. Targeting Laser (Channel)-The affected enemy unit Takes 25% more damage 50 energy .5 energy/sec during channeling. 3. Psionic Lash-After a 3 second charge up targeted unit takes 200 damage (Upgrade from Ghost academy) 125 energy 4. Cloak (Combined with Ghost)
Upgrades (Tech Lab but requires Ghost Academy) Impaler Rounds-Gives +20 vs massive units
Thoughts A midgame support units that comes out before Ghost or Raven. Lockdown can help bio vs mech, Can also provide an alternative to mass viking vs colossi. It has the potential to help with protoss timings and all ins.
Targeting laser can assist in dealing with stronger units such as Ultras, archons, or immortals.
Psionic lash-Late game spell to help bio deal with Late game units without simply just trading MMM same with the impaler rounds.
Appearance. The Brute is now slightly smaller than the Hellbat. It2 pump-like arms that resemble Rumble's from Transformers. I'd post an image, but every time I do, it's super huge.
Personality: Brutish (duh), somewhat irritated.
Tech path: Built from Barracks. Requires Tech Lab.
Classification: Armored-Mechanical.
Cost: 125/50 Life: 160 (1 Armor) Range: Melee Damage: 14 (20 at max upgrades)
Upgrades: Despite being built from the BarrackS, Vehicle upgrades will apply to the unit. (Infantry Has no Effect) Hydraulic Pumps: Allows the Brute to use it's abilities. Researched from Barracks Tech Lab.
Purpose: The Brute is a Mech unit that comes out before Factory units. It's intended to be used for earlier fights and start running out of steam once armies get bigger.
Abilities: Springboard: The Brute uses it's "thumpers" to shoot itself into the air at an enemy flying unit, pulling it to the ground so ground units can attack it. After a short period, the unit will return to the skies. 1.5 sec Cast time.
Pummel: The Brute repeatedly pounds the target with its fists, dealing 100 damage over 10 seconds. Cannot be used on a unit grounded with Springboard.
Quotes, because I want to. When spawned: Brute ready for Action! When selected: What want? When attacked: Brute need help! On move: Brute going now On attack-move: Brute smash! On Sprinboard: Beat-down! On Pummel use: Pound you to dust!
Cost/Production: 125 Minerals, 200 Gas, 4 Supply Built in Factory (Tech Lab) 60 seconds (Blizzard time)
Characteristics: 325 Health, Mechanical, Light 2.1 Movement Speed, The Infiltrator is designed to be an aggressive mechanical unit capable of creating offensive situations for a mech or biomech army. Mech's issue is that its heavy hitters are stationary/slow, and its aggressive units consist of light units or slow clunky Hellbats. The Infiltrator is about the size of a siege tank, sporting long armored legs (think something like this + Show Spoiler +
, carrying a shield and lightning rod, capable of sustaining high damage and doing minor chaining auto-attack damage (30 primary damage/12/6 for chain, +10 damage vs Armored, akin to Muta Glaive). Fighting against a bio army as P or Z doesn't require much target firing, so making a dominant and threatening unit that must be taken down immediately to minimize damage potential.
Ability:Valiant Leap (4 Blizzard second channel), 5 Movement Speed in air (invulnerable in air). This unit will not have an energy pool, making it less hard-countered by high-templar in TvP. Instead, Valiant Leap will only have one charge, destroying the hydraulic propulsion engine inside its legs. Valiant Leap is a targeted attack that will mark an area with an indicator + Show Spoiler +
lazer targeting like Seeker Missle and circle on ground, possibly different color.
, launching the Infiltrator a range between 7-15 range from its current position to target area, dealing 40 (+25 vs Armored) stunning it and any ground unit in the targeted area (6 range diameter) for 3 (Blizzard) seconds. Valiant Leap will have an animation showing it crouch and charge up static before making a leap, and Infiltrator takes 50% more damage when charging Leap. Valiant Leap channel can be cancelled, setting the ability on a 10 (Blizzard) second cooldown. After the 4 seconds has elapsed, Leap will jump to target's location. Valiant Leap can be used to jump to different elevations.
Valiant Leap can be recharged at a 100 gas cost, and requiring the Infiltrator to be stationary for 25 (Blizzard) seconds to channel repair of hydraulics.
Why This Unit Would Be Viable: Starcraft 2 has always had the death-ball problem, which usually results in a Terran player having to micro more intensively than a Protoss army or even Zerg force in order to take efficient and successful engagements, but in TvT, Bio vs Bio micro is almost nonexistent besides avoiding tank shots, leading to stagnant and slow play. The Infiltrator would force an opponent to spread out their army more in order to avoid being jumped on and stunned. At a high enough cost to prevent massing, as well as a way for biomech players to spend gas into more aggressive and combat-viable units, it can allow Terran players to choose engagements for themselves and incorporate strategies such as flanks/leaps from high ground and defensive leaps. The Infiltrator would be less of a harassment tool since Terran has several options already, and is more associated with breaking up "death-bally", clumped up armies. Protoss and Zerg both have viable counters to grouped armies (storm, fungal, blinding cloud, colossus, banelings), so another option for Terran to cause widespread damage to unmicroed armies. It will also give another option to mech armies to be aggressive and quick instead of slow and still like it currently is. I believe in the hands of good players, 3-4 well-placed Leaps onto an army from multiple flanks/locations would turn the tide of battle quickly if left untouched. The lazer targeting will allow for opponents to see where the leap is coming from, allowing for them to adjust accordingly or even kill it in time before the leap activates.
Is a support AOE air to air damage dealer with ability utility to help out ground. It does bonus damage to armored.
Abilities Disabling Field: Units that are inside or walk inside this field are unable to attack or cast. Grenade: shoots a grenade charge that slows and reduces armor of all units inside.
Here's the reason why it should exist.
TvZ: seeing muta ling bling the whole game makes the matchup very linear. We want it to move past tier 2 units for zerg while maintaining their viability. If terran techs up to this unit we can force them to lay off the mass mutas, else this AOE unit will be able to eventually be amassed in larger numbers, and it can deal with the heavy muta counts in larger numbers with the grenade + light AOE dmg.
Lurker ling/bling seems unreasonable to attack into. This allows bio to be viable.
TvP Bio needs help in late game. Not in early game. This unit can be a helping solution to the constant problem of HT/Collo. That combination is so good at end game stages. With this unit, zoning sides and not having to worry about them against hts makes the match a lot more interesting
TvT Nobody likes raven/viking. It's random. It's silly at times, and it's a very unrewarding feeling when you're playing it/playing against it/watching it. because of its burst AOE against armored units, I hope to remove the capacity for the raven to be the go to AOE air unit. Thereby giving a more expected result when we see these armies collide.
In summation, we have a utility spell casting unit that's a splice of the valkyrie/queen/corsair/Devouruer from BW that is tier 2.5ish and can live in mid game to late game. It forces other races not to just defend, else they'll get punished with the disabling field, while still being expensive enough to be of high opportunity cost. It forces zerg to end game compositions, strays the TvTaway from RNG wins, and gives bio a potential way to deal with HTs and blink stalkers killing all our vikings and our units.
The mortar squad, from barracks. Requires armoury. Biological and mechanical. ~30 s build time, 2 supply. 1.6 movement speed. No stim. 50 hp. Thinking is that early ghosts can dual snipe them. 50 minerals 100 gas. 0 armor (+1 per upgrade)
Has dual attack mode. In normal Bazooka style mode it hits one armoured unit per attack with 10+20 (+2 upgrade). Long range~9, long reload time ~2s. In deployed mortar mode (.5s, no time to un-deploy and same size as siege tank) it has ground targeting only with 15 range. Where you manually have to give the attack command on ground, doesn't matter if it is in fog or not. It will take 5 s to hit and show an indicator the entire time. In this mode it works best against light units and has splash damage. Say 12+10 (+5 upgrade). Loses 5 damage each elevation it fires upwards to discourage firing into peoples bases from fog.
Upgrade is spotter in armoury where it will fire by itself in mortar mode, if you don't disable it. It will lead units, so if it targets zerglings running towards you it will fire on your own units for friendly splash damage.
Support units "Egon" (inspired by the success of Viper)
Terran already have a lot of DPS units but lack of support abilities. Though medivac is a support unit but it is so much essential to bio play that it is completely integral part of DPS doers.
Egons Abilities: 1) "Amplifier" gives rax units a temporal +1 attack range. 2) "Vestige Fog" reduces splash/AoE received damage. 3) "Synergy" transfers part of energy to other units. 4) "Foreman" participates in building structures.
1) AoE "Amplifier" charges rax units with additional attack range for a limited time. Helps in fighting Tanks, Colossi, Lurkers and other zoning units. "Amplifier" can be researched in Engineering Bay. (could be applicable to mech too if re-researched or unlocked with Fusion Core ?!)
2) "Vestige Fog"* - AoE, reduces taken damage from any type of splash or AoE abilities (Hopefully that would allow to bring infesters to its previous WoL glory). Do not protect against ranged, opposite - it reduces damage done by ranged from within the fog. Applicable to enemy and air units too. Tactical decision: "Shall I use Fog on enemy or myself?"
3) "Synergy"* transfers part of energy to other users like Ghost, Meds, Ravens, Banshee, BC, WM*. (Would "reactors" still be needed ?)
4) "Foreman": a) Supports SCV as a 2nd worker in building structures (maybe only Supply Depots/ Bunker?) with a low energy consumption (Possible removal of "Calldown: Extra Supplies"). b) Egon can dismantle Supply Depots / Bunker and get refund. (Supply Depot leap frog might become essential with a new economy system and frequent expansions where Terran technically wouldn't be able to protect all the bases).
------------------------------------- *Rework on Widow Mine: WM cool down would be based on energy regeneration and by default it would take a longer time to reload than in HotS but "Synergy" can replenish the energy fully or partially (WM susceptible to feedback. HT opener).
* "Synergy" alternatively could be given to Reaper to make the unit more useful beyond initial early game's scouting. Reaper's movement mechanics would be a good tandem with proposed rework of WM*. Fast energy regen. (Posible reintroduction of "D-8 Charges" based on energy consumption with probable unlocking requirement).
* "Vestige Fog" (or"Quantum Field") Alternative testing: a) AoE empowers units for a duration of time rather than giving an empowering area, b) directly empowers air units while ground would have an empowering area.
On March 23 2015 11:19 SetGuitarsToKill wrote: Okay, I have a fresh new idea for a unit.
THE MECHAHOST
A brand new never before seen factory unit, it doesn't have any normal attack at all. What it does have however, is a special ability to burrow, like a widow mine, and quickly mine the earth of it's resources to rapidly spawn two terperary smaller units known as "LOC-BOTS". This ability is called "Spawn Locbots", and is on a cooldown timer. This ability is autocast, but can only be used when burrowed. I believe this will help Terran break seiges that were otherwise unbreakable, as well as counteract the Protoss deathball that so many have struggled with in the past.
Here's an approximate visual design for the unit. Very fresh and original.
protoss should have a similar unit to that then... it'll spawn zealots/
The terran Raider would be a starport unit with high movement speed, sort of like a flying hellion. Whenever the unit is in motion, it is cloaked, but when it hovers, it is once again revealed. This unit would be great for scouting and would reward those who stay active with it, rather than just leave it somewhere like an observer. The Raider would however also have an attacking ability.
No auto-attack, but an ability known as the grenade launch, which releases a bomb directly downwards from the Raider, dealing splash damage to all units in a small area. This ability would also require a lot of micro, since the raider needs to be positioned just above its targets. Since this ability would be difficult and unreliable to use, it would have a very short cooldown. My vision is being able to fly parallell with a cloud of raiders and shower the ground with grenades, and the enemy would have to pay attention to see the blur of the raiders approaching before they're visible and it's already too late.
I remember this idea I had way back around release for Terran... Basically a bomber type flying unit. Refined a bit.
Thunder Wolf(or something, lol)
(Air unit) Built from: Starport Probably requires a tech lab?
Has a weak air to air attack, something like a marine maybe. HP around 140 or whatever.
Drop Bomb Ability: A bomb is dropped to do some heavy AoE damage, with probably a bonus to structures. If stationary, the bomb drops right below the unit. If mobile, however, the bomb continues to move forward in flight at the speed of movement. Therefore, you can hit a spot without actually flying directly above it if you stop or turn after dropping. I imagine the movement and drop speed would allow a range as long as 8 or so.
It might be good to have a slow turning rate while moving so you can't get out after bombing too easily, or maybe that allows for some good micro.
Whether the position is targeted and then the unit moves into the nearest necessary location or you just press the button and it goes where it goes I'm not sure.
Ammunition and pricing: I thought you might have to pay for the individual bombs. If they have a build timer that's longer than the bombing cooldown that could be interesting. I also considered it being a gas cost for bombs but maybe a mineral-only cost for the bomber itself. If individual bombs cost gas they could be allowed to be extremely powerful, which would be cool imo. As long as they aren't too supply efficient so you don't want to mass them in the late game.
Something like 150 minerals to make and 3 supply, and 25/25 per bomb.
Possible upgrade: Cruise Missiles or controlled bombs of some kind. It allows you to give further target or direction to the bomb after launched, letting it curve some and letting you micro against their splitting and whatnot. The exact controls might be tricky, but after launching you could get an ability to retarget. Alternatively if the target position is chosen in the first place it could be a range upgrade and allow you to not be directly facing the target to hit it.
Force fields: It might be fun to let the bombs destroy force fields, for whatever reason. That could become very tactical.
200/75 cost. Comes with high stats, high and slow single target damage and can cast a spell on a bunch of units that increases attack speed and movement speed, similar to stim. Its purpose is to make biomech viable. :x
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.
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.
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.
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.
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.
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.
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).
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)
- 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.
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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?
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)
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.
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.
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.
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.
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).
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.
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.
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)
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.
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.
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
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.
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.
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 +
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" .
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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 1101 (+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]
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.
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.
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
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.
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.
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
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
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
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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
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
The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...)
The awesome part about that competition is that it showcases what people think Terran could need and what could be fun/awesome. I think blizzard could really use that sort of input, even if they come up with something different in the end this thread has the potential to help their development process greatly.
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
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
The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...)
Thors are now given the ability to pick up and carry Marines around on their backs.
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
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
The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...)
Well, according to their own words : "we’ll see the interactions of various changes to the game, and try to locate something interesting and fun for this slot during the beta.", so yeah...
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
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
The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...)
Thors are now given the ability to pick up and carry Marines around on their backs.
Happy Birthday!
Only if they work like a bunker and marines come out split when the Thor dies.
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
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
The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...)
Thors are now given the ability to pick up and carry Marines around on their backs.
Happy Birthday!
Only if they work like a bunker and marines come out split when the Thor dies.
Thank you!
Actually in mind, Marines would then pick up spare Thor parts on the ground and start using those to shoot at things instead.
Should not have rocket-launchers though.. maybe miniguns.
Barracks unit, requires techlab 175 minerals, 75 gas; slightly longer build time than Marauder (cannot be reproduced as fast) Cost should be adjusted so the unit is more expensive than regular bio but can still be produced in moderate numbers.
Cannot use stim; cannot enter bunkers.
Large (slightly bigger than Marauder) armored ground infantry unit that has an ability to LEAP with built-in jet engines. LEAP has a defined range (8-ish) and causes an AOE damage on landing. LEAP is manualy cast and has a cooldown (8-10-ish). LEAP damage is canceled with blinding cloud, cast on impact location.
Unit has a single target ground only attack with a moderate range (5-ish). Unit is biological and armored, thus snipable by Ghost.
DEFENCE MATRIX is a shield that triggers automatically (is not a manual ability) when landing with LEAP. Lasts a few seconds (3-ish) and absorbs certain amount of damage OR temporary increases armor by a substantial amount. Upgrade cost: 150 minerals, 150 gas; build time comparable to combat shields
Unit can be used in TvT to break siege lines by leaping onto tanks, in TvP to force Protoss player to split his deathball to avoid leap impact damage and in TvZ to cope with deathball type of roach-hydra compositions with biological army. Leap impact itself can be cost-effective if army is very clumped but otherwise upgrade is needed to not waste the unit imediately as it lands in the middle of enemy units. With upgrade, its cost-effectiveness can be extended to later stages of the game but the main role stays the same, which is to force enemy to break the deathball composition – or else some very key units can be taken out.
Leap has a certain, but short, travel time and marks the ground where it will land – the mark is very light but visible to opponent so he can act accordingly.
Unit should be harder to kill than Marauder or Hellbat.
All races: splitting the army and / or lifting own units to avoid the leap damage (possible with new medivac-siege tank lift). Specific racial counters encourage the use of spellcasters such as phoenix, ghost, viper and infestor. TvP: phoenix lift (enemy unit OR own units); TvT: snipe, sieged tank lift; TvZ: blinding cloud, neural parasite.
Requires an engineering bay before it can be built. This building can not fly like other Terran buildings.
New unit - Drekkar (name taken from a type of Viking longship)
Built from the dockyard.
Ground based transport unit Units being transported can fire from within. can heal or repair any unit that it is transporting Fast movement speed
'Fortification mode' - The Drekkar becomes immobile and creates an impassable wall It can not do this while transporting units. is target-able and can still be destroyed.
Dockyard upgrades
New upgrade - The Drekkar gains an ability 'ramming speed' select a location, with a burst of speed the drekkar charges forward and knock-backs any units at the target location. The Drekkar is unstoppable during this ability, it will push aside/pass through units and can also break forcefields.
New upgrade - the Dockyard can now launch a drekkar along with any units it is transporting to target location (requires vision). limited range from the dockyard, sensor towers also allow for drops within their radius (still requires actual vision) The ghost gains a new ability to 'spot' for a drop. Works much the same way as the nuclear strike. If the ghost is killed in time it cancels the drop and the units are left at the dockyard.
All numbers involved will of course require extensive testing. In particular the transport capacity, would a 'skateboarding Thor' be a bit to powerful? Of course tanks can not be in siege mode while being transported.
That aside, marauders rolling around unleashing broadsides on flanks or Hellbats ramming straight into banelings or breaking through forcefields. Several Drekkar can set up to fortify a perimeter, blocking movement. The 'launch' ability can be used for rapid deployment to reinforce or to assault.
This is a unit produced from the factory. Can be produced two at a time with a reactor and has no other tech requirements other than the factory. It serves the role of a tanky melee support unit that constructs defensive fortifications to help support and buffer a mech terran army. The unit rewards players with a conservative playstyle and restores Terran's racial identity as the defensive, cost efficient race. It has 100 hp, no attributes other than mechanical, and is armed with powerful mechanical pincers that pack a decent melee punch. Furthermore it can construct a variety of advanced defensive structures that the SCV cannot.
Acetylene torch - 150 min / 150 gas / 110 sec Enables CEV to salvage buildings and mechanical units.
Special Abilities:
Fast Repair, Construction, and Salvage - CEVs are capable of repairing mechanical units with its repair beam, which has 2 range, at twice the rate of a SCV. Like SCVs, repair cost minerals/gas rather than energy.
Furthermore, it can also construct defensive structures (bunkers, missile turrets) at twice the speed of SCVs. The CEV cannot build any other structures that the SCV can construct, nor can it mine minerals/gas.
With the Acetylene torch upgrade, the CEV can salvage any building or mechanical unit for 75% of its mineral/gas cost. Salvaging takes half the build time and cannot be canceled. While being salvaged, the unit/building is inactive and cannot move/attack/use abilities/produce units/research upgrades.
Tank Bunker - 150 min / 20 sec The CEV can construct a special protective structure over a sieged up tank, turning it into a fortified emplacement. This structure has 400 hp / 1 armor and like a regular bunker, protects the siege tank from any damage and also grants the siege tank an extra 3 range (for total of 16 range). The siege tank cannot unsiege unless the tank bunker is salvaged or destroyed. This structure allows the Terran player to trade off between mobility and durability of a mech composition, thus increasing the depth and diversity of strategies.
Hardened, Electrified Wall - 50 min / 10 sec The CEV can construct a 2x2 sized portion of wall that serves to zone out enemy units from the Terran army. Multiple portions can be linked together. Each piece of wall has 500 hp and 4 armor (increased to 6 with building armor upgrade). Wall is electrified and any enemy unit which comes into direct contact with the wall takes 8 damage per second. The skillful player is encouraged to come up with creative wall shapes that are designed to trap and funnel enemy units into kill zones.
Perdition Turret - 150 min / 17 sec This structure is identical to the one featured in the WoL campaign. It has 350 hit points / 1 armor and does 16(+4 light) splash damage with a cooldown of 1 and a range of 4. Its role is to counter light fast melee units such as zerglings and zealots and also to give Terran an effective supply free defensive structure against harassment of far away expansions.
Built from factory (no add-on required) 2 Supply Same movement speed as a siege tank (maybe slightly slower?) Requires Marauder to operate No attack, AOE passive field that enhances dmg of mechanical units Heavily armored, can scale cliffs like a reaper to give vision to tanks Gives siege tank shots a very minor concussive effect when concussive shells is upgraded
Right I'll open with a description then talk about justifications later. All names are placeholders.
The Unit
Firstly replace ghost academy with a new building, call it "Special Ops" or some shit.
Having a Special Ops building allows production of ghosts and Rioters from barracks. Probably needs tach lab.
Rioters are a micro intensive tier 2 bio support spellcaster, which can be used defensively or offensively. I'm thinking large (~queen sized), healthy, armored biological, and carry a fuck off riot shield. Most of the size of the unit would come from the size of the shield. Weak melee basic attack (think dps similar to a sentry). Cannot be stimmed, base move speed equal to marine/marauder. The raw strength of bio might have to be tuned down a little.
3 abilities - Knockback, Jump and Deploy. Knockback - knock back (no way) units in a cone about the size of a hellbat attack in front of the Rioter for some shortish distance (5-6units), dealing small to no damage. You would need to specify the direction of the ability, I'm thinking it would be cast similar to blink. Imagine perfectly timed knock backs batting banelings away from clumps of marines. Forcing back the initial zealot charge. Getting hellbats out of range of your bio. Timing would be crucial; you cast at the wrong time and would whiff the ability into air. Counterplay could be things like delaying your zealot's charge and letting the terran whiff all his knock-backs thinking you will charge straight away. Probably cooldown based.
Jump - Jump to a friendly unit within 6 or so range. The Rioter engages its pneumatic legs in its suit or whatever to leap to a friendly unit. Think Rioters leaping to the front of the force to bear the brunt of an assualt. Rioters leaping to scvs in your mineral line in order to knock back enemy hellions. Jumping up/down cliffs? Idk.
Deploy - Similar to a siege tank. Would need to be researched. Rioter enters a 'wall' mode, becomes stationary and loses its jump and knock back abilities. Its shield increases in width by a fair amount, now wide enough to block a ramp. Used to create choke points in fights. The counterplay is focusing down the deployed Rioters before taking the engagement, or just baneling bust through them.
Cost
Something like 3 supply, 100 / 150. Light on minerals and heavy on gas. Reason for this is you have the spare gas when going bio to afford it, however mech players couldn't spam them, limiting tank / rioter compositions. With enough rioters to block all lines of attack to a mech army things could get really obnoxious. If they are gas heavy the mech player couldn't get as many / would have to skimp on tanks.
Justification
Right now, if you are playing a bio style, your endgame comp (MMM with stimpack and shields) is achieved 10 minutes into the game. This has two implications:
Bio stim timings are very strong - the amount of times I outright kill a Protoss with a fast stim timing push off standard macro (i.e not all-in) is daft. Bio starts feeling weaker late game when storms and ultras / infestors start entering the field.
By adding a mid-tier unit like the Rioter, bio's power could more continuously ramp up over the game rather than just spiking at 9-10 minutes. It also adds some counterplay to banelings and zealots other than godlike splitting / endless kiting. Losing the game because you didn't split like a pro sucks. As does having to constantly monitor any fight vs zealots because if you don't continuously kite zealots trade incredibly well. Having another option would be cool, "hey look at that sick Rioter micro!". Also playing bio all game just gets kinda stale.
The Hovercraft is a light and fast unit, that basically can't do anything by itself. It needs to load an unit (all Barrack-Units are possible, only one at a time) for more abilities.
All units loaded into an Hovercraft gain the basic attributes of the Hovercraft: light, mechanical (upgrades are still only applied for bio-weapons/armor), very fast and "hovering". The units get and lose specific abilities while in a Hovercraft:
Marine: now 50 hitpoints, range increased by 1, stim will not damage unit (no speed change), but now on 30s cooldown timer, can't be healed by Medivacs (needs SCV), Combat Shield not available
Marauder: now 130 hitpoints, range increased by 1, stim will not damage unit (no speed change), but now on 30s cooldown timer, can't be healed by Medivacs (needs SCV), Concussive Shells not available
Ghost: now 110 hitpoints, range increased by 1, can't be healed by Medivacs (needs SCV), no EMP or Sniper Round available
Reaper: now 70 hitpoints, range increased by 1, can't be healed by Medivacs (needs SCV), even faster than basic Hovercraft
It gets interesting after you put a Techlab at the Hovercraft Facility and research Hovercraft Connection Upgrade
time: 120
cost 200/200
After the research is done all units gain more abilities (back):
Marine: Combat Shield will add hitpoints (now 70)
Marauder: Concussive Shells are back and the slow is now 2s long, now a "heavy" unit
Ghost: EMP and Sniper Round available, unit can move around while calling a Tactical Nuke (not possible to combine with cloak; call is stopped if range is to exceeded)
Reaper: new ability: Hoverboost: Get yourself airborn for 5 sec. During that time you can target air and ground. Cooldown: 20s
More: If a unit is unloaded from a Hovercraft, it has the same hitpoints according to the hitpoints of the hovercraft. And if a damaged unit is loaded in a full-hitpoint Hovercraft, the Hovercraft gets "damaged" accordingly. and vice versa. When a Hovercraft is destroyed, there is a 25% chance (50% with Connection Upgrade), that the loaded unit will survive with 50% hitpoints and a 1s "stun". If an EMP hits a Hovercraft it shields it's occupant from the energy loss (only for Ghosts; but Cloak is broken) and the Hovercraft will be stunned for 1s.
Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 50 vespene gas / 2 supply Cost When Produced from Barracks*: 50 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)
Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.
Range: 6 (same as marauder iirc?) Unit Size: Same as a reaper Unit Style: I imagine it the size of a bio unit, a gundam wing fighter zooming around the battlefield.
Note*: Please keep in mind unit stats are easily changed, aka range, health, dmg, etc.
A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.
Another possible idea for main auto attack of this unit would be that when it attacks the projectile that it sends out damages anything within it's path while then returning back to the Boomerang. Might make for epic micro moments and make positioning matter as well to maximize damage for the Terran, and allowing the opponent to micro to mitigate the damage.
This unit has two modes that the player must decide to transform between. One is anti-ground only, the other is anti-air only.
Design Goal of the Unit: Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.
The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."
When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.
2nd Design Goal of the Unit: Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply no units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.
The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.
When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.
Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air (as is the intention).
Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.
To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?
A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.
This is an advanced factory unit (buildable with tech lab addon), designed to carry infantry into battle, much like modern IFVs. It is a fast moving, heavy infantry carrier which has six slots and can hold any bio unit that the bunker can hold. Like the bunker, any infantry in the unit gain 1 extra range, are immune to damage, and can load/unload instantly; however they cannot fire while the Wallaby is moving. All abilities such as stim can be used inside the Wallaby. When the Wallaby is destroyed, all units within it take 50% damage. The Wallaby also has an upgrade, defensive auto turret, which for 150 min / 150 gas / 110 sec, equips the unit with an auto turret with 6 range that deals 10 dps.
Aesthetic description A Ranger looks like a big Marauder with a jetpack and a rifle that shoots shrapnel shells.
Abilities Stimpack Increases the movement speed and firing rate by 50% at the cost of 65 HP. Jump Range: 7 Cooldown: 20 Teleports the Ranger to a nearby target location that is not obscured by Fog of War with a 0.5 seconds delay. Concussive Grenade Reserched at: Ghost Accademy Reserch Time: 110 seconds Upgrade Cost: 200 Minerals & 200 Gas Cast Range: 3 Radius: 1.5 Projectile Speed: Slow Cooldown: 40 seconds The Ranger launches a grenade in a target area, slowing the attack speed of enemy units by 30% for 3 seconds. The Ranger must be under the effect of stimpack to use this ability.
On March 23 2015 10:26 The_Templar wrote: Don't copy other people's ideas. We reserve the right to disqualify anyone we catch stealing unit concepts.
Don't think intellectual property will help you get better suggestions here. I'd allow people to build upon each others ideas and then share credit if the winning suggestion is a joint effort. Frankly, I find the idea of not being allowed to refine someone else's idea a bit repulsive... NO TEAM WORK GUYZZ OK DON'T BE COMMIES LULZ ONE HERO PL0X!!! >_>
Anyway, I don't think any of the units we have today were designed by a single person, but they are all efforts of a team of designers, and we are even more here. The power of TL is the large number of people, so let the crowd sourcing do the polishing of the rough gems that no doubt will end up here, and I think we'll get a much better suggestion in the end!
On March 23 2015 21:46 avilo wrote: Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 25 vespene gas / 2 supply Cost When Produced from Barracks*: 25 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)
Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.
Range: 6 (same as marauder iirc?) Unit Size: Same as a reaper
A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.
This unit has two modes that the player must decide to transform between. One is anti-ground, the other is anti-air.
Design Goal of the Unit: Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.
The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."
When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.
2nd Design Goal of the Unit: Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply not units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.
The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.
When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.
Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air.
Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.
To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?
A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.
This actully sounds like a cool unit that serves a purpose with both bio and mech, great idea!
Blizzard also mentioned they would think about buildings, I have two main ideas I will try and post;
Idea 1
New building
Terran Academy
Provides augments to existing Terran biological units, to further their use, or change their theme to suit different matchups.
Reaper Augment
-Enables the use of grenades and increases the sight range of the Reaper. Role changed from early game scout to hit and run surprise attack unit lategame.
Marauder Augment
-Replaces Concussive shells with EMP shells, which gives the attack a small AoE vs mechanical units.
Ghost Augment
-Decreases the time taken for Nukes to fall, and leaves nuclear fallout at the scene which slows all enemy units movement by x% if walked through for y seconds.
-Increases the radius of EMP, but increases the cost.
-Changes EMP to Neural Shutdown, paralyzes biological unit for x seconds.
-Snipe now pierces, cost increased.
Idea 2
New unit:
Spectre
Biological unit created from tech labbed barracks.
Mid-Melee range fighter, specializing in psionic attacks to incapacitate and damage the enemy.
(perhaps the Neural Shutdown ability would be better used here?)
-Psionic lash: After 3 seconds, a burst of psionic energy is released to damage all units in a cone radius in front of the spectre.
-Permanent cloak
-Proximity Mine: Spectre places a mine on targeted enemy unit, after a period of x seconds, the mine can be activated to deal damage/stun enemys in a radius. Possibly a small visual indicator on enemy unit, or countdown so with micro the effect can be lessened?
EDIT: I'm not proposing all these changes or anything like that, just throwing out ideas
AoE spell that slowly repairs all friendly mechanical in the area after a short delay (while still consuming the amount of money as if repaired by SCVs). Biological enemy units take damage at the same slow rate. Lasts ~10 seconds.
Take control:
The Pilot takes control of a friendly mechanical unit. The Pilots supply is added to the unit and if it dies so does the Pilot. While a Pilot is inside a unit it gets boosted stats (which stats could vary per unit) and repairs itself at the rate of 1 SCV repairing it (can be toggled and again costs the same amount of money)
Ejector Seat:
The Pilot gets flung out of the current unit he is in and lands where the spell is aimed. ~5range. (could potentially be aimed at another mech unit for a direct transition)
I imagine this to be a really fun and interesting unit. Jumping in and out mech units during fights, taking turns in healing, zoning and increasing stats. Think it goes well with the current philosophy of adding opportunities to shine with micro and multitasking. As an added bonus Blizzard could use all the WoL campaign models as an indicator if there is a pilot in an unit.
Description: Defensive Caster, primarily for Bio support. Can switch from star ship mode to tower mode. Built in: Starport + tech lab, requires Fusion Core Cost: 150/200 - 3 supply, starts with 50/200 energy Abilities: Can contain in either form up to 4 (6 with Neosteel Frame - the most underused upgrade ever) slots of bio units, who may shoot out of the vessel, when in tower mode. Just like in a bunker.
Flying Mode: The initial star ship form, medium (raven-like) movement speed, 175 hp no attack, can only use deploy. - Deploy: Lands the ship on the ground and switches to Tower Mode. Needs slightly longer than a viking, to "entangle" and be combat ready.
Tower Mode: Keeps % hitpoints, but increases max hp to 350. Can't move, still no attack, but may use its abilities now. Counts as a building, so you better feedback or abduct before it lands! To be most effective you should deploy the Hercules Tower in front of your army and make sure it can lift off and reposition in dire situations. - Lift: Switches back to the Flying Mode. Very fast lift off.
Seismic Shock: for 75 Energy the tower heavily slows all enemy ground units in 7 range and also destroys force fields in this area. It doesn't affect units (and ffs) instant, but as a traveling wave starting from the tower. The slow would be comparable to concussive shell and lasts only for a rather short duration. 2 seconds for example. This ability is to counter lings, blings and chargelots + ff and has generally huge utility for Bio + tanks or mines. But the enemy might just bait you into using Seismic Shock and then retreats fast enough.
Defense Laser: Just like the ability from the PDD. I know PDDs get a lot of hate, but i think it would fit this unit, which costs hard money and supply instead of just energy. This implies of course the loss of the raven ability (I hope the Raven gets redesigned to a more offensive role). The Defensive Laser gives overall defensive capability, but should be balanced to be only useful if you don't need (fightig against air units), or don't have the energy for a Seismic Shock.
The idea is to give terran a good lategame option for their Bio play and it might give this aggressive style the defensive capabilities for a transition to mech. I personally think despite being a rather slow unit it gives the Bio play what it needs and makes it fun: the edge in mobility. And maximal a handful of those would be useful, not like ravens which you need to mass to be effective right now. Counters might be a terran with either air or tank supremacy, new tempest, void rays, ravager and broodlords. It gets outranges just as a bunker from tanks, colossi and lurker, but can lift off to avoid their shots. Imagine a fully loaded Hercules Tower and two medivacs drop Probably the best 30 supply army in the game, but keep in mind that it is vulnerable in the air, cannot boost like medivacs and requires fusion core tech.
A mobile casting bunker might be a little "gimmicky", but I like it
MUMMA (Multi Use Marine Marauder Assist) - have to think about the 5M... Description: The (Big) Mumma is a flying fortress that deals damage to ground units with its napalm strike, flies to the ground to create a bunker, or assists air units move somewhere else faster. (I think some of these ideas have been talked about before, but not together like this).
Unit type:Mechanical, Armored Built in: Starport (needs tech lab and an armory) Supply: Around 4 or 5 Cost: 300 / 150 Health: Medium Range: no attack Movement speed: Same speed as raven Napalm (50 energy): Deals a low amount of AoE damage in a circle (approx blinding cloud size) that creates smoke that obscures line of sight (like the vegetation on a lot of maps). The smoke lasts 60 seconds or something. Bunker (50 energy - not sure if it should just be an ability that can be switched on and off): Mumma flies down to the ground and turns into something equivalent to a bunker. Health, capacity would be subject to balance (could get an upgrade that increases its bunker strength, for example). Can revert back to flight mode for no energy (or perhaps 25 energy each way). Transformation time would be equivalent to a viking, or maybe slower. Squadron (cooldown): The Mumma has a boost similar to the medivac boost but it can take air units with it (either 4 ravens, vikings, medivacs or banshees, or 2 battlecruisers.
Role: The Mumma's role is to help break up balls with its AOE napalm attack but the smoke (line of sight blocker) can work for or against the terran - it makes whoever controls the air very important, or one player will have to have send ground units on the other side of the smoke. Not sure if this LoS dynamic will work but keen to hear what people think. Bunker gives that structure that will help terrans push when they gain the advantage and defend when things goes badly. The bunkers health would have to be 600, 0 armour so it is cost efficient against banelings (gas wise) (or not be classed as a building). The armory requirement should mean it doesn't come out too early in the field that a super strong bunker rush happens. Lastly, Squadron gives the medivac boost to all air units it can carry. The Mumma could allow medivacs to double boost (out of the base for example), give the Raven its much needed speed boost so it can be used with bio more effectively, or allow vikings or banshees to move around the map more harrassing, flanking and defending.
A building that provides in-field insurance policies. Can insure anything as long as you manage to make your per-minute mineral payments.
If buildings become damaged, Sunrise Home Insurance will pay you back real minerals. Sunrise also has life insurance and pension plans for your marines in its portfolio. Worried about your tank? Secure it with Sunrise Vehicle Insurance! Insure your battlecruisers with Sunrise Travel Insurance. SunriseInsurances - For those of us who are in it for the long battle!
Mine is more focused on the lack of terran scout unit
Secret services (building) Cost: 75/75 1 000 HP Required Orbital Command. Can be added next to Orbital Command. Will prevent the use of scan. Building time : 20 secondes.
Allow the training of - Secret Agent in the barack - Drone in the Starport (both dont required tech lab)
Selfdestruct sequence : after 5 secondes, the secret services building is destroyed salvaging 60 % of its cost
Secret agent Cost: 50/50 Bio, light unit Sight: 10 Speed: 3 ground attack : 5 100 HP
Abilities
Claymore : the agent drops a mine that will instantly explode if an enemy unit is within range of the mine for a duration of 1 seconde.(static aoe,35 dmg))
Appleseed(60 secondes cooldown) : Bioroid sequence activated/deactivated. The agent become a mechanical unit too that can jump cliffs (up/down). Prevent the halloween ability to be activated.
Halloween : The agent mimics for a certain period of time (60 secondes. ) any sc2 unit (zerg, terran, protoss, neutral).
Drone Cost: 50/100 Air Unit light, mechanical Sight: 12 Speed: 3.5 50 HP
Abilities:
NanoCloud: the drone releases a cloud of nanobot which reveals all invisible units and keep them visible for 5 secondes.
Kamikaze: The drone will be invulnerable for a short period of time(1 seconde) and during that time, he'll increase by 2 his speed before exploding into flames.
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.
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
This is TL-organized, Blizzard isn't actually involved.
Unit:Chemist Type:Ground biological infantry Type 2: Armored Built from: Barracks with tech lab add-on Requires:: New building, chemical plant. You can upgrade the starting energy of the Exterminator as well as the utility swapping here. Energy: 200 max, 75 starting
Attack: Sludge bomb [Create a chemical reaction which shoots a sticky blob at your enemy] Target: Cast on a single target, explodes after X seconds, affecting Y Area. Costs: 25 energy Attack: NO direct damage Utility: slows and chemically burns enemies over time Utility#2: The ability to change between -X armor per shot (up to -Y) or the slow and DoT. This will take X seconds.
This unit has access to stim. But it won't quite match the marine/marauder speed because of it's heavy armor
- This unit gives terran a mobile-micro (spellcaster) unit, which will keep the pace of the game up. Currently, widow mines and tanks are burrow/siege and forget, which really dulls the gameplay and is more about your opponents making mistakes, than the terran being good at micro. - The AoE will allow it to fill the current widowmine/tank role, while still being quite a different (more mobile) type of unit. -This will also give terrans more incentive to retreat for energy every now and then, especially for big fights. It will give opponents timing windows, which currently do not really exist in XvT. Since bio is always ready to go. - The alternative (-armor) utility, will allow the terran to also effectively use this unit against big heavily armored targets, since the DoT would be insignificant against those. - since this unit has energy, Protosses will be able to counter it by feedback micro. - The more-smaller-skirmish-micro-oriënted LotV gameplay would really match the design of this unit, because of its mobility and counter-micro options.
The following is for a new building & new unit. I will expand on this idea with an additional post.
TLDR: New tech building that allows for production of bio-mech units from Factory and Barracks including: - Hellbat (whose prior prerequisite of Armory is eliminated) - Ronin (New Unit below). Bio-mech unit built from Barracks that has a burst attack with high initial DPS that is considerably weaker against armored units. The unit also uses the old Warhound Haywire Missiles as an activated AoE spell that temporarily short-circuits mech units (the effected units randomly attack other units including friendlies but may still attack enemy units while effected).
Cost: 150 Minerals 75 Gas Purpose: Allows the production of Bio-mechanical units from the Factory and Barracks. - Is the new prerequisite for Hellbats (previously the Armory) - Allows the new unit to be produced from the Barracks - Contains upgrades for new and old units
Available Upgrades: - Haywire Missiles (for Ronin, see below) Cost: 100 Minerals / 100 Gas Research Time: 45 Seconds - Ocular Implants (increase Ghost sight range by 2) - Zeus Capacitor (for Electrocutioner)
New Unit: The Ronin is a bio-mechanical combat support unit.
Primarily a support unit in mechanized assaults with secondary support to infantry, the Ronin arose from post-Char invastion studies by the Moebius Foundation, showing a greater need of versatile units able to protect Siege Tank positions. To meet this requirement, the Moebius Foundation developed a cybernetic conversation available for wounded soldiers and “volunteered” inmates. The conversion process is extraordinarily painful yet yields a soldier capable of sustained assaults on entrenched positions. A converted Ronin can remain in battle for up to seven days without requiring provisions – assuming they survive that long. The Ronin’s new body is grafted to an exoskeleton developed using materials from the ultra-durable Thor and their right arm has been fused with a high-powered 20mm Pulse Laser Rifle based on the now defunct Wraith technology. The Ronin can also be retrofitted with a shoulder mounted Haywire launcher which, although it doesn’t inflict direct damage, causes groups mechanical units to malfunction for a short time. As of 2508, 68% were former wounded infantry and the remaining Ronin were volunteers.
Haywire Missiles (upgraded at Cyber Facility) Caster: Ronin Range: 9 Radius: 1.75 Cooldown: 30s Hotkey: Y
When battling mechanical units, the Ronin launches small electro-magnetic missiles at the target area causing mechanical units to malfunction for 2 seconds. Malfunctioning units cannot be controlled, will move erratically, and may randomly fire at any unit in range (including friendly units) during this time. No direct damage is dealt.
The Ronin may attack both ground and air units. Due to its burst attack it is more effective against lightly armored units as armor will reduce its overall effectiveness. In addition, due to the nature of the cooldown, the damage per second (DPS) of the unit decreases over time. For example, after 2 volleys, the DPS is approximately 17, and after 3 volleys, the DPS is approximately 15). Haywire missiles may cause enemy mechanical units to malfunction allowing for strategic positioning and quick strikes.
The Ronin is a mid-game support unit, useful for supporting infantry and mechanical squads. Because the Ronin is both Biological and Mechanical, it can be healed by Medivacs and repaired by SCVs allowing it to compliment various forces. With Haywire missiles, it is effective as a support unit against mechanical units, like Immortals and Siege Tanks, and it is effective in direct confrontations versus lower health units, like the Marine, Zealot, and Mutalisk. Due to their rate of fire, Ronin’s take delight in quickly dismantling Immortals Hardened Shields. The Ronin is vulnerable to Marauders, Immortals, and Roaches. As a general rule, Ronins need to be complimented with either a robust infantry force or accompanied by Hellbats and Siege Tanks.
Unit Type: Light, Biological Production Facility: Barracks with Techlab Requirement: Armory Cost: 25 Minerals, 75 Gas Attack: None Health: 60 Movement speed: 2
Passive Ability: Hobophobia
All biological Units instantly move away in a 90 degree angle relative to the Hobo's direction of movement (from the perspective of the biological unit!!) and then act as if they were given the hold position command, as soon as they enter a 1.5 radius of the Hobo, because of the smell and the social stigma.
Banelings are still able to suicide on the Hobo, but they have to be given a manual command (right-click/a-click directly on the hobo before entering the 1.5 radius) to do so.
Dropships are not allowed to contain a Hobo and a biological unit, the same is true for a bunker.
The hobo can be used by terran players intelligently in different fashions:
- They can be used to control ramps against zerglings. - They can be dropped on top of a MM ball for quick splitting - They can be used against Terran as protection for Tanks - They can be used against Protoss to prevent clumping of units.
The reason its hard to invent a unit for terran is because they can just mmm against literally everything, and making something that would obsolete one of those core units feels wrong. Hence why half the ideas in this thread are just "vehicle which carries bio" or "mobile detector/sensor tower that can move with bio speed"
Heres my idea.
Poltergeist (Polts for short, nod to our AMERICAN HERO) Reqs: Ghost Academy but doesnt req tech lab on rax Role: A psionic combat unit, differentiating itself from Ghost in the way that marauder is different from marine. Poltergeist is meant to be a little more expendable and a little more frontline, and is not a support spellcaster as much as an anti-caster attack unit. Cost: 100/100
Attack: Similar to the Oracle, Poltergeist must activate an ability to have an attack, draining energy. Movement: Similar to marine but no stim. HP/Armor: Something similar to marauder, I imagine
Abilities: Lightning Whip: Enables the poltergeist autoattack. Ground only, melee range with splash (think ultralisk). With upgrade researched at ghost academy, lightning whip also stuns targets briefly (0.5 sec).
Psyphon: Channeled, drains 5 energy per second from target energy unit/building and restores it to the Poltergeist. Single target. Activating psyphon automatically turns off cloaking field. May be used on friendly targets as well, so you can drain your medivacs or whatnot to charge your batteries if you really want to.
Cloaking field: Researched, as ghost cloak. Shared upgrade like marine/marauder share stim.
OVERCHARGE: Activating this ability causes the Poltergeist to release psionic energy similar to a psionic storm centered on themselves. Once activated, it cannot be turned off, and this spell does friendly fire meaning it WILL kill the poltergeist. The damage should likely be around 10 per second to the poltergeist and 5 per second in a 2-3 range aoe around the unit.
I tried to make this different from the campaign unit, the Spectre, and make it more balanced and fill a role terran lacks (mobile melee range). It can either help control the field with your existing army, or, more importantly, split off for some serious suicidal harassment, or energy harassment affecting enemy macro/support units. I wanted this unit to feel more tuned to assassination missions, something you could afford to throw at a queen or nexus like a DT as ghost doesn't fit this role at all. A large group of them in the field would be able to stunlock units in a small cone if the attacks were timed correctly. More importantly, its a new fresh bio unit that mech players would also consider, and provides a foil to the ghost without stepping on its toes much (ghost being long range support, EMP, still the nuke launcher if you like that sort of thing).
I would hope that Polt would love the Poltergeist for all the micro opportunities.
A light stealth flying unit build from the starport. It has to keep moving and cant stop. If it hits the end of the map it will fly off and be gone. It will move slow. It can carry two rockets which you can launch exactly below the drone or some range infront of it. The rocket will splash like a hit of a siege tank. If you have used your two rockets you can go reload them at the starport or simply keep circling and scouting around. Reloading will cost gas and minerals. (With upgrades there can be created diffrent kind of rockets to reload from, like napalm, emp or maybe even a nuke pointer in combi with the ghost academy.)
On March 23 2015 21:46 avilo wrote: Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 25 vespene gas / 2 supply Cost When Produced from Barracks*: 25 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)
Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.
Range: 6 (same as marauder iirc?) Unit Size: Same as a reaper
A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.
This unit has two modes that the player must decide to transform between. One is anti-ground only, the other is anti-air only.
Design Goal of the Unit: Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.
The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."
When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.
2nd Design Goal of the Unit: Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply not units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.
The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.
When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.
Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air (as is the intention).
Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.
To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?
A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.
The costs in your describtion and design goal describtion differ! Is it 100/25 or 100/50 (and vis verca)?
I think your concept is interesting, but I feel like the costs are too far from each other, regardless which ones. I can't see this unit working for both styles, even a bio player would most likely just build a reactored factory to produce those, in particular with the very low production time. It's a unit that is perfectly set up to be massed if you have 3-5factories and might even be able to put pressure on from just 1factory+starport set ups. As a transition unit from early bio however, you wouldn't be limited by production to begin with and even though bio banks gas lategame if they don't transition into anything, an 1:2 ratio (with a base giving you ~3-4:1 ratio) is way to high even for bio to be of greater use. I think the concept could be more interesting for both styles if the unit was like 100/50 regardless, but it either needed factory+armory or barracks+techlab+academy. Though 2:1 ratio might be quite unforgiveable for Mech already, as this again leaves you with lots of spare minerals from the 3-4:1 mining.
Upgrade: Mechanical Folding Cost: 100m/100g Research time: 110s Researched from: Tech Lab Description: Allows Thors and BoxThors to transform between modes freely. Requires an Armory
Unit: BoxThor Production Facility: Factory Production time: 60s Tier: II (Armory & Mechanical Folding Upgrade needed) Cost: 300m/200g Supply: 6 Sight: 11 Speed: 0 (immobile) Defence: 400 | 4 (1) Cargo size: 8 Attack: none Description: An immobile, better armored transformation of the Thor, the BoxThor adds new harrass and control potential to the Terran arsenal. It's powerful ability Lethal Landing creates opportunities for high-APM players to show off their micro. Having no cooldown, Lethal Landing can be used as fast as the player can click. The AOE damage can be used for harass or to pick off small groups of units. The BoxThor's increased armor also makes it a powerful tool to control fights; station the unit somewhere on the map to create chokepoints or block off paths and ramps. Players can even use the unit in big fights to trap enemy units, split an army or to cut off retreat paths. Of course it also breaks forcefields.
Abilities: Lethal Landing Radius: 1.5 Damage: 15 Requires Medivac Description: The BoxThor can only use this ability when dropped from a medivac; it will trigger automatically. Upon landing the BoxThor deals AOE damage. Unit hit by Lethal Landing get trapped under the BoxThor. Doesn't work on massive units. Does no damage to friendly units.
Benefits for the game: Creates more small, micro-intensive skirmishes. Adds more defensive, positioning-based options. The manly answer to forcefields.
Its a gas intensive, mobile spellcaster. Its meant to alleviate some problems with late game bio. Its allows bio to be less fragile to aow, and it has aggressive spells that benefit most from constantly fighting in smaller numbers. I'll ignore the hard number of the abilities in favor of general design.
Does not attack -Armored, mechanical, detector -200 HP, 1 armor. -60 second build time -movement speed 2.81 -200 energy
Abilities Defensive Matrix -100 energy -AOE spell that affects only biological units. Target unit get a moderate amount of non regenerating shields, units surrounding get a smaller non regenerating shields. Has a short duration.
D-8 Explosive Gel -50 energy -Targets friendly biological units. -Has a moderate duration -When the targeted unit dies it explodes dealing aoe damage (with a bonus vs shields) to all the units surrounding it. -Graphical change to the targeted unit. -Fun factor. Another unit terrans can joke about blowing them selves up with.
Can't decide between the last 2 DRM -25 energy -launches 2 light, mechanical, movable dummy targets with the highest priority at target location. -Does not attack. -Moderate HP and armor -Moderate movement speed -Short duration
K12 Concussive Bomb -75 energy -Launches a sticky bomb that can only target massive units. -Explodes after a short delay, debuffing the attack speed of all units in a small AOE.
The Shifter A heavy armoured barracks unit (a cross between a Ghost and a Marauder) for flanking and altering the position of the opposing army using it's psionic chest cannon.
Life: 140 Energy: 200 Armour: 1 Movement: Normal Cargo size: 2 Atributes: Armoured - Biological - Psionic Producer: Baracks Requires: Ghost Academy (can be produced from Reactor) Cost: 100min 100gas Supply: 2 Build Time: 35
Auto-Attack Arm-mounted Diamondback gun.
Abillities
Psionic Shove: Pushes units a good distance away from the Shifter. The way I see it working is say you have the typical Protoss composition with Colossus in the back and gateway units in the front you can use Shifters to flank like High Templars do and then shove the Colossus forward into the front.
Psionic Pull: The Shifter is aimed like a skill shot, when fired the Shifter rocket boosts at high speed for a locked distance(10 tiles?). Shifter is invulnerable while boosting, when the Shifter reaches its destination it immediately pulls all units in a certain radius to its location. So if you if you are being roach busted you can fire off a shifter to buy some time to get bunkers up for example.
Other possible uses for the Shifters abilities: Sucking banelings and mutas back from escaping bio and medivacs. Pushing marines into tank fire. Pre-emptively sucking Zealots back before you engage. Pulling or pushing DTs into detection and many more I'm sure.
The Shifter could also do damage when it is boosting during the Psionic Pull and damage any units caught buy the Psionic Shove but I'm unsure if this would be necessary.
I dont have the creativity to write all the specs, but this unit should be a gas heavy unit (since terran floats a lot of gas late game) and with some kind of splash damage (to compete with storm/collossus, raven) and not be 6 supply and slow as hell to produce. It could be the specter from the campaign, needing the ghost academy to produce and having some cool splash damage attack
Well it's nice to see all the excitement for the new expansion.
Here's my take of a new Terran unit I'd like to call the HERC. No it's not a joke this is the Hovering Emergency Response Command, an automated manned or unmanned ground vehicle.
Basic concepts:
Is built from a CC (limited to 1/CC?) giving the Terran their own versatile spin on a queen/m.core while encouraging and scaling with multiple bases.
Sturdy hovering ground vehicle with decent HP and armor that acts as both an offensive and defensive support. Is fast & nimble.
Can be loaded with a single marine, marauder, scv, reaper or ghost.
Has 2 regular abilities + 1 that changes based on the type of troop is loaded.
Can be incorporated in both bio and mech, offense or defense.
Cannot attack unless manned but can still use the 2 non-changing abilities. When manned it takes on the attack of loaded unit.
The loaded unit can be ejected at any time or is automatically ejected upon death.
Abilities based on the unit loaded:
All units give it their regular attack minus the scv.
SCV - gives the HERC the ability to repair, either regular without energy usage or accelerated using energy while channeling.
Marauder - small aoe concussive grenade that slows for a very short time
Ghost - EMP grenade
Reaper&Marine - cluster grenade which is just small aoe damage
The two static abilities:
Interference - targets a single unit, ground or air, and renders it unable to receive further instructions from its owner for a short period of time. The unit will still be hostile to you but it will first complete whatever command it was issued prior to being intercepted. So if a unit is issued a move command and is then interfered it will continue to move to that location and only then start engaging enemies. If it is cast on a unit that is just still the unit will just stand there and attack anything that comes in range but its owner won't be able to move or select what to attack for the duration of the interference.
Last Stand - the HERC overloads its propulsion engines fortifying it and emitting a medium radius blast after a short delay that melts enemy armor reducing it to 0. Depletes all remaining energy when used.
OR
Reinforce - a spell similar to Defense Matrix or just boosts the armor of a single unit.
I didn't want to go into numbers or cost because I feel like that is a little above my head.
On March 23 2015 21:46 avilo wrote: Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 25 vespene gas / 2 supply Cost When Produced from Barracks*: 25 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)
Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.
Range: 6 (same as marauder iirc?) Unit Size: Same as a reaper
A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.
This unit has two modes that the player must decide to transform between. One is anti-ground only, the other is anti-air only.
Design Goal of the Unit: Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.
The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."
When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.
2nd Design Goal of the Unit: Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply not units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.
The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.
When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.
Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air (as is the intention).
Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.
To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?
A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.
The costs in your describtion and design goal describtion differ! Is it 100/25 or 100/50 (and vis verca)?
I think your concept is interesting, but I feel like the costs are too far from each other, regardless which ones. I can't see this unit working for both styles, even a bio player would most likely just build a reactored factory to produce those, in particular with the very low production time. It's a unit that is perfectly set up to be massed if you have 3-5factories and might even be able to put pressure on from just 1factory+starport set ups. As a transition unit from early bio however, you wouldn't be limited by production to begin with and even though bio banks gas lategame if they don't transition into anything, an 1:2 ratio (with a base giving you ~3-4:1 ratio) is way to high even for bio to be of greater use. I think the concept could be more interesting for both styles if the unit was like 100/50 regardless, but it either needed factory+armory or barracks+techlab+academy. Though 2:1 ratio might be quite unforgiveable for Mech already, as this again leaves you with lots of spare minerals from the 3-4:1 mining.
100/50 and 50/100 for mech and bio respectively.
Doesn't matter if a bio Terran wants to build more factories to build them from the factory - they still had to spend the money and gas to get the factory...a bio Terran isn't going to build 3-4 factories early/mid-game as it's not possible to afford that + bio upgrades.
Remember, the unit is affected by Mech upgrades, NOT bio upgrades, meaning if a bio player wanted to do that they still have to get the armories + upgrades...not feasible so the scenario you think could be a problem isn't a problem because a bio player is not going to mass 0/0 units vs 2/2 or 3/3 units.
On March 23 2015 13:55 Headnoob wrote: So blizzard have absolutely no other things possibly ready after the removal of a single awful unit?
That is pathetic beyond words.
Blizzard said that they wanted to wait for gaps in LotV terran to show up so they could fill it with a unit.
Terran has always been the most well rounded race with the most options for varied gameplay, so it only makes sense they wait a bit and see where to go with it.
They are accepting suggestions from the community.
We thought it would be fun to have a little competition for community ideas, thats all.
Hello, I`m thinking of an Barracks unit. I think Terran is struggling against a lot of the Aoe damage sources(like banes, colossus and storm) in the Game and against some tactics like ling bane muta. So as an addition to the roster the unit should have/be: Ground Unit from the Barracks A tech lab or a builded factory as a requirement. A passive ability that reduces the damage its taking from aoe sources A slow splash attack that is targeting only ground units and with low range but good impact. the unit could be slightly slower than normal barracks units And the unit should be expensive so its an bigger commitment to build this unit stats: about 150 hp 1 Armor about 12 dps
This unit alone or in groups comprising only of itself won´t be effective, because of its low moving speed its easily kittet and because of its way of dealing damage its won´t be good against many other units.
So in what way its different then the Hellbat or which different role its fitting in. Both units playing a tank role, but this unit should be a good tank even in the late game there Terran is missing some big things that are not mech units. Hellbats are often used as a tank against light units in the early game in bio and mech strategies, but as the game goes on Terran is switching to widow mines. They are also switching because the Hellbat becomes less effective as a tank in the late game, because they also dying fast to aoe damage(in only mech strategies the hellbat is still used in the late game). Another advantage of this unit would be that it is benefiting from the bio upgrades.
Another way of implementing this unit would be as an upgrade for ghost(in some way)and then great some other unit also.
On March 23 2015 21:02 Beastyqt wrote: 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
OMG O_O
Awesome idea, its a terran "mothership core" but cheaper with forcefields, permanent stim that boosts health, halucinations and free repair =D
It sounds cool but as a zerg I don't want to see this xD Imagine the "insert something cool here" drop with triple emergency walling the ramp lol =P
Cost/Production 150 minerals 50 gas 2 supply 15-30 seconds Barracks Unit
Specifications 175 health (A bit more tanky than the marauder, but doesn't have armor) Mechanical, Biological Standard move speed Has a minigun that has a super fast rate of fire with medium damage and medium splash, attacks ground and air 50% chance of missing its attacks Stim
Reasoning This unit is meant to add to the normal bio army of terran. Since it is already hard enough to micro as terran, the Cyborg should not have any complex ability mechanics. Stim could be OP, but I think the unit would feel too clunky if it was unable to move at the same speed as the rest of the bio army.
On March 23 2015 23:52 MagnuMizer wrote: Unit Name: Cyborg
Cost/Production 150 minerals 50 gas 2 supply 15-30 seconds Barracks Unit
Specifications 175 health (A bit more tanky than the marauder, but doesn't have armor) Mechanical, Biological Standard move speed Has a minigun that has a super fast rate of fire with medium damage and medium splash, attacks ground and air 50% chance of missing its attacks Stim
Reasoning This unit is meant to add to the normal bio army of terran. Since it is already hard enough to micro as terran, the Cyborg should not have any complex ability mechanics. Stim could be OP, but I think the unit would feel too clunky if it was unable to move at the same speed as the rest of the bio army.
This sounds similar to this. Not the same, just similar.
Though not having read through every post here, I imagine there are many similar ideas.
Blackbird Starport Unit Can be produced without any add ons. 100 minerals/25gas 2 supply - building time 40seconds Main role: Detection; Support; standard WEAK Air to Air/Ground
Movement speed is slightly faster than corruptor. Can place three weak timed life stationary drones that provides detection and also a small scanner range like sensor tower. non energy based
detailed thoughts: Why this unit and my thoughts on LotV terran: TvZ: with the lurker, I believe there is more incentive for terran to get something than 4M. I am hoping bio cannot poke and draw aggro as easily as they do now and they cannot snowball as easily after an engagement.
Plus I would love terran to have the ability to transition out of Bio, so we can have good bio players (which most are), good mech players (which have been missing) and good bio into mech players (which we saw glimpse in TvZ when WM was nerfed)
A light air unit that can attack both air and ground can solve a lot of issue of transition, which is mainly the muta issue. I can also see this being fun with the new viper ability.
TvP: We desperately needs something more than just another bio ball WoL style. HotS terran in TvP honestly did not change much at all. There is also another problem of snowballing based on early to mid game harass so much. Mech is looking slightly more possible with the immortal nerf and the warp gate nerf. There is also a distinctive lack of air unit for TvP
A light air unit that can provide some supportive fire can become less of vikings numbers vs colossus numbers. It will also deal with the new weird tempest.
Overall I believe Cyclone is a good start, but it looks better suited as a unit for early mid game. Bio play is honestly a bit dull by now, plus starport for bio is exclusively for medivac (and vikings in TvP) We need a unit that is more fun to watch and play for terran players, this will be a standard a move unit but have some interesting micro interaction imo. The only race without a more standard (not so all in and not T3) AtA and AtG is Terran.
Pulse Heal: A pulse (EMP Range) that emits from the Adept Medic. Each pulse heals biological units touched.
Restore Tower: Constructs (requires both Adept Medic and SCV) an energy based tower. Units can touch the tower to instantly restore health. Each touch costs energy.
Pilot Training: Allows the Adept Medic to pilot a medivac. Medivac piloted by an Adept Medic decreases the boost cooldown and increases the rate of healing of the medivac. Once an Adept Medic pilots a Medivac it cannot disembark. Researched at Barracks Tech Lab.
Role: Provide strategic healing points on the map, as well as supplemental/alternative healing to the Medivac. Can be used to increase the strength of the Medivac.
I think what the Bio army needs is an anchor unit that you can have a few of! Like the collosus works in a protoss army.
Goliath Simply re-instate the goliath as a viable terran ground-to-air option. This is also a good and less clunky addition to any mech composition.
Odin I would suggest removing the AA-attacks from the Thor and make it synergize better with the bio army as a strong tank and small AoE damage dealer. This unit should only attack ground as marines do a good job versus air, and you can now even get goliaths to join you. Make it have a AoE spell like in the WoL campaign that can be used to space out banelings etc.
The Odin must be built, not from a production facility, but by an SCV like a building.
Cause what does the Terran race really need? A strong high-tiered unit that can be the anchor of the volatile bio army, and at the same time make the mech compositions less clumpy. I think the Odin/Goliath combo would be an interesting way to try to make that happen.
Wow, that is a TON of submissions! Very happy to see it and hopefully I'll get to poke around in the ideas. Although, it would be great if someone could highlight a few of the best :D
Zerg and Protoss are 2 races that can use different tech trees in different situations. After the cyber core, the Protoss can choose between a Robo, Stargate or Twilight, each opening very different unit options. Most of these options are viable in different scenarios. However, in professional play, we only see 2 options for Terran as base army composition: bio or mech (or a combination). Going solely air-heavy (like spire-heavy or stargate-heavy) is by far less viable as Terran.
Therefore I suggest that the Terran will have a basic air unit, just like the Marine is for bio and the Hellbat is for mech, to enable Starport-heavy strategies.
The unit that I am suggesting is what we would be able to call the 'air-marine', based on its function. The design could be loosely inspired by the jump jet infantry, as seen in Tiberian Sun (http://goo.gl/jH4meP).
Just like the Marine and the Hellbat, it should be: - Cheap - Low supply - Heavily upgradable - Relatively high damage, relatively low hitpoints - Average speed
I think it is REALLY hard to assess attack and HP values, since the balance of the game is so fragile, but here is an attempt: - ~6/7 DPS (vs ground and air) - ~50/60 HP - Sight 9 - Range 6 - Speed: ~2.8 - 1 Supply - 75/100M and 25G
The big question with this unit is: what tags/upgrades will it carry. I think it should be: biological (spore crawler defence), armored (Viking defence) and light (Phoenix defence). This way, every race should have a hard counter to the jump jet infantry. If stim would apply to these units is very debatable, since we have no indication of the strenght of the jump jet infantry so far. There should be something to increase its micro potential however, but I'm not sure how to implement that.
Edit: the Jump Jet infantry can be built at the Starport without tech-lab, and double with reactor. Stim would come from the barracks, and other possible upgrades could come from Starport tech lab or Ebay.
The Assembler is a bio unit built from a baracks with tech lab attached.
* 50 minerals and 100 gas * 2 supply * Light/Biological * No attack * 100 hp and 100 energy (starts with 0)
Abilities
Air Shield
Constructs a shield in the sky in blocks of 3x3, capable of being chained together to form larger shields. Building a shield takes 10 seconds.
The Air Shield blocks all incoming spells and attacks from the air, such as Storm, Collossi attack, mutalisks, etc.
The Air Shield absorbs 100 damage per block before disappearing. It costs 10 energy per block to be built.
Field Block
Constructs a wall on the ground in increments of 3 grid units. Wall sections have 50 hp. Wall sections take 10s to build. 10 energy per block.
Elevate Field
Constructs a ramp. Ramp sections have 50 hp and take 25s to build. 50 energy.
Power Battery
* Requires the Ghost Academy
Constructs a building that permanently cloaks all ghosts and banshees in the area, draining 1 energy per second and unit. The building is built with 500 (or something) energy and cannot be recharged.
Building cost: 100 minerals and 350 gas. 100 energy.
Description
The basic idea for this unit is to add a spell caster to the Terran bio army that is able to assemble obstacles on the field. It is a unit that shines between engagements, allowing the terran player to prepare ahead of time.
The Air Shield would be a spell to deploy shields instantly in the air, built in any hexagonal pattern. This would be used mainly during engagements to block air attacks. Useful against Protoss area of effect attacks.
The Field Block builds wall structures that have to be attacked to be removed from the map. Since they take 10 seconds to build, these would have to be built in anticipation of an engagement, not during.
The Elevate Field ability construct a ramp like structure, allowing your army to walk to the high ground. A higher build time makes this easier to scout by your opponent.
The Power Battery enhances the ghosts' capabilities and perhaps encourages more banshee play in the mid- and lategame.
Its essentially a warpin mechanic for Terran that is build from the ghost academy.
It comes in pairs one part, lets call it the launcher, is typically to be deployed close to the production facilities but can be placed anywhere and launches any unit that steps onto it tp the reciever. The reciever is a relatively slow unit without any sort of attack or spells that can placed anywhere on the map and transported via medivac.
Units put onto the launcher will be send flying to the reciever and function normally once they arrived. During transit a Unit cannot attack, has reduced hitpoints and dies if the reciever is killed off before its arrival. The reciever and launcher can switch roles anytime. If a unit is in transit while the Launchpads switch directions, it dies, horribly.
For selection purposes the launchpad acts like a building, as such it won´t be selected by boxing if a combat unit is within the box.
I came up with a concept of my own, drawing some inspiration from BW. I wanted a unit that would support bio units and allow them to combat big scary aoe deathballs late game, giving some aid for terran in late game TvP and TvT as well as give bio solutions vs Lurkers and SH in TvZ. I couldn't make it from Rax because there are already a lot of rax units, also couldn't add another bio support unit to the starport, so it had to be a factory unit. So, here it is.
Combat Utility Vehice (CUV) Costs: 50 minerals, 100 gas Produced from: Factory Production time: 60 seconds Note: Can build 2 at a time with reactor
This unit is meant to be used in a regular bio rally push. You'll notice in TvZ that if a terran is doing a standard rally centered on 8 rax production with 7 reactors and 1 tech lab, 2 factories, 1 with reactor 1 with tech lab, and a reactored starport, they will usually only take 5 gases, since the last one will just be a waste given that you have nothing to spend it on. However due to the cost ratio of the CUV it can easily be incorporated into a rally push in TvZ. In TvT and TvP due to the costs of tanks, vikings, medivacs and ghosts it will be harder to incorporate CUVs, and you'll have to prioritize one or the other in certain scenarios. But I'm happy with that choice because it should given terran some depth in the decision making department, where as before it was mostly a matter of having the mechanics to just produce non stop.
Abilities CUV's will start 2 abilities and a 3rd one can be researched, they will also have a energy upgrade from a factory tech lab.
Nanites Perquisite: None Cost: 75 Energy Cast Location: Around the CUV Cast Time: 0 Spell Radius: 2
Description and Effect: The CUV disperses nanites to nearby friendly biological units, reducing all damage they take receive from aoe attacks by 20% for 15 seconds. Bio is pretty fragile late game and it melts from mech and colossus and I suspect it will struggle vs lurkers.
Thought Process: Bio also has no viable transition at the moment in late game TvP or TvZ, due to the nature of upgrades. And while part of the issue will be remedied in LoTV if Tempests lose part of their + damage vs massive air, it would still be nice if bio had a support unit from the factory to use in TvP.
In TvZ, lurkers could make terran struggle, while it is nice that tanks are getting some love with medivacs able to pick them up, I'm not sure it will be enough to help against muta packs hunting them. I suspect that a composition centered around lurkers to hold ground and delay, while using mutas to snipe key units or harass could be a serious issue. Terrans would have problems moving across the map quickly with marine tank without risking losing things to lurker ambushes, and if the terrans just slow push then mutas swoop in and pick off tanks. Lastly zergs will have double ground aoe at their disposal with banes and lurkers, giving bio a real though time.
This is the niche where Nanites can help, it will give bio a fighting chance against all late game aoe's. Now if you've been paying attention you'll see in the description that I bolded aoe attacks. That means that this ability doesn't effect spells like storm, fungal or seeker missiles, because I want to preserve the interaction of bio with those spells, the emphasis on splitting, dodging and baiting those offensive spells.
Description and Effect: The CUV launches a EWP at a target hostile mechanical unit that will take 3 seconds to arm. Once armed the EWP causes hostile mechanical units in a 1.75 radius around the target to do 20% reduced damage for 10 seconds. The EWP host is immune to the damage reduction and the effect of multiple EWP don't stack.
Thought Process: This is a niche ability to force micro against mech and protoss, the idea is to place a couple of these on the enemy's important units, either colossus or thors and tanks and, if the enemy doesn't micro and split his army then it will substantially reduce the damage output of these armies, especially in conjuncture with Nanites.
There is also a deeper reason for this ability to exist and it stems back from BW and I'll use a couple of analogies here. In BW macro was a lot harder mechanically. Blizzard realized this and realized that the streamlined UI would lead to easier mechanical demands on macro. Thus they invented the macro mechanics of Chronoboost, MULE and Larva Inject. We can all agree that in essence at least this was good.
Also in BW, aoe units were very strong, but had a lot of downsides. Due to the existence of overkill and the lack of smart cast, and proper pathing it was a lot harder for aoe units to be effective, despite being very strong. Take a tank line for example, to build a proper line was hard and intricate, if you spread them out too much they would be vulnerable to being picked off individually and wouldn't cover for each other very well. But the reverse was also true, if you clumped them too much they would not only be vulnerable to aoe from the enemy, but also to doing friendly fire to each other from zealot bombs and mine drags or worst, the tanks would overkill on a single zealot and a lot of the damage would be wasted.
Blizzard didn't realize the existence of this minute balance though and instead of introducing some mechanics to make using aoe units harder, they just reduced their damage and nerfed them all.
Thus I propose this ability EWP, to add back the intricate micro required to use aoe units effectively and to give bio another fighting chance. Though I conceded that it might be on the tad too strong in conjuncture with Nanites.
Incendiary Rounds Perquisite: 100/100 cost upgrade at a factory tech lab, 110 research time Cost: 50 Energy Cast Location: Around the CUV Cast Time: 0 Cast Radius: 2
Description and Effect: The CUV disperses incendiary ammunition to nearby friendly biological units and thors for 15 seconds, increasing aoe splash radius by 0.50 if available, and causing units to apply cauterize effect to all hostile biological units hit.
Note: The effect is meant to work like guardian shield, if units stray too far from the CUV they lose the incendiary rounds status effect.
Cautenize is a hostile status effect that prevents all healing and regeneration abilities on a target by 50% and causes afflicted unit to take an additional +1 damage from damage types they are weak too, (armored units will take 1 more damage from units with a bonus to armored etc). Lasts 25 seconds.
Note: If a unit doesn't have splash damage it will not receive the bonus, this is purely an aid to thors.
Thought Process: This last ability is aimed to help against mass muta strategies and the mass transfuse strategies. The status effect is very strong and could potentially be broken early game, that is why it is hidden behind an upgrade, It should become active at the time a muta flock grows too big or when hive becomes available. It won't affect marines since they don't deal bonus damage to anything, but should greatly help thors against mutas and marauders against ultralisks (especially if they plan to go forward with making marauders have two smaller attacks instead of one big one).
I decided to include thors in this ability only because they could use a little love in combating mutas, but a flat buff to them might be bad. I didn't want to include tanks in this because then it would nullify the effect of the other CUV abilities and could make them way too strong. This should still help mech though, especially if you have some thors to spread cautenize to ultralisks and prevent them from receiving as much heal from transfuse.
Overall my design goals with this unit was to promote micro from the enemy as well as give bio a gas dump to help them against the trying times that lie ahead due to aoe. Edit: I'm also fucking sick and tired of having support casters being massed due to their hostile spells, fuck ravens and fuck infestors. At least with the CUV you won't want too many because while the abilities are strong they don't stack and they don't deal any damage at all.
Descriptor: Large Zoning Unit. Creates a large circular AOE vortex. This Vortex creates an immense Solar flair, and acoustic sonic boom that Pacifies All units, including friendly for 30 seconds. Pacified units can not attack. However, they can move. This will include workers. They will not be able to build, or mine (including yours)
Purpose: To reduce the effectiveness of counter attacks. To reduce the danger of moving an army into wide open ground. To slow down all in timings. This will be a unit that should NOT be be in your main army. Will add complexity to how a terran prepares the mid game.
Specifications: 300 health Mechanical very slow move speed No actual attack High supply cost, to prevent turtle mech from being as effective (6?) 300 min, 50gas
Reasoning: Terran does not need any more attacking units. They have too many. The terran needs a supporting unit that does not synergize with the main army (raven, ghost)
I am think something like a giant movable tesla coil, that needs to set up to be used
This was a suggestion to Blizz before the Medivac received it's speed boost...so that ability may look familiar.
New Unit: Scythe The PY-95A Scythe Advance-Strike Aircraft is a Terran air unit.
Overview
During the Second Great War, the Dominion Armed Forces came to realize the effectiveness of the aggressive, hit-and-run tactics employed by its highly trained Reaper Corps. As a result, select Reaper veterans, usually those with more than three months of service, were given the opportunity to undergo pilot training to take their hit-and-run tactics to the sky. Contracted by the Dominion, Procyon Industries developed the PY-95A Scythe Advance-Strike Aircraft for this purpose. The jet has been fitted with six-engines and is constructed primarily from a cooled nickel-titanium alloy. To further reduce weight, the aircraft’s armament was limited to air-to-air Cerberus Missiles with and optional payload of Hellfire bombs used to suppress enemy ground forces before engaging. The Scythe’s powerful engines are capable of achieving supersonic flight and can operate both within and outside of an atmosphere.
Despite having a very high top velocity, the engines of the aircraft take a considerable amount of time to achieve full-power. As a result, the acceleration of the aircraft leaves much to be desired. In addition, in order to achieve such high speeds the lateral movement of the Scythe is greatly reduced leading to slow, gradual turns.
After entering service with Dominion Forces, the Scythe received an anti-matter engine upgrade that enables hypersonic capabilities to assist in evading the fast moving air superiority fighters of their Protoss and Zerg enemies. By activating their anti-matter engines, the Scythe can achieve a top velocity of Mach 8 while in an atmosphere. Due to the toll it takes on the aircraft, and the extremely limited supply of anti-matter, hypersonic flight is limited to short durations and generally functions as a last resort.
In addition, Wolfe Industries has developed an upgrade to the aircraft that can greatly reduce its radar signature, allowing the Scythe to travel undetected by most sensory equipment.
Properties: Maximum energy: 200 (init. 50) Energy regen/second: 0.5625 Sight range: 11
Production Minerals: 250 Gas: 150 Supply: 4 Build time: 75 Produced from: Starport Requires Tech Lab (attached), Fusion Core Hotkey: S Movement Speed: 4.5 Acceleration 1.25
Protection: Hit points 175 Armor 0 Type • Air • Mechanical Armor type: Light
Weapon: Cerebus Missiles Damage 14 (can fire while moving) Attacks: 3 Targets: Air Cooldown 3.5 Range 6 Upgrade/level +2
Closing Notes A squadron of Scythes can quickly destroy flying targets, using their break-away velocity to perform flybys to snipe key air units. The Scythe is strong against larger air targets like Battlecruisers, Tempests, and Brood Lords. Opposing forces should deploy specialized anti-air units such as Mutalisks, Vikings, and Phoenixes to keep them in check. Ground unit counters include Marines, Thors, Hydralisks, Stalkers with Blink, High Templar with Feedback, and Infestors with Fungal Growth.
In addition, Scythes are often deployed from a distance to drop their Hellfire payload on the enemy’s front lines as well as to damage key tech structures and resource harvesters.
Notes Activating the ship’s anti-matter engines allows the ship to reach hypersonic speeds within the atmosphere. The Scythe greatly accelerates and reaches extreme break-away velocity for a short time.
Hellfire Acquisition Minerals: 100 Gas: 100 Research time 60 Researched at Tech lab attached to starport
Hotkey: F
Usage Energy 100 Damage 5 dmg x 10 bombs (+4 dmg per bomb to buildings and massive ground targets) Range 4 Hotkey B
Notes Enables Terran Scythes to unload a payload of 10 Hellfire Bombs on a targeted area. Units caught in the area of effect take heavy damage. The Hellfire Bombs are specifically designed to inflict major damage on structures and massive targets.
Vanadium Plating Acquisition Minerals: 150 Gas: 200 Research time:110 Researched at: Fusion Core Hotkey: v Energy: Passive
Notes Enables the Terran Scythe to fly undetected by radar. This will cause the unit to not be displayed on the minimap or be detected by sensor towers. The unit will, however, show on the minimap when within sight range of a unit with detection.
Notes Enables the Terran Scythe to fly undetected by radar. This will cause the unit to not be displayed on the minimap or be detected by sensor towers. The unit will, however, show on the minimap when within sight range of a unit with detection
On March 24 2015 00:22 EndOfLineTv wrote: Unit Name: Sonic Vortex Tank
Descriptor: Large Zoning Unit. Creates a large circular AOE vortex. This Vortex creates an immense Solar flair, and acoustic sonic boom that Pacifies All units, including friendly for 30 seconds. Pacified units can not attack. However, they can move. This will include workers. They will not be able to build, or mine (including yours)
Purpose: To reduce the effectiveness of counter attacks. To reduce the danger of moving an army into wide open ground. To slow down all in timings. This will be a unit that should NOT be be in your main army. Will add complexity to how a terran prepares the mid game.
Specifications: 300 health Mechanical very slow move speed No actual attack High supply cost, to prevent turtle mech from being as effective (6?) 300 min, 50gas
Reasoning: Terran does not need any more attacking units. They have too many. The terran needs a supporting unit that does not synergize with the main army (raven, ghost)
I am think something like a giant movable tesla coil, that needs to set up to be used
I like this a lot - not entirely certain on the specifics of cost/duration, but over all sounds pretty rad :D
Unit type: Biological, Mechanical Caster Built from: Barracks(require tech lab, and factory for mechanical form) Cost: 150/100 Supply: 3 Health: 150(biological) 200(mechanical) Mana/Energy: 200 Range: 7 DPS: no attack Abilites: Bio form: Reveal(require research), Shockwave(require research), Mana Drain(no research needed) Mechanical form: Repair(no research needed), Rolling (research needed),Reveal(require research)
Lock is a caster unit to support both bio and mech playstyles. It will be built from barracks with tech lab. It will spawn as a biological unit, but soon as your factory finishes you can build Lock as a mechanical unit. But if you want to transform it from another to another, you require the research in factory tech lab. His Biological abilities will be researched in the Baracks tech lab, while mechanical updates are in factory tech lab.
Abilities: As a biological unit: Lock as a biological unit will support the Bio playstyle. He has in this form abilites like "Reveal", "Shockwave" and "Mana drain". -Reveal: With "Reveal" Lock will increase his sight range from 8 to 16 and will show invisible units in range of 6. It will have CD of 60sec and will last for 20 sec. This ability will be useful vs early DTs, if you havent any turrets prepared, and tactical engagements with the usage of sight increase. It will cost 80 Mana and need to be researched in Barracks tech lab with the cost of 50/50. -Shockwave: With this spell, Lock will unleash in the targeted area a slowing effect. It will have same Area radius as Ghost EPM and HT's Storm. The units in the targeted will move 50% slower and the effect will last for 6 sec. (can be seen as Timewarp in small radius). This will allow players to engage more better and to defend easier. It will cost 100 Mana and need to be researched in Barracks tech lab with the cost of 100/75. -Mana Drain: This spell is useful vs enemy caster units. Lock will make the targeted units energy/mana to its half. While he gets the enery to himself. It will be useful in big fights to target the spellcasters and get mana while making the enemy a bit weaker. It will cost 100 mana and need no research.
As a mechanical unit Lock will support the mech playstyle. He will have abilites like "Repair", "Rolling" and " -Repair: Repair will be same as SCV repair only difference will be that it needs energy like Medivac and its heal. With repairing unit, Mech players will not need to pull SCVs to repair and will have economy advantage. It costs 1 energy for 5hp and no research required. -Rolling: Since mechanical units arent really mobile, they need something against it. With "Rolling" Lock will allow all mechanical units in radius of 2 around him to move 40% faster and fire 20% faster. This will be allow mech players to play more aggressive instead to turtle forever. Rolling will cost 130 energy and will last for 30 sec with a cooldown of 70 sec. It requires research in factory tech lab. -Reveal: It will be same as the Bio form but needs to be researched in factory tech lab to be used as a mechanical form.
So Lock will be a caster unit, which needs micro, to support Bio or Mech playstyle. For example: The ability "Rolling" will not affect biological units and "repair" will be useless unless u play Medivac heavy. So you have to decide in which style you want to play.
I have finally thought of a decent unit suggestion to post on the forums. Seeing as we have no guidelines as to what kind of role blizzard wants to fill for this new unit, (Early game, late game, supportive, etc) I was thinking of a mid - late game style supportive unit for the Terran bio army. Something that isn't redundant to hellbat, but still fills the role of AOE splash damage support.
The Grenadier! The idea behind this style of unit is similar to that of BOOM BEACHES GRENADIER: http://i.imgur.com/OHwRXf8.jpg It will be a mid costly type unit, that deals ranged splash AOE. He Bombards the map with destructive power, giving his allies cover fire from a safe distance. While I do find this idea rather 'different' from other terran style units. I think it will be a fun and exciting type of unit to see.
In Boom Beach, the grenadiers deal friendly splash damage, are inaccurate but with extremely long rage, they also deal self inflicting damage, and they have a low rate of fire. (That similar to a siege tanks rate of fire in Starcraft)
Of course I wouldn't hope blizzard would just copy paste this unit out from one game into their game, but something along the lines for a new unit don't seem that far out of reach.
(People seem to be forgetting that all the races are getting more options to creative unit comps. Zergs won't be forced into ling bane muta every game, so the option for more unit rolls will be a bit more accessible)
After further thinking, I have a few more ideas to give this unit a bit more creativity. How about a skill that requires no energy, but has a cooldown. That gives the Grenadier stun ability for a short period, it also affects allied units so you have to aim carefully!
Limited to one. Built from a PF, for 350/200/100. Requires Fusion Core.
It retains the normal PF Damage / Frequency / turn-rate, moves at the speed of a flying barracks, is repairable and has a melee-slash for something like 120 damage.
So it's basically a walking PF to break stalemates. It's too slow to be dangerous in other situations, but it will close out games. The model is apparently already in the game, as someone linked earlier.
Most of these were TL;DR for me but a Zerg unit named the Ravager which is a late-game unit like the Ultralisk would be sweet! I think that would make the Zerg Air gameplay worthwhile & fun. Broodlords & Corruptors gets a tad stale.
Upgraded by using scv to build on a battlecruiser somewhat like msc to mothership. The cattlebruiser will shout Mooo...when created both players hear it. It can mind control a unit preferably an ultralisk. When it mind controls a unit, the scv that built it becomes the other players scv as compensation. Go bruise some cattle and shit.
Reading though these posts, I'd say there are mainly 3 different unit suggestions:
- obviously funny or not serious units - seriously suggested units, that are thought out in terms of stats/ costs/ spells - seriously suggested units, that try to fix a certain issue that Terran is facing
Personally I find those suggestions very interesting that include a unit providing some kind of terrain modification (walls, etc) or that have very low dmg output, but high dmg absorption, like
- Combat Construction Vehicle (CCV) by soupholder - Guardian by IeZaeL - Hoplite by Incognoto (and similar units)
NAME: MERC Built From: Barracks, Require Tech Lab. Description: Ground Splash Unit. Attributes: Biological, Light. Cost: 75min 25 gas, 30s Build Time and 2 Supply. Range: 6. Ground Attack: 5dmg, 1 radius AoE, Attack Speed 1.2. Speed: 2.25. Health: 80 (90 if Combat Shield is upgraded) Uppgrades: Stim, Combat Shield and Reinforced Shells. Reinforced Shells: Is an upgrade at techlab who makes Mercs basic attack knockback enemys (massive units is immune).
This unit is a core barrack unit for terran who does little dmg but does AoE in a small radius and knockbacks enemys if upgraded. They are weak by themself but combine with other barracks units they works well against small melee units such as zealots, zerglings and banelings.
A flying unit that may attack air and land units. It may both fly and be on the ground. It's quite similar to the real life fighter jet. The movement speed can be boosted be it's afterburners, which also increases its acceleration, but decreases its turnrate heavily, forcing it to move in almost a straight line when it's at max speed. Due to its superior airbrakes, it may deccelerate at the same rate that it accelerates.
The use of afterburners makes the Starshark consume the energy. Making the Starshark fly does also consume energy, but not nearly as much as the afterburners consume. The activation and deactivation of the afterburners has a 5 sec cooldown.
Spells
Flying: Consumes 1 energy per second
Afterburner: Consumes 5 energy per second
MOAB: A mini-nuke that must be dropped by the player when the player wants it to be dropped. The player may not decide a target location, which means he must drop the bomb manually. The bomb may not be dropped while the Starshark is on the ground. The MOAB also has to be researched in the fusion core. The MOAB has a 1 minute cooldown. The MOAB deals 100 damage to units (+100) to structures.
Production Facility: Factory or Command Center Unit type: Heavy, Armored, Mechanical Energy: 400 Starting Energy: 200
The rest of the specs can be like on a siege tank. Maybe it can have a bit higher movement speed and acceleration.
Main description
An unarmed ground unit that replenishes the energy of other units, using its' own energy and converting energy from minerals. It's quite similar to a real life armored fuel truck. It has a beam like the medivac that it uses to replenish the energy of another unit, at a rate of 5 energy per second
Spells
Replenish energy. Takes the energy from itself, or from your mineral bank. 1 energy costs 1 mineral.
On March 23 2015 20:29 Incognoto wrote: 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.
My favorite entry so far. I think this would be really interesting to test.
On March 23 2015 20:29 Incognoto wrote: 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.
My favorite entry so far. I think this would be really interesting to test.
One thing though is that if the unit doesn't attack, enemy units won't even target it. Which may render the unit not that useful. I would take a hellbat over such unit. It depends on its size, mainly, but if it isn't much bigger than a hellbat it's less useful, especially in mid-to-late game.
Edit: I commented on that unit particularly instead of countless other "fun" flawed unit designs in the thread because that idea actually seemed reasonable :D. I think you'd have to add some other feature to the unit. Like maybe the ability to shelter another unit? (like a kind of mobile bunker?). Or an active spell or passive aura of some sort. We don't have any aura-type spell in Starcraft, come to think of it. I think an aura with a small effect area would be interesting.
On March 23 2015 20:29 Incognoto wrote: 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.
My favorite entry so far. I think this would be really interesting to test.
i like the idea, but i wouldnt wanna increase the skillcap of terran even more. thats why i dont like energy based fency units in general, hence my Rocket Launcher
Expanding further on my previous submitted idea for a new building that allows for Bio-mech units:
TLDR: New tech building that allows for production of bio-mech units from Factory and Barracks including: - Hellbat (whose prior prerequisite of Armory is eliminated) - Electrocutioner (New Unit below). Bio-mech unit built from Barracks that has an electrical attack (with bonus vs Mech units) that bounces similar to Mutalisk attack. The unit also has a single-target Mech-only buff similar to Stim/Unholy Frenzy from WC3. The unit serves as an additional mid-late game bio-composition option and helps fill a gap for dealing with strong mech based armies (both Terran & Protoss) as well as increasing the overall offensive capability of mech compositions with its buff.
Name: Cyber Facility Cost: 150 Minerals 75 Gas Prerequisite: Factory Purpose: Allows the production of Bio-mechanical units from the Factory and Barracks. - Is the new prerequisite for Hellbats (previously the Armory) - Allows the new unit(s) to be produced from the Barracks - Contains upgrades for new and old units
Available Upgrades: - Haywire Missiles (for Ronin, see this post) - Ocular Implants (increase Ghost sight range by 2) - Zeus Capacitor (for Electrocutioner) Cost: 150 Minerals / 150 Gas Upgrade Time: 60 Seconds
New Unit:
The Electrocutioner is a bio-mechanical combat support unit. It's primary combat role is anti-mech / clumped-up low-health units and serves a secondary role as mech support (with a single target mech only buff).
Arc Cannon Damage: 15 (+15 against Mechanical) Cooldown: 2 Range: 5 Targets • Ground • Air Upgrade/level +1 (+1 against Mechanical)
Notes: The Arc Cannon attack is similar to the Mutalisk Glaive Wurm and will "jump" to nearby targets up to 2 times (so 3 total targets). Each target can only be hit once. In addition, each "jump" reduces the damage output by a third. While the attack is considerably stronger than a Muta, the unit is 1) not flying and 2) substantially slower so increase in attack strength is logical.
Examples: - 3 mech targets the base damage will be 30, 20, 13 (13.3334) - 3 bio targets base damage 15, 10, 7 (6.6667)
The Electrocutioner emits a high voltage electric charge to target friendly mechanical unit. The affected unit has 50% increased movement and attack speed (this can be adjusted) and takes 4 damage per second. The effect lasts 15 seconds.
Passive Upgrade Zeus Capacitor (upgraded at Cyber Facility)
Increases the number of Arc Cannon jumps from 3 to 4 and changes the damage reduction to 25% instead of 33%.
- 4 mech targets the base damage will be 30, 22, 16, 12 - 4 bio targets base damage 15, 11, 8, 6
The Electrocutioner may attack both ground and air units making it suitable to supplement Thor in his anti-muta duties. Due to its unique attack it is more effective against clumped up and mechanical units. It's unique ability allows for additional battle utility as multiple Electros can greatly increase the DPS of a Mechanized army (at the cost of greatly reducing its survivability).
The Electrocutioner can also make for a drop-harass unit as it's attack can hit multiple targets at at time. It is a mid-game support unit, useful for supporting infantry and mechanical squads. Because the Electrocutioner is both Biological and Mechanical, it can be healed by Medivacs and repaired by SCVs allowing it to compliment various forces. With its Arc Cannon it is effective as a support unit against mechanical units, and low health clumped up units like the Marine, Zergling, and Mutalisk. They are, however, vulnerable to Marauders, Zealots, and Roaches. As a general rule, Electros need to be complimented with either a robust infantry force or accompanied by Hellbats and Siege Tanks.
On March 24 2015 00:22 EndOfLineTv wrote: Unit Name: Sonic Vortex Tank
Descriptor: Large Zoning Unit. Creates a large circular AOE vortex. This Vortex creates an immense Solar flair, and acoustic sonic boom that Pacifies All units, including friendly for 30 seconds. Pacified units can not attack. However, they can move. This will include workers. They will not be able to build, or mine (including yours)
Purpose: To reduce the effectiveness of counter attacks. To reduce the danger of moving an army into wide open ground. To slow down all in timings. This will be a unit that should NOT be be in your main army. Will add complexity to how a terran prepares the mid game.
Specifications: 300 health Mechanical very slow move speed No actual attack High supply cost, to prevent turtle mech from being as effective (6?) 300 min, 50gas
Reasoning: Terran does not need any more attacking units. They have too many. The terran needs a supporting unit that does not synergize with the main army (raven, ghost)
I am think something like a giant movable tesla coil, that needs to set up to be used
Unit: Hel Production Facility: Starport, Requires Armory Tier: III Cost: 250m/125g Supply: 4 Vision: 8 Speed: 1.75/4.0 Health: 215 | 2(+1) /125 /0+(1) Build time: 50 Description: A mobile, mechanical flying unit that is capable of changing modes. It can actually transfer engine power to hull and weapons and vice versa.
Abilities
Switch modes.
Interceptor flying form - low hp and low damage - attacks only ground. It targets specified unit and automaticly shoots with it's miniguns(after upgrade). Basic range 6. 2x4(+1)+4vs psionic
armour type: light
It can be upgraded with fast tracking servos. (adds automatic targeting and increases range by 1)
Corvette flying form - high hp, high armour - attacks only air. It targets a specified area with cluster napalm(upgrade) missiles. Flying objects burn for a specific time after upgrade. 8x3(+2vs light) (+1 damage per second from fire) (+1). Range 6, armour type: armored
Unit Type: addon Production Facility: OC Requirement: OC, maybe something else if needed Cost: cheap Build Time: instant drop Supply Cost: none Stats: none
Works like a supply depot drop, can be used on mech units and allow them to host additional crew members (marines & marauders.) This is permanent (units can't be unloaded) and allows additional units relative to the supply count of the host unit. Additional crew members have (slightly) less range and damage but keep their properties (i.e. marines loaded into a tank can shoot air units). Marines loaded into e.g. Vikings can also shoot ground units. If the mech unit dies additional crew members survive with 25-50% health.
(I don't know if this counts as stealing, as this idea is heavily affected by other entries. If this happens to win, I will not take any prize or credit)
Unit: Electrocutioner <-- EDIT: Haha, didn't even realize there was the exact same name on this same page! Well, anyway...
Description: This unit is AOE spellcaster, that has two roles: massive worker kills and support unit. Supports mech vs protoss, and bio vs zerg.
Builds from: Barracks with Techlab Requires: Electromagnetic Research Facility (unlocked by Barracks with Techlab) Cost: 125/100 HP: 100 Type: Biological Supply: 3 Speed: 2.25 (Marine speed)
Spells Spawn energy 100/200 Electrostatic Bomb: Range 6. Energy cost 50. Afflict the targeted unit with electric energy, that deals 100 damage over 6 seconds. After the duration or when the target dies, the electicity jumps to 4 nearby targets, range 4. Maximum 2 jumps to avoid snowball, so maximum affected is 1->4->16=21 total units.
Magnetic Repair Beam: Range 4, leash range 6. Energy cost 20 + 5 per second while channeling. Channeled while stationary, moving or casting spells breaks casting. Repairs a friendly structure or mechanic unit, restoring 10 health per second (Medivac ~9 HPS)
Powershield: Energy cost 100. Deploys a field of electric force around the Electrocutioner, creating a shield of radius 2, and giving the electrocutioner a shield of 100 HP on top of health. All damage taken by all ground units within the shield will first consume the shield. The shield lasts 30 seconds or until it's depleted. Electrocutioner's movement is reduced to 50%. Casting spells cancels the shield.
New building Electromagnetic Research Facility: Unlocked by Barracks with Techlab. Unlocks Electrocutioner and has 2 upgrades available. - Superconductive Batteries: Electrocutioners spawn with 100 energy, up from 50. - Electric Ammunition: All mechanical units deal extra 20% damage to Protoss shields or something like that
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REASONING: 1) I think Terran needs something more than mines for killing workers, because now I think Protoss has a good amount of ways to harass enemy economy, while T and Z lack behind. This unit can be dropped and used like storm drops with the Bomb spell.
2) I think Terran needs a bio support unit vs Z, for diversity. This would add more microing to T, as now it's just splitting. It would have to be implemented so that both the Shield and Bomb spells would be useful simulatenously, not so that 1 overruns the other.
3) This would support mech vs P, as we all want to see mech be viable in this matchup. I think the main mechanics would be that zealots don't instakill tanks that would be healed, and the Bomb spell would overall punish the deathball vs both bio and mech. I don't think this would make Ghosts or Ravens less useful, but you would have to choose where to spend your gas.
Ability 1: Stimpack. Jammer loses 35 health and receives a 50% boost to Attack Speed and Movement Speed for 10 seconds. Ability 2: Launch. Jammer Launches itself to a unit up to 7 Range away. 40 Impact damage and stuns the target for 3 seconds. Jammer is stunned for 2 seconds. 15 second Cooldown. Cannot Launch over Cliffs or Structures
Role: The Jammer is a slight adaptation of the HERC, but without the Hellbat overlap. Jammer has no splash, but becomes an Anti Massive specialist. It has a DPS of 15 Unupgraded but Stimmed, 10 Unstimmed. It prefers fighting by Launching itself forward into the Enemy army, disabling a key target and using its high DPS and resilience to give the Bio support army the time to deal damage. The Jammer will usually allow the bio army to take it's position without fearing massive damage from opposing key units. TvT: TvT the unit can be used to temporarily disable Siege Tanks and allow the Bio army to close the distance. Cyclones with their High DPS + Lock should be an excellent counter. Another way to defend tanks is by positioning them behind structures; Launch cannot circumvent structures (except lowered SDs). TvP: This is the matchup the Jammer shines. It can be used to deny Disruptors (the 3 sec Stun effectively wastes their attack, at the cost of Jammer health unless you have sick micro and do a hot pickup). The Jammer deals high damage and can disable key targets such as Immortals, Collosi and Archons in a deathball fight. It will be key for Protoss to have a hotkey of Immortals dedicated to sniping Jammers in lategame to prevent them from wreaking havoc on the army. TvZ: Jammers can be used to great effect against Ultralisk, but also against Zerg players that control their Banelings poorly. One Jammer can absorb 14 banelings, so Zerg players should keep their Banes on the move or on Hold Position. Jammers are also an excellent answer to Lurkers. Infestors, however, are a great response, as Jammers have short range and their Launch ability is their main selling point.
Visuals: The Jammer will be a very bulky unit. Think of the WoL campaign Firebat/Marauder Mercenaries. Additionally, they have a set of Launchers in their feet, allowing them to fly straight towards their target.
He is something like a special marine. This marine flyes and provides visibility in the battlefield. His ability is dropping a square holographic barrier that protects from banelings and other area damage units like high templars or colossus, additionaly this barrier returns 25% of damage taken to the enemy. The barrier last 10 seconds, and needs tech lab on barracks and engineering bay.
I really don't like the idea of another Mech supporting unit. I feel like mech already has the pieces it's just up to Blizzard to put them together. The main thing I'd like to see is replacing or redesigning the Thor and improve the Vikings ground form in some way, even if it's just lower the transition time. I wonder if they would be willing to add the Goliath in place of the Thor in addition to the new unit. As for the new unit, I think Terran Bio is missing something in the late game and I'd like something to address that.
Ok. I am reading some really crazy ideas. Blizzard asked for a unit coming from Barracks or Starport and I see lot of Factory Units presented... This is NO SENSE. If we dont take this seriously, the community will never be respected from the designers.
First of all I dont see the need of another T unit. Even the "Cyclone" seems to be a joke. It is OP or totally useless. In the last video he is much slower and es very difficult to use. I just dont see him fit in the T army. Maybe another niche unit like the reaper?
Instead of creating new unit for Terran I suggest to fix the actual ones and try to balance the game better.
Five years and still no Mech viable in Progames vs Protoss. How much time do you need Blizzard? I am Diamond Terran and play Mech every game. I use Ghosts in the TvP MU and got something like 80% winrate. Still feel Air transition very difficult and the production time is a great enemy in this TvP.
Give some kind of EMP to the Raven. Low the cost of the Armory to its Broodwar Price. PLEASE, PLEASE, PLEASE keep the AIR and GROUND MECH UPGRADES COMBINED. Improve the Viking on the ground to help them protect tanks and hellbats when there are 30 zealost coming after huge warp in the end of a air battle.
Finally I would ask to add the Reactorlab addon from the T campaign been able after the construction of the Fusion Core.Will help a lot. Factory Units a built very slowly and we got no chronoboost.This reactor will help a lot even for the Air Transition, because you usually use banshees and need ravens and lot lot lot of vikings in late game.
I am just tired of 6 years of BIO TvP. Always the same...
Type: mechanical structure Tier: 2 Requires: Engineering Bay, Armory Cost: 150 minerals / 50 gas Build Time: 40 HP: 200 Armor: 1 (+2 buildings) Range: 6 (+1 ) Ground Attack: 4x8 (+2x8 Upgrade: Engineering Bay 200 minerals / 200 gas) Air Attack: None Cooldown: 8 Sight: 8 Note: burrowed when out of use
Concept:
The upcoming idea of LotV to encourage players to take more expansion emphasizes the discussion about map-control: meanwhile protoss and zerg are able to build a decent defence line in free ground spaces, terran has to rely on Planetary Fortesses, mines and turrets or filled-up bunkers. Bunkers and mines cost supply what decrease the army size on the field while Planetary is too expensive and not designed to use for map-control. Turrets are decent for air deffence but makes no sense at ground control.
The Floor Gun Trap (FGT) was designed in Starcraft: Brood War but not used in the multiplayer. To point out some roles in Starcraft 2: - Because of multiple targetting it would have a role as a semi-mine-like ground controlling structure but still not considered as an unlimited AOE dealer - Supports the idea of tank-turret mechanic terran style with adding FDG to the army line - Adding to defend the expansions Terran would be able to build Orbital Command to play more economic based play, while the gas cost would limit the number of the FGT.
mechanical walking/jumping mech-style robot type thing, ideally with a hot lady pilot, about the same size as viking, in air and landed, but more beefy/less frail looking.
made from starport- doesn't attack while in air, can land on ground
has ability to "leap" forward and stun small-type units in a certain radius, this stun is also activated upon landing (which would be faster than a viking, would land fast and hard on the ground, causing the stun), can leap off of cliffs but not up them, since it's a big robot not a little reaper, and cooldown would be about the same as blink, slow enough so that it is not faster to just lift up and land again, or maybe it can only land once? i duno
slow, rock-em sock-em robot style melee attack called jab or something. extra damage vs massive, would suck vs crowds so obviously used mainly for the stun utility/could also land on tanks/immortals and punch the crap out of them.
i think it could make gameplay more dynamic by giving some interesting escape mechanism, could be used on a professional level but also by people who don't know how to split marines at 800apm, so you could just rally your bio home and stun the approaching lings/chargelots by suicide leaping into a pack of them. could also be used in mech against immortals or in tvt to break tank lines
edit: i guess it could have a more cleave-like aoe punch, but i think just punching massive units would make most sense, so that it doesn't get made just for destroying workers... also the stun could affect all units, i just thought of it starting from the starport since they need starport units, and the landing also using the leap effect i think sounds cool, i also thing something cool needs to happen to the sensor tower, but that's a different topic
The Command Fortress gives Terran some much needed map control, defensive options, and reliable inexpensive AOE. Its a direct upgrade from the Planetary Fortress and adds some much needed functionality to the concept while seeking to be a balanced design. It has offensive applications but is primarily intended to augment Terran's late game defense while creating interesting tactical and micro opportunities for the player and their opponent.
Function:I'd like for the Command Fortress to lose the ability to produce SCV's but retain the ability for them to return resources to it. This would be a bit counter intuitive for new players and goes against the direct upgrade pathing that Starcraft has, so I doubt it would happen. The Field Marshal is a hero unit that complements the Command Fortress. On their own the CF and FM are capable defensively but much more effective when complementing each other. Take out one and the other is limited.
Spells Tac-Link 75 energy, 30s duration The Command Fortress remotely links 4 Missile Turrets allowing them to fire anywhere in the designated area. + Show Spoiler +
Function: When selected it displays two radius': effect radius (used to select the Missile Turrets), and attack radius (new attack radius the Missile Turrets will have). When one linked Missile Turret is destroyed Tac-Link adds the next closest Missile Turret to the link. Use: Missile Turrets are effective in large numbers against airborn harassment, but deal poorly with Muta clouds and mass Phoenix. This requires a Terran player to split their focus between attacking and defending multiple bases and often a few seconds can mean loss of production or whole mineral lines. Tac-Link allows a Terran player breathing room to stave off an attack until their army can return, or just scaring off enemy air until it runs out. Its not free, however. The Terran player has to build the Turrets beforehand and position them smartly in order to get the most from them, AND do it in multiple bases.
Abilities Arm 330mm Strike Cannons 100 energy, 30s duration, 30s cooldown Builds 330mm shells that can be launched by the Field Marshal. Limit one per Command Fortress. + Show Spoiler +
Function: Works the same as arming a nuke in the Ghost Academy, except it requires energy. Has a shorter initial build time and the Field Marshal can launch a 330mm Strike quicker than a Ghost can a Nuke. This allows for reactionary use, but limits the consecutive use to prevent abuse.
Root/Uproot 06s cast, 1.0 speed The Command Fortress deploys legs in order to relocate itself. It cannot bunker, build, or cast while uprooted. + Show Spoiler +
Use: Since a Command Fortress is a serious investment in time and resources you should be able to relocate it. Since it walks instead of flying it's vulnerable to ground units. It's large size also means you won't be able to get it beyond certain ramps, which may force a player to defend further outside their base than they want during a series enemy push or base trade scenario.
Load/Unload The Command Fortress can load SCVs, Marines, Marauders, Reapers, and Ghosts, protecting them from fire. Has a cargo space of 5 (+3 with upgrade). + Show Spoiler +
Function: Works just like a normal Bunker: Units within can attack and gain +1 range. Use: The Command Fortress trades the Ibiks Cannon for its myriad abilities. Bunkers are not reactionary structures: they take long to build and use supply by requiring units to be loaded in order for it to function. They are easily destroyed by run bys and warp ins. Losing a bunker means losing 300 minerals at a minimum and they are often not effective mid to late game in securing a base. To add a more reactionary defensive structure to Terran's arsenal the Command Fortress can function as a Bunker(2 with the Neo-Steel Frame Upgrade). A quick enough Terran player can reinforce it enabling it to defend itself and a mineral line, or to be the center of holding off your opponent. To counter this an attacking player can stop this by focusing on the approaching units, or sieging it.
Field Marshal Description: Combat Walker Built From: Command Fortress Cost: ?/?, ? supply Attributes: Mechanical - Psionic Ground Attack Lance Rail Cannon 20 (+15 vs armored) 7 range Air Attack Viper Rockets x3 8 (+4 vs light) 0.5 splash 10 range Defense: 200/2 Speed: 2.75 Cargo Size: 4
The Field Marshal is blend of the War Hound and Thor. It seeks to be a fast unit that adds micro opportunity as well as defensive options. I don't want it to be too powerful, but it should have enough power to warrant it's use and to be taken seriously. On its own it's meant to provide additional firepower to any composition and provide some meaningful anti air options without stepping on the Thor and Cyclone. It has only one skill it can use on its own, a defensive shield. Otherwise it requires a Command Fortress to be effective as a support unit. Since it lacks energy it isn't affected by feedback or emp and isn't hard countered by any one unit. It should usually be behind your army but can be used aggressively, but is far from unstoppable. + Show Spoiler +
In my mind it would look something like this, only SC2 stylized.
Spells Dragons Teeth 75 energy, 9 range, 3s activation, 14s duration Energy is spent at the Command Fortress to launch a missile containing caltrops which are dispersed in a limited area. They attach to units passing through their radius, hobbling them. Unit is slowed by 25% and takes 10 damage. Effect lasts 15s. + Show Spoiler +
Function: Affected area displays clearly on the map. After being cast it takes 3 seconds for them to "activate", allowing a player time to move their army around, through, or off of them. Every time an applicable ground unit passes through them they take 10 damage, but the slow effect does not reset and expires after 15s. Use: Gives Terran some much needed map control and a way to slow massed Zealot, Ling/Baneling, Locusts, and to create choke points. It's primarily a defensive aid when dealing with melee units. The damage component can be scaled down but is primarily there to make both you and your opponent think twice about pushing through it keeping it a primarily defensive spell. It uses the Command Fortress energy to cast the spell for two reasons: prevent feedback, and to keep the synergy/dependence with the Command Fortress.
Aegis Barrier 15s duration, 30s cooldown Activates a 150hp shield that absorbs ranged damage. + Show Spoiler +
Use: An activated ability on a cooldown timer. When activated the shield absorbs all income ranged damage, but is ignored by spell and melee. Function[/]: The Command Fortress can use Tac-Link without a Field Marshal, and the only the skill a Field Marshal can use without the CF is Aegis Barrier. It further cements the idea that the unit is to be used defensively, with limited aggressive applications. It's effectiveness is ed against speedy melee units meaning it's not going to cut it in all situations.
Abilities Launch 330mm Barrage 10 range, 80 d/s for 6s (480) The Field Marshal calls down an artillery strike at the targeted spot. Artillery takes 10 seconds to land. + Show Spoiler +
Function: The Field Marshal laser designates a spot up to 10 range. A big bright exclamation point the size of the radius is displayed on the map (think sensor tower) Like with the nuclear strike an audible warning in sounded, giving the player time to find it and attempt to kill the Field Marshal or move their units. [u]Use: Terran damage dealing AOE has many problems when it comes to spell AOE. All of it deals friendly fire and is often used against the player (HSM, Widow Mine). The player has very little control of where the damage goes (HSM, Widow Mine), the exception being nukes and EMP. Nukes are expensive and only useful when massed and EMP is rarely seen outside of a the occasional TvP game. Both the Raven and Ghost are expensive units and take up production time better spent on more useful units. The 330mm Barrage gives Terran the ability to zone out enemy units and deal reliable, if limited spell AOE. It can be used reactionarily, aggressively, and defensively. Though it launches quicker than a nuke it does its damage over time and is much more forgiving, it's main purpose being breaking defense and map control. Since it stays on the field for 6 seconds it also acts to delay an enemy advance or cover a retreat. An enemy can choose to run through it, sacrificing health and low HP units to pursue. This creates micro opportunities for both players and fills a much needed gap in the Terran arsenal that isn't easily abused.
This is a skillshot AoE unit for Terran, I purposed already somewhere that they could change the snipe of the ghost to a skill shot which deals AoE in a small straight line. Though noone liked my idea with reasonable complaints. But i really love this Idea so here is what i came up with.
new building (that requires Barracks) in which you can build 2 support units which don't profit from standard upgrades: the widow mine (which is removed from the factory) and the MultiMissileThrower.
Mumi is a mobile multiple rocket launching system whose attack has to be targeted on ground (this is the primary and only attack it can do).
maybe even without autoattack so the player has to babysit it.
After manually targeting on ground It deals low damage (compared to tanks) with a bonus to light units on a big splash radius (I think of an old emp radius or even bigger) until you give it another command.
It is as fast as Marines
deals damage to friendly units
has only few hps, light, mechanical
Mumi can't shoot air. Their projectiles are very slow and Dodgeable easily. (I envision the rockets flying randomly around in strange curves until they reach the area of effect)
Mumi is a very flexible unit which can be built with mech and bio because it doesn't profit from standard upgrades.
The building, we can call it Supportfacility, needs a tech lab to build the Mumi but mines can be reactored.
The drilling claw upgrade is moved to the Supportfacility tech lab.
upgrade for higher range for the Rocketlauncher which needs a armory
Another upgrade which gives the rockets bonus Vs armored units, this upgrade needs a fusion core.
Unupgraded range would be something like 5 and upgraded like 7 but as it has aoe the effective range is even higher.
The unit costs something like 150/75 (this is really open)
has a very slow fire rate like the thor anti air (or maybe even slower)
This is how the onager in AoE was working. I wish we would have someth8ing like that in SC2. The raveger is a bit like that but not the kind of glasskanon unit with big AoE and the skillshot it is not his primary attack.
Justification of the design:
Firstof all I just love the high micro and counter micro possibilities this unit offers, and this is the main reason I suggest it.
The upgrades I chose are very important to keep the unit useful In all stages of the game,that is why there is for example a late game upgrade Vs armored units which is because there are not many light units in late game anymore esp Vs protoss.
The range upgrade is implemented to make it an investment commiting to a Mumi strategy. This way the cheese and early game Potential is not too high.
I think Mumis can help terran bio late game because you can defend areas very effective
Vs Protoss it is manly good vs clumped deathballs which is a good thing, except ghosts terran had no offensive AoE whith bio
this unit could maybe help meching players (not sure) and some allins like blink allin or dts.
The AoE damage will be not so efficent in early game offense because the enemy can dodge the shots with smaller armies. Together with the 2 upgrades, this is why this unit needs not to profit from upgrades to have a good balance in all gamesstages (that is what I hope at least).
By introducing the new building there will be more scouting potential for the other races and it is more of an commitment for terran to invest in an additional building, protoss can for example scout if Minedrops are comming. Or zergs know if terran plays hellbats or mines.
To be honest this unit is not invented by me for the sake of fullfilling a role, the main reason is just that it could be a fucking fun unit to play and to watch and it is something completaly different. I think first the units have to be fun and then they should balance around those units and maybe change them.
This unit would be very cool for bio mech transitions or confusing openings to keep zerg and protoss a bit in the dark whether Terran goes mech or bio. There could also be defensive openings involving Mumis combined with good building placement.
This unit also offers a nice strategic positioning tool even for bio. You could basically force the enemy to not engage in a certain area which you have targeted with 2 or 3 Mumis.
My conclusions and thoghts may be very wrong (i am bad), but does noone else like the idea of a unit with a really dodgeable aoe skillshot in the game? I think it would be so cool.
Some others have had similar suggestions, here is what I was thinking before reading anything else:
Space Combat Engineer (SCE) Builds at (naked/reactored) barracks. 50m/50g, 1 supply, 34s build time Armored, biological 5 dmg (+1) / 3.3dps / 1.5 cooldown (same as SCV, but upgrades) 50hp 0 armor (+1) Energy 50/200 Speed 2.25
Has ALL scv abilities except gather/return. Can build all terran structures as well as repair (note, SCE is NOT mechanical).
Ability: Weld (auto-cast) 2 energy per 5 hp, range 4 "Heals" close-by friendly mechanical units
Ability: Cloak, 25 energy (-0.9/s) *ONLY* When building, the SCE has the ability to build undetected (structure remains visible) until out of energy. (possibly upgradable with "personal cloaking" -ghost- to be usable beyond building)
Ability: Fox Hole, 75 energy, 3 Builds a 2x2 structure with 1 armor, 200hp and 2 bio slots. Lasts 180 seconds. *benefits from Building Armor, Durable Materials and Hi-Sec Auto tracking (think of this as a cross between an auto-turret and mini-bunker - and small part forcefield)
First, economy: It would be nice (as terran) to not waste scv time building... This would provide an additional "worker" without slowing SCV production. On the flip side, 50/50/34 (what I would start with) is a hefty gas and time investment for a non-fighting unit. So it shouldn't wreck early game economy (oh yeah, that's being totally changed in LotV already).
Second a rax unit that supports mech! (I think that's what most people are really after - my initial idea was some kind of bio AOE unit, but the tech would overlap with WM/hellion too much.) So, instead my second idea was for a mobile repair unit! I think having the option to behave like an SCV (without mineral pathing) as well as having a "mech-heal" (at a higher energy cost than medivac heals) was neat.
A caster? YES! However spells that have very different uses.
Weld is an obvious mech heal. You might think that having it in the early game would be OP (as a medivac would be). I'd argue that the high gas cost would slow down mech openings to a point that it would be very hard to use aggressively (poor synergy with hellions due to unit speed). So despite being an low tier unit, the ability comes into it's own more in the mid-late game.
Fox Hole is part Auto-Turret (minus the damage), part bunker (but smaller and without a range bump unless upgraded - hisec) and part FF. Anyone who's played with ravens knows it's not easy to land an auto-turret in combat (units tend to get in the way). This would almost require FH to be used before combat (especially since you'd still need to fill the fox hole for damage). With enough warning FH could be used to complete walls. Due to cost (75 energy) this can't really be spammed or cast on unit completion. This ability allows the SCE to play well with bio also.
Cloak is there cause I'm tired of having my SCVs harassed!! Purely a defensive ability (although some Korean will find a way to abuse this offensively) that allows a building to go up in peace.* *building still visible and subject to damage*
OH YEAH!! The unit skin is even in the game already...
Unit Type: Armored, Mechanical Production Facility: Starport w/ Tech Lab Cost: 200 Minerals & 100 Gas Build Time: 60 seconds Supply Cost: 4 Ground Attack: None Air Attack: 8 (+1) Splash (1.5x Thor's splash) +4 vs. Armored Range: 4 (Can attack while moving) Cooldown: 2 Air DPS: 4 (+0.5) 6 (+0.5) vs. Armored Health: 70 Armor: 5 (+1) Sight: 10 Movement Speed: 4.25
Abilities All Bomber's abilities have no effect on workers and share the cooldown. Carpet Bombing Cast Range: 15 Radius: 3 Cooldown: 30 seconds Damage: 30 (+70 vs. Armored) Travels to the target point bombing the ground. (Friendly units are unaffected) Smoke Reserched at: Tech Lab Reserch Time: 80 seconds Upgrade Cost: 200 Minerals & 200 Gas Enable Stategic Smoke and Tactical Smoke. Strategic Smoke Cast Range: 15 Radius: 3 Cooldown: 30 seconds Duration: 5 seconds Travels to the target point releasing a path of white smoke that slows the movement speed by 50% and blocks the sight. (Air units are affected as well) (Friendly units are affected only by the sight blocker) (The duration of multiple smoke stacks, the effects don't) Tactical Smoke Cast Range: 15 Radius: 3 Cooldown: 30 seconds Duration: 5 seconds Damage: 10 (+10 vs. Armored) Travels to the target point releasing a path of red smoke that slows the attack speed by 30% and deals damage over time. (Friendly units are unaffected) (The duration of multiple smoke stacks, the effects don't)
Name: MERC Produced at: Barracks Supply Cost: 2 Mineral Cost: 125 Gas Cost: 50 Movement Speed): 2.75 Damage : 30 Cooldown : 1.8 Range : 1 Defense: 160 Hp, Armor: 1, Biological, Light Collision Size : Same as Marauder Cargo Size: 2
Description: It has a special ability called grapple which allow the MERC to jump onto an other unit (ally or enemy or rocks) It will enable a lot of creative plays.
I propose renaming the Hellbat into the Hellbot. The new "Hellbat" will be another Hellion transformation that can be built in the starport. The transformation upgrade will be researched in the starport as well. It attacks using 2 laser-like flames that does small circular aoe damage on point of impact, because it has to be a different shape of flame from the hellion's and the hellbot's.
Stats: HP: 110 (differs from both hellion and hellbot) Air attack: 6 (+1) x2 (differs from both hellion and hellbot) Bonus: +2 (x2) vs light, +3 (+2) (x2) vs light with infernal pre-igniter (differs from both hellion and hellbot) Cooldown: 2.25 (differs from both hellion and hellbot) Attack range: 7.5 (differs from both hellion and hellbot) Attributes: biological, armored, mechanical (differs from both hellion and hellbot) Speed: 3.25 (differs from both hellion and hellbot)
You can also transport them inside medivacs to hide them. They escape from the medivac if it gets destroyed. Cargo size: 3 (differs from both hellion and hellbot)
The unit should be able to zone out mutalisks by wrecking them in straight up combat while not being fast enough to chase them. The longer range should prevent mutalisks from kiting them, however. It fits SC2's design as well as the terran motif. It is another hellion transformation with a different kind of flame that has different stats from other transformations. It also fills a very specific niche in the terran arsenal by hard countering a very specific unit.
Pre-Stim barracks unit that allows bio to stim without upgrade but will need to stay near to them once they stimmed. If the WW unit gets separated or killed off the bio will suffer from withdrawal and loose hp quickly over time.
Voice cast and dialog line are allready resolved :
I love Avilo's entry for the Boomerang. It would be fantastic !
Avilo wrote:
"Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 50 vespene gas / 2 supply Cost When Produced from Barracks*: 50 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)"
In case Blizzard has an issue with producing it out of different production buildings, you could consider:
- It can only build from the Barracks, not the Factory;
- It can build reactored;
- Add 50/50 quick research "Process Efficiency" (any name) to the Armory: Permanently changes the resource cost of the Boomerang from 50/100 to 100/50 (intended for Mech use only).
Otherwise exactly as Avilo described. All credit to Avilo - my comments are for Blizzard if they have an issue with the two buildings. I think Avilo's unit is perfect because it would bring alot of new dynamic to the seemingly rigid Terran race. Getting boosters and combined upgrades is nice, but... Terran needs an amazing and new idea.
Edit: Blizz said they wanted something from the Barrack or Starport. This should not nullify this unit concept since Mech floats in minerals and therefore you could just pump four units at a time out of two barracks.
Slow Long Range Infantry Unit - Spray's gatling gun on single line
No siege mode necessary but does have slower start up time to fire
Special Ability - Mow down - targets one unit or building
Has the ability to "saddle" on a hellion to increase speed while shooting
Another ability "Hellbat Shield," combines with hellbat, increases the hellbats defense/life and run's the hellbat into the fight (kind of like a stim for the hellbat)
I have summarized the first 5 pages of this thread. Double entries omitted. Names and contributors are omitted, ideas only. Someone else take over please!
A large force field projector that creates a barrier
A supporting mech unit: sensor, increase unit vision, detect cloak, emit EMP wave
A unit that rotates 360° before firing either a 200 damage bullet or an AOE hammer
A terran version of the swarmhost that spawns 2 small 'locbots' at a time
A hero infantry unit: lay electric fence, double damage of mech units, spawn short-lived 'observer' drone
A fast support mech-unit: deploy healing bot, create defense matrix, deploy spider mines
A bunker that takes 35 sec to build
A huge caterpillar truck: Drive over infantry, deposit indestructible rocks, build bridge
A drill tank: create underground tunnel for unit deployment
Warhound: A unit that eliminates the need for any other ground unit to ever be produced. Cost: 150 minerals / 75 gas Health: 220 (76% more than a Marauder) Armor: 1 DPS: 14 (40% more than a Marauder against unarmored units) Speed: 25% Faster than all bio forces Supply Cost: 2
Ability: Auto-cast 6 second cool-down missiles that deal an extra 30 damage to any mech unit in range (current target is prioritized). Effectively gives the unit 19 DPS against mech units.
New Building: Rotti House (125 Mins, 50 Gas, because Stalker cost, 45 sec build time) Can only be built where the grass is greener. unlocks following units for your barracks:
Rotti (Tech-Lab, 50 Mins, 50 Gas), movement speed of 2.25. has a one time ability and can only dance otherwise, to taunt your opponent (it does not dance very well). Ability: #Dicey: The "Rotti" builds 3 Stalkers around him. This spell costs 400 Mins/200 Gas and requires only 10 seconds to channel. Also believes in a thing called roach. This will allow Terran to indirectly build 3 Stalkers, which will make the game way more balanced, since Terrans can now also access good units and have less reasons to cry. Since you can't get blink, massing Rottis will probably not be viable, making it more of an early game unit.
Rotti Co-Caster: Spellcaster: (Tech-Lab, 75 Mins/125 Gas). Movement speed of 1.8. Spell 1: I don't know Kev (99 Energy). Confuses Units in the targeted area. They only do 3/4 of their normal Damage and hit themselves every 5 seconds. Lasts for 15 seconds. Spell 2: Kappa (75 Energy). The "Rotti Co-Caster" randomly yells weird words from teh Interwebz causing units around him to flee for 7 seconds, making them unable to attack. Spell 3: You got a Zergling in your base (Doesn't cost any Energy, will kill the unit). The "Rotti Co-Caster" charges 3 seconds before exploding in a burst of rage, dealing 140 Damage in a small radius around it. While charging, the "Rotti Co-Caster" will uncontrollably roll around with a movement speed of 5, making it really random. This spell might get you fired from EG. Rolling around may cause this unit's arm to break, which will slow it down to a rolling movement speed of 3 instead of 5.
Ground Bio, Built from Barracks with techlab. Xel'Naga tower control required. Cost: 50 min 150 gas. 70HP 50/200 energy. No attack; speed same as stimmed marine.
Spells: WOLOLO (100 energy) - Steals an enemy unit. WOLOLO sound is heared anywhere on the map (like nydus).
HEAL MEH! (75 energy) - +50HP AOE, apply also to mech units(!)
Xel'naga Prank (passive) - Monks are able to move the xel'naga towers all over the map.
NFC module (passive) - Monks destroy forcefields on touch.
Produced from Barracks Cost: 50 minerals / 1 supply Production time: 25 seconds HP: 50 Armor: 1 (+infantry upgrades)
Ability: Attach to a marine, marauder or ghost. The Human Shield will have target priority over the unit it is attached to, and when its below 50% health, it will attempt to run away, drawing fire. Splash damage will damage both The Human Shield and its carrier, and the carrier can be manually targetted.
On March 24 2015 03:34 Obsi wrote: New Building: Rotti House (125 Mins, 50 Gas, because Stalker cost, 45 sec build time) unlocks following units for your barracks:
Rotti (Tech-Lab, 50 Mins, 50 Gas), movement speed of 2.25. has a one time ability and can only dance otherwise, to taunt your opponent (it does not dance very well). Can be used to build 3 Stalkers in 10 seconds for 400 Min/200 Gas,one time only. Also believes in a thing called roach. This will allow Terran to indirectly build 3 Stalkers, which will make the game way more balanced, since Terrans can now also access good units and have less reasons to cry. Since you can't get blink, massing Rottis will probably not be viable, making it more of an early game unit.
Rotti Co-Caster: Spellcaster: (Tech-Lab, 75 Mins/125 Gas). Movement speed of 1.8. Spell 1: I don't know Kev (99 Energy). Confuses Units in the targeted area. They only do 3/4 of their normal Damage and hit themselves every 5 seconds. Lasts for 15 seconds. Spell 2: Kappa (75 Energy). The "Rotti Co-Caster" randomly yells weird words from teh Interwebz causing units around him to flee for 7 seconds, making them unable to attack. Spell 3: You got a Zergling in your base (Doesn't cost any Energy, will kill the unit). The "Rotti Co-Caster" charges 3 seconds before exploding in a burst of rage, dealing 140 Damage in a small radius around it. While charging, the "Rotti Co-Caster" will uncontrollably roll around with a movement speed of 5, making it really random. This spell might get you fired from EG. Rolling around may cause this unit's arm to break, which will slow it down to a rolling movement speed of 3 instead of 5.
On March 24 2015 03:34 Obsi wrote: New Building: Rotti House (125 Mins, 50 Gas, because Stalker cost, 45 sec build time) unlocks following units for your barracks:
Rotti (Tech-Lab, 50 Mins, 50 Gas), movement speed of 2.25. has a one time ability and can only dance otherwise, to taunt your opponent (it does not dance very well). Can be used to build 3 Stalkers in 10 seconds for 400 Min/200 Gas,one time only. Also believes in a thing called roach. This will allow Terran to indirectly build 3 Stalkers, which will make the game way more balanced, since Terrans can now also access good units and have less reasons to cry. Since you can't get blink, massing Rottis will probably not be viable, making it more of an early game unit.
Rotti Co-Caster: Spellcaster: (Tech-Lab, 75 Mins/125 Gas). Movement speed of 1.8. Spell 1: I don't know Kev (99 Energy). Confuses Units in the targeted area. They only do 3/4 of their normal Damage and hit themselves every 5 seconds. Lasts for 15 seconds. Spell 2: Kappa (75 Energy). The "Rotti Co-Caster" randomly yells weird words from teh Interwebz causing units around him to flee for 7 seconds, making them unable to attack. Spell 3: You got a Zergling in your base (Doesn't cost any Energy, will kill the unit). The "Rotti Co-Caster" charges 3 seconds before exploding in a burst of rage, dealing 140 Damage in a small radius around it. While charging, the "Rotti Co-Caster" will uncontrollably roll around with a movement speed of 5, making it really random. This spell might get you fired from EG. Rolling around may cause this unit's arm to break, which will slow it down to a rolling movement speed of 3 instead of 5.
The firebathero is, as you could guess, a Firebat. It is thus produced in the barracks, like the good old Firebat. However, considering the Hellbat took the role that the Firebat should rightfully fill, the Firebathero is not a normal Firebat ; it is a powerful, spellcaster Firebat, that can act as a core or as a support unit.
Considering that it is a spellcaster, the Firebathero needs a tech lab, and costs 150min/75gas.
The Firebathero has standard Firebat armor and health, as found in the campaign. Additionally, it can stock up to 200 energy. At first it doesn't have a single spell, and just has a new Firebat attack : the Napalm Gun, which deals not too powerful AOE damage on a large area (approx of the size of 1.5 Psi Storm), is very efficient against light units, and gains in DPS the longer the Firebathero stays in the same spot without moving.
The tech lab allows the research of the two major spells of the Firebathero : Master of Ceremonies, and Game Change.
Master Of Ceremonies -This ability uses an advanced RNG process in order to make the game more exciting for both viewers and players. -Costs 100 energy ; when casted, the Firebathero becomes immobile and unable to attack for the duration of the spell (but stays vulnerable). To differenciate Firebatheroes that are using Master Of Ceremonies from other Firebatheroes, motherfucking sunglasses appear on the spellcasting Firebathero. -When casted, one of the following things happen : -33% chances that all ennemy units in a 3 hex radius around the Firebathero suffer from the "Impressed" passive trait and start to run in a random direction, at a random speed ; the opponent loses control of said units during a randomly generated duration, included between 1 second and 5 minutes. -33% chances that all friendly units in a 3 hex radius around the Firebathero gain the "Inspired" passive trait, making them immune to ennemy non-spell attacks for a randomly generated duration included between 1 and 5 seconds, as well as increasing their damage output by a randomly generated % included between 1 and 70%. -33% chances that water appears in a 3 hex radius around the Firebathero for a randomly generated duration, without any limits. Every unit, except other Firebatheroes, entering this water will permanently suffer from the "I'm no Firebathero" passive trait, which reduces their movement speed by 50% (water is heavy when you didn't take your clothes off, you know). -1% chances that the Firebathero suddenly dies from "Swag Overload".
Game Change -This ability allows the Terran player to replicate with his Firebathero any unit that his/her opponent has produced during the game. -Costs 175 energy when replicating a Zerg or Terran unit, and 25 energy when replicating a Protoss unit (historical reasons, y'know). The player targets an ennemy unit with the Game Change ability (8 range), and the Firebathero permanently transforms into the targeted unit. -Additionally, there is a randomly generated chance, included between 1 and 5%, that the targeted unit dies. -Obviously, as with the Infestor's Neural Parasite, it is possible to replicate a Probe and then to build Protoss buildings.
1st: The Lost Viking. It is a Unit that merges from a Viking and a Medivac that heals Bio Units and Shoots Air and Ground I see it as a simple Merge of both units, making it a ability of both units to merge just like two High Templars or Dark Templas can merge to an Archon... So The health is a sum of both, the damage is like from the Viking but in both modes, that is just the Bonus, and the food it costs is also the sum of both units.
2nd: The Thor Nuklear Thrower (TNT).... an SCV may merge a Thor and a Ghost Academy to the TNT... It is possible with this Unit-Building-Construct to fire Nukes to a very far distance (approx. from the own base to the center of the map) It's necessary to have vision to fire a nuke but not to have it landed. So it's fire and forget.... The TNT can move and needs to drill onto the ground to build and fire a Nuke. Fixing the TNT to the Ground this may take 3-5 Seconds. The TNT Shall have sum HP of both the Thor and the Ghost Academy but it may have no attack by itself anymore.... The Damage is that of a nuke... it is Mech so i can be repaired by SCVs
Generally I favor units that are support units, that don't require a lot of "babysitting" because Terran is already busy splitting and laying mines and such. I think "battle SCV" concepts are okay, but a bit boring and similar results can be achieved in a more interesting way.
My favorite ideas so far:
Egon (very good support spellcaster concept. I like it a lot)
Hero (very cool concepts here. I love the automatic health distribution passive.)
Exterminator (very cool idea for a micro intensive bio support unit. Not sure it quite fits the role I'd like, but it's such a cool concept. Reminds me of stitches putrid bile ult in Heroes, which is always fun to use.)
Skyhawk (I love this a lot. Terran needs air splash and this could also harass and support bio comps on the ground.)
Battle Medic (my idea, of course it's here. But I do think this is a solid suggestion that helps increase the survivability of bio comps in an interesting way. I particularly like the anti-burst/aoe shield spell)
Edit: after looking through the rest, I really enjoyed the SAV and the CUV
The Unit = Designed by some of Korhal's more "eccentric" scientist after seeing Banelings role in combat. Realizing that Terran Marine forces were lacking a true friend on the battlefield as casualty rates continued to skyrocket from friendly fire generated by the Widow Mine. After close examination they decided on a more friendly robotic companion that is solely designed for protecting the grunts on the ground. Introducing ....
The Tumbler
Description: A ground Mechanical Caster unit built from the Barracks and requires and armory. Two Additional spells can be upgraded from the Armory. The unit itself roles around the battlefield similar to a baneling and unpacks into a defensive structure which absorbs splash damage and later will help with air threats such as Carriers and BC with the additional upgrade.
Cost: 125 Minerals and 150 Gas and 3 Supply 45 seconds to build Health 100 Speed: 4.0 (seems fast but let me explain) Energy 125 Starts with 50
Spells: The Tumbler will be able to have two spells Combat Barricade and Mass Displacement as well as one upgrade Flack Cannon
Combat Barricade: Requires 25 energy and comes standard with the Tumbler as soon as it is build. When case the Tumbler unpacks itself and transforms in a barricade changing its health total to 250. The unpack time is 2 seconds. The size of the Barricade will be roughly the same size of a Hellbat
**Upgrade** Flack Cannon: 100 Minerals and 200 gas and 60 seconds. Attaches a high powered flack cannon to the tumbler that when it transforms will allow it to shoot air units with a powerful single target ranged attack that will help counter things like Colossus and Carries . Not really sure the numbers for this.
Mass Displacement Requires 100 energy. When the spell is cast the Tumbler will implode and pull all enemy units to itself after 3 seconds. All units cause in the implosion field will be stunned for 3 seconds unless the Tumbler is killed. The implosion does no damage.
The main design idea for the tumbler is to help skilled Terrans to counter AoE damage from zerg units and provide a strong support unit against Protoss and Terran higher tier units like the Colossus, Carrier and BC. The speed of the unit is to allow it to roll around and be fast enough to flank armies and get in front of stimmed bio. I love the idea of two different support styles that could be used.
Sorry if there is already something like this I tried reading every post but might have missed a few.Hope you enjoy
On March 23 2015 18:29 codonbyte wrote: 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.
I'm not saying my idea is original, but I think it's a very complete idea that follows this thought a bit last page
Scrambler A Barracks unit visually similar to the Marauder (but blue and electric themed) that can deal well with melee units and has a slow/reveal ability with light damage. In the later game, it can weaken enemies to allow other units to dish out more damage.
Health: 100 Type: Biological, Armored Armor: 1 Damage: 6 (+3 to Light) Rate of Fire: 1 (can use Stim) Range: 4 Speed: 2.25 (can use Stim)
Abilities
Overcharge Cooldown: 20 seconds The Scrambler slams the arms of his CMC suit together, forming a cannon that after a 1 second charge fires an energy wave similar to a Hellion's line attack (same width, 6 range). Any target caught within the wave takes 20 damage and is slowed by 50%. The slow reduces over 3 seconds until it is 0% and the target has normal speed again. Cloaked ground units hit by the wave are decloaked for the duration of the slow. Any additional Overcharge hits on the same target within 1 second of being applied will add one second to the slow duration.
Static Field Any melee attacker that attacks the Scrambler takes 1 damage per attack and has their movement speed slowed by 25% for 1 second. This is a passive ability.
Any unit struck by 3 or more Overcharges within 1 second becomes overloaded with energy and takes 25% additional damage from all sources for the duration of the slow. The range of Overcharge increases to 7.
Can only have one Vector Gunship on the map at any time (Terran Flagship). Upon entry: "Vector is taking command of this operation".
Built In: Starport Cost: 150 minerals / 100 vespene gas / no supply Life: 300 hp Build Time: 40 Build Requirements: Starport + Tech Lab Movement Speed: Same as Viking Graphic: Larger sized unit (but not quite as big as a Thor)
Spells and Abilities
Passive: 1x 115 mm M506 Railgun - automatically fires ground-only with high rate of fire, but only on targets that are within range 20 of an Orbital Command. No energy cost.
Passive:Strategic Orders - all Factory units have 20% increased movement speed while within range 20 of the Vector Gunship. Requires 200/200 research at the Fusion Core - to keep it balanced in the early game. Since the Railgun will lose its effectiveness as the game goes on, this would maintain the value of the Vector Gunship. No energy cost.
Activated:Regional Scan - Entire map scan. Depletes all 100 starting energy. Eliminate the reaper "coin flip" scouting issue in the early game.
Activated:Logistical Deployment - Repairs all units within 20 range of the Vector Gunship for 30 seconds. Costs 50 energy to activate. If you don't need the Railgun early on, you could use the energy for pressure with Hellions.
Concept/Ideas:
- M506 Railgun to encourage macro games. It would be very difficult and risky to use the railgun offensively as you would need to fly an OC on your opponent's side of the map.
- Regional Scan so that Terran could actually scout cheesy builds as easily as Zerg (I see your Dark Shrine in the corner!)
- Logistical Deployment: Because repairing thirty Mech units in the mid-late game is a pain? Yet, the repair ability is such a powerful feature for Terran.
- Strategic orders: If you are willing to invest 200/200 resources in the Fusion Core research, Mech can be more mobile in the late game.
Terran would be encourage to go 1/1/1 opening for the Vector Gunship. The M506 Railgun lets you take an expansion safely, along with building a reasonable amount of units. The Vector Gunship (Railgun) would not be so strong as to allow unreasonable greed.
This must be balanced with an overall plan to change other "less useful" Terran units and introduce the Cyclone. The Vector Gunship could bring back some excitement to the game. It could really help Terran players feel like they can be in control of their game, and win/lose based on their ability as a player, particularly in the early to mid game TvP. It brings back Mech, but with the ability to adjust it if it became too strong.
Another benefit of having a unit like the Vector Gunship is how much it might open up balancing possibilities. You could buff/nerf Strategic Orders, or even extend a certain percentage (say 10%) of the movement speed to bio units without impacting other aspects of balance for Terran units. If Terran are getting too greedy, lower the power or the range of the Railgun, for example, without impacting the rest of the mid/late game.
Since this is the last expansion, and the balance design experts will need the tools necessary to make SC2 the most balanced RTS game ever, it would be nice to have this added flexibility. For example, adjusting the Mothership Core sight range was a great potential solution to nerfing Blink Stalkers outright, etc.
With two out of three races having a single-build unit that cannot be mass produced, but with abilities impacting the entire race/army, how can they not be in a position to balance early/mid/late game after release? It would be perfect in this regard.
The Corporal Mech/Bio starts with 0/200 energy Build by: Command Center Cost: 100 Minerals Stats: SCV x 2, except that he has a small range (smaller < marines though) and can be stimmed aswell Skills: 1. "Improved efficiency": [passive] can mine minerals/ repair exactly as fast as 2 scvs would (cannot build any buildings though) 2. "Preparation": [active, cost: 50] can transform an scv into a marine (not vice versa) with half healt Building requirements: supply depot, you need to have more CCs than Corporals to build one (in other words: you can only build 1 per CC you have).
Idea: give terran a tool to a) add an interesting new macro mechanic, b) add extra defensive capabilities, both early game (especially tvt) and late game (drop harrass, runbies), c) utilize in pushes, be it mech (strong repair), bio (repair your medivacs with units out of your drop ships!) or rushes (make some raxes, pull scvs and turn them into marines, imba!) but also add d) less random high priority runby, drop targets in the terrans mineral line (picking up mules can be super beneficial or super redundant, depending on the time they are in game)
On March 24 2015 00:22 EndOfLineTv wrote: Unit Name: Sonic Vortex Tank
Descriptor: Large Zoning Unit. Creates a large circular AOE vortex. This Vortex creates an immense Solar flair, and acoustic sonic boom that Pacifies All units, including friendly for 30 seconds. Pacified units can not attack. However, they can move. This will include workers. They will not be able to build, or mine (including yours)
Purpose: To reduce the effectiveness of counter attacks. To reduce the danger of moving an army into wide open ground. To slow down all in timings. This will be a unit that should NOT be be in your main army. Will add complexity to how a terran prepares the mid game.
Specifications: 300 health Mechanical very slow move speed No actual attack High supply cost, to prevent turtle mech from being as effective (6?) 300 min, 50gas
Reasoning: Terran does not need any more attacking units. They have too many. The terran needs a supporting unit that does not synergize with the main army (raven, ghost)
I am think something like a giant movable tesla coil, that needs to set up to be used
The Wyvern is intended to do two things: shutdown Muta/Phoenix balls, and enhance Terran army maneuverability, primarily mech. The idea is that it's a medium cost, mid tier support unit that is countered by anti air. It would enable you to safely maneuver your mech army in various ways, as well as provide security for bio and mech armies vs Protoss and Zerg air threats. On its own or in small numbers it wouldn't be too effective, but combined with additional anti air it would help shut down threats such as Warp Prism, Phoenix, and Muta clouds. You'd have to anticipate these threats, however. Since it's higher up in the tech tree it wouldn't be something you'd want to reactively switch too. I'm unsure what the building requirements should be, or the cost, but the supply should be 3 or 4.
Abilities Helios Flare: 75 energy, 15s duration The Wyvern launches a blinding flare at the target location. Units (ground and air) have no line of sight past its radius. + Show Spoiler +
This is the Wyverns primary support ability, designed to deny the enemy vision while an army positions itself, primarily mech. Units and players cannot see past it, kind of like how a ground unit cannot see up a cliff, only it affects air as well. I'm not sure if scanning past it will allow units to attack past it or if all units are just blind regardless of what the player can see. I see drawbacks for both: if all you need is an unobstructed view behind it (scan, any unit on the other side) for your units to attack then it has too much synergy with scan. A Terran player could drop flares then hide their units within its radius during a push then scan to grant vision. The opponent effectively has no way to counter this and the Terran units just keep retreating into it and can't be countered. If you can see behind it but your units still can't attack past it, it may be counter intuitive. This would be the only spell where a unit is afflicted with a status that isn't displayed on the unit, and isn't cast on the unit.
This ability is to support mech and provide enhanced defensive options. A mech army is already slow and going to be lacking Medivacs in most cases. This makes retreating, dropping, and maneuvering very hard. This further enhances the units support role to assist in maneuvering and movement, but limits the cargo size so it doesn't lead to doom drops. The restrictive cargo and the units cost in supply and money should limit it from being effective for that.
Research Icarus Thrusters: 30s Cooldown The Wyvern near instantly maneuvers to the desired position. Default movement speed increased to 2.75. + Show Spoiler +
This ability enables the Wyvern to act more aggressively and defensively. You can move forward rapidly to pursue the enemy and drop, or you can retreat back to the safety of your army/defenses when needed.
Terran is super fine, no matter what they'll add (if) it would be completely unnecessary. There are units that might be addressed instead of adding a new one: raven, thor and battlecruiser. Adding a viable lategame unit for Terran will cause a more turtle gameplay, hence from the pure entertainment standpoint that would be a mistake. Terran's Mid-game is amazingly constructed even without lurkers and destructors on the battlefield - can't wait to see how it will be played out.
I mean if you truly have an amazing idea think about it for a while - does it really requires a new unit? Why not to glue that as upgrade to something that already exists? Hint: raven, ghost, reaper, thor.
For example, reaper has no use past early-game - give him an upgrade "Ultra Senses" so he can detect creep tumors. Or to self-detonate. Or to throw a smoke. Or to place vulture mines.
Or take for instance Thor - a colossus-like a-move unit that is only fun because you can pick it up with a medevac that creates a reaver-shuttle like relationship which is great.
Yes, Thor has an important role in TvZ and TvT, but the unit is not fun by itself - improve its interactions with medevacs to make it better. In fact, Blizzard did this very thing by adding to medevacs the ability to pick-up siege tanks while sieged because this mechanic is a lot of fun. Make sieged siege tanks loaded into medevacs to be able to shoot air in range 4 or something to replace the role Thor fills in TvZ at least (to have mobile air splash). This is obviously a retarded idea, however I'm trying to show how the designing process should be - find a boring unit -> find the role he fills -> try to replace it by adding new tools to existing ones.
It's not like Blizzard are stupid or something: the changes they did in Hots are absolutely outstanding from the design standpoint - Widow Mine and Medevac boost are THE changes that a game like Sc2 needs. This is why match-up rating at the moment is like
1) TvZ 2) TvT 3) TvP 4) rest
I honestly worship their Terran designer whoever he is. Terran is fine. They should consider putting more brainpower into other 2 races especially their mirrors.
Melee terran units that gives refuge and help to other terran units with its big armor and shield. Synergies with all ground units , making it a powerful tool in the terran race.
Stats: - Unit Cost : 150M/250V/35s - Available at : Barracks and reactor - Stats : 200hp , 2armor , no energy - DPS : 5damage /melee( this is very low as the main purpose of the unit is not to deal damage) - Movement speed: 2.15 ( slightly slower than marine) - Supply : 4
Passive ability :In autocast mode,If the unit takes damage from an enemy unit , it automatically transforms and uses its shield to cover itself and unit near it , effectively modifying the map terrain and pathings. The unit cant move while having the shields up , but can still attack. If the Guardian dies , the barricade gets destroyed.If there are no enemies , the unit automatically returns to the moving state. Morph time is approx. 1 real-time second. Cooldown to morph again to moving-state is 30second. Can be activated manually.
Advantages of having a unit like this in the game : - It fulfills the role blizzard wanted "combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army" - Modifies terrain and map pathing indirectly , with a huge number of "abusable" spots that could be discovered in every map. - Creates exciting positional play - Its a terran melee units!! - Has synergy with both barracks and factory units , tanking for them to deal the maximum amount of damage possible and reducing the surround surface - Introduces new mechanics - Enemy can use it at its advantage with proper planning ahead.
Hovering terran unit , moves slowly rotating the 3 blades doing so. Poweful area control , can fullfill multiple roles
Ok this one is actually a ripoff from the disruptor , but its better , less gimmick and more micro rewarding/satisfying.
Stats: - Unit Cost : 150M/200V/50s - Available at : Barracks with techlab - Stats : 120hp , 1armor , no energy - DPS : 25/area approximately the size of a slightly smaller widow mine range every second. the attack activates while moving. - Movement speed: 2.50 ( slightly slower than widow mine). Acceleration is slower than SCV , so it takes time to reach full speed. - Supply : 3
Description : When unit is stale , it does nothing and has the attack disabled ( much like oracle pulsar beam). Homever , when the unit is moving , the blades start rotating at supersonic speed and cut everything that gets into their way. Very simple.
Advantages of having a unit like this in the game : - Better version of the Disruptor - High skill involved , high reward. - Creates interesting micro battles. - Has multiple functions , can harass workers , provides map and area control. - Less one-shot-wonders hits like the disruptor. - Introduces new mechanics with a controllable - Reduces enemy splash units power.
Thats it , might post a third unit suggestion if i get the chance.
Bio: For many years a replacement for the SCV was sought, one that would be more suited to working in close-combat situations for construction and resource gathering duties. The Tailored Armour Assistance Regiment was formed to test these new, experimental units with not so much as a kick on the backside for good measure. As it turned out, the "Taurus", as the TAAR lovingly called their new charges, was more adept and hampering enemy operations than working in a supporting role to supplant the SCV.
Unit: Mechanical Unit type: Spell caster Unit specification: Crowd control/support Built from: Factory with Tech lab
Basic attack: None
Abilities
Hunker down - Hunkers down into a small defensive wall (that folds out), and takes half damage, also halves damage from incoming fire going "over/through" it (It acts as a physical barrier, and also halves damage to units behind it).
I was thinking of a Terran equivalent for the zergling/zealot and the humble force field.
Ground bash - Temporarily stuns ground units in a small radius for 2 seconds - can either act similarly to fungal growth lockdown or concussive shell - think the Mountain King's Thunder Clap).
Spells
Nano repair protocol - A spell that can only be applied to mechanical units, that mitigates the damage taken by a unit by 0.35 for 10 seconds. 75 energy per cast. Upon selecting autocast, the Taurus will apply the spell to any mechanical unit taking damage close to it.
0.35 so that the ability wouldn't be completely overpowered, was chosen randomly.
Upgrades
Sirius generator - Increases unit starting energy by 25
Organic super-lubricant - Decreases hunker down speed from 3 seconds down to 1 second.
Melee terran units that gives refuge and help to other terran units with its big armor and shield. Synergies with all ground units , making it a powerful tool in the terran race.
Stats: - Unit Cost : 150M/250V/35s - Available at : Barracks and reactor - Stats : 200hp , 2armor , no energy - DPS : 5damage /melee( this is very low as the main purpose of the unit is not to deal damage) - Movement speed: 2.15 ( slightly slower than marine) - Supply : 4
Passive ability :In autocast mode,If the unit takes damage from an enemy unit , it automatically transforms and uses its shield to cover itself and unit near it , effectively modifying the map terrain and pathings. The unit cant move while having the shields up , but can still attack. If the Guardian dies , the barricade gets destroyed.If there are no enemies , the unit automatically returns to the moving state. Morph time is approx. 1 real-time second. Cooldown to morph again to moving-state is 30second. Can be activated manually.
Advantages of having a unit like this in the game : - It fulfills the role blizzard wanted "combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army" - Modifies terrain and map pathing indirectly , with a huge number of "abusable" spots that could be discovered in every map. - Creates exciting positional play - Its a terran melee units!! - Has synergy with both barracks and factory units , tanking for them to deal the maximum amount of damage possible and reducing the surround surface - Introduces new mechanics - Enemy can use it at its advantage with proper planning ahead.
I actually really like this unit design - might be super annoying when dropped from medivacs as Terran Forcefields, but the amount of micro *and* strategic play it introduces is really neat. It would just be frustrating to see a medivac go into your base, Guardian off your ramp, and have a bunch of Marines wreaking havoc on your mineral line and you're unable to do anything about it.
Then again, that could also be a pretty cool way to pressure Protoss...
Melee terran units that gives refuge and help to other terran units with its big armor and shield. Synergies with all ground units , making it a powerful tool in the terran race.
Stats: - Unit Cost : 150M/250V/35s - Available at : Barracks and reactor - Stats : 200hp , 2armor , no energy - DPS : 5damage /melee( this is very low as the main purpose of the unit is not to deal damage) - Movement speed: 2.15 ( slightly slower than marine) - Supply : 4
Passive ability :In autocast mode,If the unit takes damage from an enemy unit , it automatically transforms and uses its shield to cover itself and unit near it , effectively modifying the map terrain and pathings. The unit cant move while having the shields up , but can still attack. If the Guardian dies , the barricade gets destroyed.If there are no enemies , the unit automatically returns to the moving state. Morph time is approx. 1 real-time second. Cooldown to morph again to moving-state is 30second. Can be activated manually.
Advantages of having a unit like this in the game : - It fulfills the role blizzard wanted "combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army" - Modifies terrain and map pathing indirectly , with a huge number of "abusable" spots that could be discovered in every map. - Creates exciting positional play - Its a terran melee units!! - Has synergy with both barracks and factory units , tanking for them to deal the maximum amount of damage possible and reducing the surround surface - Introduces new mechanics - Enemy can use it at its advantage with proper planning ahead.
Hovering terran unit , moves slowly rotating the 3 blades doing so. Poweful area control , can fullfill multiple roles
Ok this one is actually a ripoff from the disruptor , but its better , less gimmick and more micro rewarding/satisfying.
Stats: - Unit Cost : 150M/200V/50s - Available at : Barracks with techlab - Stats : 120hp , 1armor , no energy - DPS : 25/area approximately the size of a slightly smaller widow mine range every second. the attack activates while moving. - Movement speed: 2.50 ( slightly slower than widow mine). Acceleration is slower than SCV , so it takes time to reach full speed. - Supply : 3
Description : When unit is stale , it does nothing and has the attack disabled ( much like oracle pulsar beam). Homever , when the unit is moving , the blades start rotating at supersonic speed and cut everything that gets into their way. Very simple.
Advantages of having a unit like this in the game : - Better version of the Disruptor - High skill involved , high reward. - Creates interesting micro battles. - Has multiple functions , can harass workers , provides map and area control. - Less one-shot-wonders hits like the disruptor. - Introduces new mechanics with a controllable - Reduces enemy splash units power.
Thats it , might post a third unit suggestion if i get the chance.
I've never been big on your Guardian unit, but I think your take on the disruptor could replace the current one. I feel this version is more fun, simple, and less effective at breaking fortified positions (something that worries me about the disruptor)
that's basically how terrans use marauders these days anyways. it sounds like something people w/ no marine splitting skills would love to have.. but would be OP at the highest levels
On March 24 2015 05:10 coolman123123 wrote: I've never been big on your Guardian unit, but I think your take on the disruptor could replace the current one. I feel this version is more fun, simple, and less effective at breaking fortified positions (something that worries me about the disruptor)
Thats EXACTLY what i thought when writing the post. I just created a better version of the disruptor lol.
Ground bio unit that is build from the baracks. Can be called down (like a mule) upon a marine, which powers the marine into a minature goliath (kinda like the suits from the matrix @ the defense of zion). Doubles the marines damage, but makes it ground damage only. Also comes with a grenade launcher as an active ability.
Serves as a powerup to the marine to make it more durable in late game ground fights. Since marines are very common in all matchups, kind of a 'go to unit' that is extremely versatile. It instead provides players with a choice on what to do with their marines. The downsides, its attack being ground only and the unit being slower should provide the enemy with opportunities to counter.
Grenades should be usefull versus siege tanks and big protoss armies. High damage, small radius, can be dodged with good control.
Requirements: Baracks and Tech lab + Ghost acadamy Gets regular bio upgrades
Future upgrades to be placed on ghost acadamy
Stats (wild guess, all subject to balance) HP: 65 Armor: 4 (+1 each lvl) Ground attack: 2x6 Attack speed: same as marine Air attack: none Movement speed: 2.00 (slower then a marine) Cargo size: 2 Build time: ~ 10 seconds when called down, marine is vulnerable
Minerals: 50 Gas: 25 Supply: +1
Ability: throw (X7-technobable) grenade Does: 80 damage in a small radius, small detonation delay ~1 second Range: 4 Recharge time: 15 seconds
Didnt read anyone else entries so any resemblance is purely coincidental:
Unit: Neural Shredder
Supply: 4 Mechanical. Base armor :2? Hp:150
Is build by SCV after a player has sci-lab (or whatever is this battlecrusier building called). I think being constructed by SCV adds nice dynamic to late game terran.
Despite being constructed by SCV its a unit and can actually move with speed similiar to hellbat. It fires a projectile with range 5/6 with modarate rate of fire (once a second perhaps). Bio units hit by shreder become uncontrolable by owner and wander helplessly for 2.5s in random direction doing nothing.Burrowed units unborrow. Mechnical units hit by shreder lose 20 shields.Neural shredder does NO dmaage to health of units or buildings (although can drain their shields).
Has special abilty:void frequency once activated every shredder shot also drains 20 energy from target hit. This ability last for 10 second while activated and has 30sec cooldown.
Does benefit from building armor and turret range but not from other upgrades.
Edit: I kinda wonder if it should damage Zerg buildings (lore wise i imagine it like some kind of weaker weaponised psi disruptor), but that probably would make it too op and one dimensional. Lore wise neural shreder fires something like concentrated psi-noise. Severing zerg connection to the swarm, overloading human/protoss brains.
On March 24 2015 03:53 coolman123123 wrote: -My Favorite Suggestions so Far-
(from the ones listed in OP)
Generally I favor units that are support units, that don't require a lot of "babysitting" because Terran is already busy splitting and laying mines and such. I think "battle SCV" concepts are okay, but a bit boring and similar results can be achieved in a more interesting way.
My favorite ideas so far:
Egon (very good support spellcaster concept. I like it a lot)
Hero (very cool concepts here. I love the automatic health distribution passive.)
Exterminator (very cool idea for a micro intensive bio support unit. Not sure it quite fits the role I'd like, but it's such a cool concept. Reminds me of stitches putrid bile ult in Heroes, which is always fun to use.)
Skyhawk (I love this a lot. Terran needs air splash and this could also harass and support bio comps on the ground.)
Battle Medic (my idea, of course it's here. But I do think this is a solid suggestion that helps increase the survivability of bio comps in an interesting way. I particularly like the anti-burst/aoe shield spell)
I think it'd be really cool if Terran had another unit-producing structure, although I have no idea how useful it would be (especially if it only had one new unit). Maybe 1 or 2 current units- plus a new unit- could come out of it.
On March 24 2015 05:10 coolman123123 wrote: I've never been big on your Guardian unit, but I think your take on the disruptor could replace the current one. I feel this version is more fun, simple, and less effective at breaking fortified positions (something that worries me about the disruptor)
Thats EXACTLY what i thought when writing the post. I just created a better version of the disruptor lol.
Honestly dude make a Reddit post about it, I'll upvote. It's one of my favorite ideas in the thread despite not being for Terran.
Edit: I think it could use something of a temporary shield ability, not quite like the current disruptor but something close
On March 24 2015 05:08 Ignorant prodigy wrote: giant mechanical t-rex that thors ride up and down cliffs.. they also eat units as their attack.. no damage.. just if you get caught you lose the unit
On March 24 2015 05:10 coolman123123 wrote: I've never been big on your Guardian unit, but I think your take on the disruptor could replace the current one. I feel this version is more fun, simple, and less effective at breaking fortified positions (something that worries me about the disruptor)
Thats EXACTLY what i thought when writing the post. I just created a better version of the disruptor lol.
Honestly dude make a Reddit post about it, I'll upvote. It's one of my favorite ideas in the thread despite not being for Terran.
Edit: I think it could use something of a temporary shield ability, not quite like the current disruptor but something close
Imma do a mod with the 2 units once I get access to LotV beta on the 31th of march. Will try to include said shield too.
(NOTE: As I was directed here from reddit I had already completed and posted this to B.net forums. I saw that another person here had already used the name 'grenadier', however our concepts are vastly divergent and I am unsure at this time of what to change the name to but I want to post the concept regardless.)
The Terran Grenadier
Cost: 175 minerals / 75 gas / 2 supply / 45 seconds / E hotkey
Requirements: Barracks with Tech Lab add-on, Engineering Bay
Unit Information: Biological, Light. 1 minimum range; 4 range (+1.5 minimum range with RPG, -.75 with Hi-sec Auto Tracking). 90 Health, 0 armor. 2.5 move speed. 4 cargo size.
Description: The Grenadier is a tactical specialist unit. It has a non-projectile, toggled auto-cast spell with a short cooldown compared to other spells (5 seconds) while the actual spell effect is a thrown grenade and has a detonation time of 4 seconds which should allow for both micro and counter micro by creating short-lived points of contention. This spell-attack deals moderate splash damage in an outwardly expanding circle but only to the first units it comes into contact with (this should mean that it can be blocked with force fields), deals bonus damage to mechanical units and saps energy (this means that while it may be blocked with force fields, it also destroys them). I’m thinking 20 damage +20 vs mechanical, -10 vs massive, -10 vs armored, in a 2.5 radius AOE. Its attacks inflict friendly fire and can be neutralized with force fields, fungal growth, EMP (these are high-tech grenades ok boys), and unit blocking.
Upgrades & Abilities: Rocket-Propelled Grenades (Passive): Increase the range of the Grenadier’s primary spell-attack from 4 to 7, and minimum range from 1 to 2.5. Removes damage penalties to massive and armored targets. This changes its attack graphic and animation from a hand-held thrown grenade, to the utilization of a grenade launcher. Upgraded from the engineering bay.
Incendiary Grenades (Activated): Allows the Grenadier to throw incendiary grenades in a 5 range radius, with a 4 second detonation time dealing an initial 45 damage 3.0 radius AOE while leaving behind a blaze that lasts for 6 seconds and deals 5 damage per second. 40 second cooldown. Upgraded from the tech lab. It is possible that this upgrade may be further enhanced by blue-flame, increasing initial blast damage from 45 to 55 and blaze damage per second from 5 to 11 but reduces blaze duration from 6 to 3. This upgrade would have three visual cues, the first being hanging red grenades appearing on its belt or a diagonal chest strap, the second being a color change of the grenades from red to blue, the third being changing color of the blaze effect from red to blue.
Hi-sec Auto Tracking may act as a tier 2 range upgrade to the Rocket-Propelled Grenades which acts as a pre-requisite for affecting the Grenadier specifically. Increases range from 7 to 8.
Additionally, the Grenadier shares the concussive shell upgrade with the marauder that only affects its primary spell-attack.
Other Information & Design Thoughts: I went more for an under explored conceptual design that provided depth of micro and increased early-mid game possibilities rather than filling any meta-game niche (even though it still does this), while its upgrades allow it to remain useful into the later stages. I also considered utilizing charges that regenerate to a cap (e.g., maximum of 3 stored at once) instead of mere cooldowns, but overall I just wanted to get the general idea down—all of the #’s are obviously available to change and rebalancing, as most of my figures are shots in the dark tbh. With this unit I also explored the concept that multiple different upgrades may affect it in some cool ways, intersecting otherwise unconnected upgrades upon this specialist unit type. It is unaffected by stim pack and combat shield. The idea is that it could have a dualistic purpose of harassment abilities that also serve to create space and mold the shape of battles, increasing both micro and length of fights. I’m not sure whether its AOE concept is the greatest or if it should simply have a diminishing effect at certain ranges like the widow mine. That is all for now.
Description: A 0 supply mech suit which SCVs can build themselves. Loads a single SCV.
Role: Mech Support.
Reasoning: Mech games typically go longer and you usually end up throwing away SCVs.
Attacks: - Primary: Over the shoulder rail gun with medium range. Hits air and ground. - Secondary: Advanced Fusion Cutter. Melee. Does charged damage after a short time (like old Void Rays).
Abilities: - Laser Repair (Cost: Energy): A faster, ranged repair. Auto-cast. - Boost Jump (Cost: Cooldown): Jump a medium distance to get into battles / re-position themselves quickly. Can jump cliffs without vision (like Reapers). - Build/Salvage Railgun Turret (Cost: Minerals): Quickly build or salvage a permanent, Dual Railgun Turret that can hit air and ground.
Other Notes: - If the Mecha suit dies, the SCV will be unloaded, alive. - Unoccupied Mecha suits will only have movement and Boost Jump abilities.
On March 24 2015 05:41 Modernist wrote: Name: Mecha SCV
Attributes: Mechanical
Description: A 0 supply mech suit which SCVs can build themselves. Loads a single SCV.
Role: Mech Support.
Reasoning: Mech games typically go longer and you usually end up throwing away SCVs.
Attacks: - Primary: Over the shoulder rail gun with medium range. Hits air and ground. ~14 DPS - Secondary: Advanced Fusion Cutter. Melee. Does charged damage after a short time (like old Void Rays). ~8-12 DPS
Abilities: - Laser Repair (Cost: Energy): A faster, ranged repair. Auto-cast. - Boost Jump (Cost: Cooldown): Jump a medium distance to get into battles / re-position themselves quickly. Can jump cliffs without vision (like Reapers). - Build/Salvage Railgun Turret (Cost: Minerals): Quickly build or salvage a permanent, Dual Railgun Turret that can hit air and ground.
Other Notes: - If the Mecha suit dies, the SCV will be unloaded, alive. - Unoccupied Mecha suits will only have movement and Boost Jump abilities.
On March 24 2015 05:41 Modernist wrote: Name: Mecha SCV
Attributes: Mechanical
Description: A 0 supply mech suit which SCVs can build themselves. Loads a single SCV.
Role: Mech Support.
Reasoning: Mech games typically go longer and you usually end up throwing away SCVs.
Attacks: - Primary: Over the shoulder rail gun with medium range. Hits air and ground. - Secondary: Advanced Fusion Cutter. Melee. Does charged damage after a short time (like old Void Rays).
Abilities: - Laser Repair (Cost: Energy): A faster, ranged repair. Auto-cast. - Boost Jump (Cost: Cooldown): Jump a medium distance to get into battles / re-position themselves quickly. Can jump cliffs without vision (like Reapers). - Build/Salvage Railgun Turret (Cost: Minerals): Quickly build or salvage a permanent, Dual Railgun Turret that can hit air and ground.
Other Notes: - If the Mecha suit dies, the SCV will be unloaded, alive. - Unoccupied Mecha suits will only have movement and Boost Jump abilities.
This sounds badass and pretty amazing. Even fits with real SC2 gameplay since Terrans like their SCVS to commit soduku late game...suddenly the weak become the strong, nice idea
Introducing the United Nations PeaceKeeping Operations entering into the Universe of Starcraft2. This time the UN will not play the game reactively. Now time for action has come. The UN means peace, ultimate peace, and if all sentient beings will have to suffer excruciating pain and death in order to establish peace, then so be it!
Unit: The Envoy (female or male, dressed in slick space suit, carrying a briefcase)
Production: Available from the barracks after the ghost academy has been completed alt. upgraded to a Diplomat Academy
The Envoy is probably a hero unit (only one at the time) with little HP and practically no armor, but with surprisingly high speed.
The Envoy is equipped with a plutonium-powered megaphone and thus has fairly long range for a spell, with a conical area: the Proclamation of UN Assembly declaration and non-binding resolution, §18b) to §346 f) section b, concerning Trilateral threats to universal peace and security in the Koprulu sector caused by dastard terrorist acts. The spell affects all units of all races equally, enemies as well as friends: immediate effect is paralyzing causing a non-movement and a cease fire for 3 seconds. After that, a 5 seconds of confusion and paranoia strikes all affected units, who see threats to their own well-being everywhere and start to attack the nearest living unit, friend or foe, no matter, with whatever weapon they have at their disposal. Units with no weapons (like medivcas) run away blindly in their current direction for 5 seconds.
The Envoy is also equipped with a fallback weapon in case peace could not be fully ensured with the spell: The Envoy can throw (relatively short range) a dirty, poisonous peacekeeping cluster grenade. Upon detonation, an area is temporarily filled with a combo of various explosions, nerve gases and radioactivity, ensuring quick death for any ground unit being in or entering into that area. The UN Envoy will have 2-4 grenades when spawning and will need to "recharge" cluster grenade at a cost (like the carrier's interceptors).
The Envoy is vulnerable to air units, but will always be the first unit to be uploaded in a medivac in case of group evacuation and the first unit to be unloaded.
On March 24 2015 05:41 Modernist wrote: Name: Mecha SCV
Attributes: Mechanical
Description: A 0 supply mech suit which SCVs can build themselves. Loads a single SCV.
Role: Mech Support.
Reasoning: Mech games typically go longer and you usually end up throwing away SCVs.
Attacks: - Primary: Over the shoulder rail gun with medium range. Hits air and ground. ~14 DPS - Secondary: Advanced Fusion Cutter. Melee. Does charged damage after a short time (like old Void Rays). ~8-12 DPS
Abilities: - Laser Repair (Cost: Energy): A faster, ranged repair. Auto-cast. - Boost Jump (Cost: Cooldown): Jump a medium distance to get into battles / re-position themselves quickly. Can jump cliffs without vision (like Reapers). - Build/Salvage Railgun Turret (Cost: Minerals): Quickly build or salvage a permanent, Dual Railgun Turret that can hit air and ground.
Other Notes: - If the Mecha suit dies, the SCV will be unloaded, alive. - Unoccupied Mecha suits will only have movement and Boost Jump abilities.
-Lategame bio unit -produced at the barrack -Requirement: fusion core, techlab -Cost: 100/50 -HP: 100 -supply: 2 -DPS: twice as much as a normal marine -speed: twice as much as a normal marine
Abilities: Auto-split: the marines split themselves into groups of 1 dodging: the marines dodge 50% of all incoming shots for a duration of 10 seconds
On March 24 2015 00:22 EndOfLineTv wrote: Unit Name: Sonic Vortex Tank
Descriptor: Large Zoning Unit. Creates a large circular AOE vortex. This Vortex creates an immense Solar flair, and acoustic sonic boom that Pacifies All units, including friendly for 30 seconds. Pacified units can not attack. However, they can move. This will include workers. They will not be able to build, or mine (including yours)
Purpose: To reduce the effectiveness of counter attacks. To reduce the danger of moving an army into wide open ground. To slow down all in timings. This will be a unit that should NOT be be in your main army. Will add complexity to how a terran prepares the mid game.
Specifications: 300 health Mechanical very slow move speed No actual attack High supply cost, to prevent turtle mech from being as effective (6?) 300 min, 50gas
Reasoning: Terran does not need any more attacking units. They have too many. The terran needs a supporting unit that does not synergize with the main army (raven, ghost)
I am think something like a giant movable tesla coil, that needs to set up to be used
That's brilliant.
Thank you, the more I think about it, the more I like it.
Description: The Hades is a relatively slow-moving, heavily armored demolitions expert. Using its shoulder-mounted RPG the Hades is capable dealing heavy damage to armored units from long range, albeit with a slow rate of fire. The Hades's ability is Adhesive Bomb. This ability has a shorter range then the Hades's primary attack, but allows the Hades to fire a skillshot projectile that will stick to the first enemy unit it hits. After a few seconds, the bomb detonates, dealing moderate single target damage and heavy splash damage to all enemy units within a small radius around the targeted unit. This ability has no energy cost, but like the ravager's Corrosive Bile it has a ten second cool down. Both the Hades's auto attacks and Adhesive Bomb can hit air and ground targets.
Role: The Hades fills a niche in late game bio terran play, giving the composition added splash damage and a way to deal with "death ball" compositions. It fits with the vision for Legacy of the Void regarding rewarding micro and adding more skillshots/abilities into the game.
Potential uses: The Hades can be used for a multitude of purposes. Muta cloud constantly flying into your base and sniping your turrets? Position one or two Hades in your base and stick those suckers with some adhesive bombs. The zerg will need to immediately react and spread his mutas or risk heavy casualties. If a protoss death ball is marching inexorably across the map towards your base, buy time by dropping adhesive bombs on your foe as you stim away. For some early harass, load up some Hades into a medivac (two by two) and adhesive bomb some workers. In large engagements, use adhesive bomb on smaller, lower priority targets while focusing your auto attacks on the enemy's heavy units (colossi, ultralisks, siege tanks, battlecruisers). Opponents will be forced to prioritize the Hades to prevent it getting off too many auto attacks on their priority units while spreading their army to protect themselves from Adhesive Bomb's splash damage. Likewise the terran will have to carefully position his Hades to hit adhesion bombs consistently on the correct targets and land auto attacks when needed. One way to do this would be to have your Hades on the front lines to guarantee hits from the low range Adhesive Bombs before quickly picking them up in medivacs and repositioning them in the back.
Requirements: Barracks, Tech Lab, Armory. I'm not thrilled about requiring the armory, but I feel that not doing so makes it available too early in the game and making it require the Ghost Academy makes it too late for harassment uses to be viable. One other option is to make it the first unit that requires the engineering bay in order to be produced.
Stats: - Cost: 50/100 same gas investment as a banshee to prevent too much early strength but with a lower mineral cost as bio terrans often float gas and are low on minerals in the mid and late game. - HP: 150 - Range: 9 (auto attacks) 6 (Adhesive Bomb) - Sight: 10 - Movement Speed: 2 (slower than most units, but faster than a thor )
Just spitballing ideas here. I would really appreciate feedback about anything that jumps out at you.
Stats: Quasi spellcaster produced from the barracks; moderate gas and mineral cost, similar build time to ghost; requires e-bay and tech lab; 70 hp; speed, 2.25
Spells/Abilities:
Perdition Turret: Constructs a perdition turret at the target location; Cost, 100 minerals; Build time, 25 seconds; No cooldown, however the Engineer must channel construction for the duration similar to an scv, can build on creep
Turret Stats: Cone shaped area based flame attack; Range 4; Damage 19 (+1 vs light); Cooldown, 1.5s; 80 hp, Able to be upgraded by mech air and armor upgrades, as well as blue flame, Immobile; When not attacking, most of the turret is burrowed underground, and it takes half damage from all attacks; Size, 1x1
Recon Drone: Constructs a recon drone at the target location; Cost, 200 minerals; Build time, 20 seconds; No cooldown, however the Engineer must channel construction for the duration similar to an scv, Can build on creep
Cloaking Generator: Constructs a cloaking generator at the target location; Cost, 125 minerals; Build time, 30 seconds; No cooldown, however the Engineer must channel construction for the duration similar to an scv, Can build on creep
Cloaking Generator Stats: Cloaks everything within a range on 2.5 from the center of the generator; 60 hp; Size 2x2; Immobile; The generator itself is not cloaked, nor can it be cloaked by another generator; Cannot cloak air units
Offensive Matrix: Spell; 125 energy; Range 5; Diameter 10; Reduces the attack cooldown of all allied biological units in the matrix by 50%; Duration, 20s; instant cast
Blinding Flare: Spell; 100 energy; Range 11; Diameter 1.5; Reduces the attack range of all enemy units caught by the flare by 50%; Duration, 15s; instant cast
Description: This unit can only used against Protoss. Cannot attack against biological unit.
Role: Mech Air Support.
Reasoning: Vikings are worst cost efficient unit to deal against Air Protoss. Usually when Terran goes Mechanics against Protoss, often times terran showed its weakness to deal against Air protoss such as tempest, and carriers. To deal against Air protoss, Terran had to gain more air units to meltdown the Air units. While Tempest supply cost 4, vikings supply cost 2 which means 2 vikings are equivalent to 1 tempest and this is such a terrible supply cost efficient to make vikings. Even if terran gains stacks of vikings, they are very unware of splash damage such as psionic storm and archons and terran have to micro to split vikings and use ghosts to snipe the high templars at the same time (Air units stack into one easily) This makes terran require a lot of micro compare to Protoss where protoss can just a move the air units and shoot the psionic abilities on terran units. Therefore, adding Anti Air Valkyrie can counter the tempest and carriers without using vikings and terran do not need to spend tones of supplies to air units and do not need to give up the ground unit control. ( Often times Protoss can just suddenly switch unit composition into ground units once their air units get melt while terran has only vikings left and takes forever to build factory units again)
Attacks: It can only attack Air Shoots multiple missiles at once. deals great against shield armor unit. (Protoss) Cannot attack to biological units such as chunk of mutas
Abilities: Auto split - no more stacking into one chunk of air units ( counters psionic storm, archon)
Other Notes: Supply costs 1 because terran requires a lot of supplies on both factory and starport units. To gain effectiveness, we need to cut down the supplies of air units and to do this, we need to set the valkyrie supply into 1.
Requirments: - Armory - require starport and tech lab
Stats: - Cost: 200/100 or more - HP: 200~ 250 - Range: 7~8 - Speed: same movement speed with battlecruiser ( affective to mix with battlecruisers) - Supply : 1 - Sight: 8
Lets hope to see Mechanics Terran more viable against Protoss in LotV as this was our #1 priority concern back in HotS Beta.
2nd Idea Unit name : D.K ( Dark Knight not David Kim) Requirements: Barrack, techlab Attributes: Balance Designer a.k.a Justice Cost : 1000/1000 HP 10 Attack: TaekWonDo (1) Supply : 10 Ability: it can change any units/structure stats. (example: change the Command center health point to 9999)
Engineering bay. All Terrain mode. Armory required
Reasearch an engineering bay to put it into All Terrain mode. One allowed per army.
Load up a bio unit to choose mode. Hellbat/marine/maurader. The concept of this unit turns one engineering bay into a mobile attack unit. It has the walker ability like colossus and allows a unit to be a forefront of the terran army due to the excessive building heath. Or a harassment unit being able to force it's way into the main by walking up cliffs and summoning mules down for repairs.
this allows for engineering bay wall offs while adding a bunker mode to an engineering bay.
A lot of similar ideas in this thread, but here's my take on a structure building caster for terran. The main ideas behind this unit are: -Late game support unit, built from the PF, indirectly buffed by underused upgrades from the engineering bay. -Giving the terran the ability to create obstructions to the terrain quickly. -Helping Terran compositions against units that close distance quickly (zealots, lings). -Bringing back the Tank and the Thor to late game compositions in all matchups. -No offensive abilities, instead abilities allow terrans to quickly siege up against all three races. -Players with good multitasking can use their idle time to build turrets, sensor towers and bunkers on the frontline.
Battle SCV Produced: Planetary Fortress Cost: 50M/100G, 2 Supply, 40 second build time Attributes: Mechanical, Biological, Armored Attack: Same as SCV (or None) Defense: 80HP 1 armor (+1) Energy: 50/200 Speed: Same as SCV
Abilities:
Build It can construct terran buildings just like the SCV.
Repair Same as SCV except it depletes energy, not resources.
Calldown: The Battle SCV calls down one of the following 3x3 structures similarly to the Raven's auto-turrets. These are also affected by the Engineering Bay structure upgrades! Cost: 75 energy Duration: 180 seconds (+60 with Durable Materials) Defense: 400 HP, 1 armor (+2 with Building Armor)
Structure 1: Earth Shaker Slows down Ground Units within a certain radius much like the Psi Disrupter in the WoL Campaign.
Structure 2: Weapons Platform Works much like the Bunker but it can hold one tank (which sieges up upon entry), one thor or one cyclone. Also increases range of unit inside by 1.
Structure 3: Bunker Just like the regular bunker, except on a timer.
Combat Engineer (or alternatively, "Mechanic", if people really want another 'M' name to go with Marine/Marauder/Medivac/Mine)
Concept - in addition to helping bio compositions, synergizes with and supports mech/air effectively, while still benefiting heavily from Bio upgrades, in order to aid tech switches out of Bio, into Mech and/or Air. The whole design philosophy behind this unit is to keep the massive investment in bio upgrades and production facilities relevant to a Terran player during and after a tech switch into mech or air.
Overview - A sort of tanky combat-SCV with melee attack and useful support skills, most notably the ability to create temporary vision-blocking smoke-screens. It would be constructed from a Barracks with attached tech-lab. Health/armor - Base health/armor similar to a Marauder, but benefits from the combat shield upgrade alongside marines. Should be able to tank for marines. Attack - Melee range attack with either a drill or advanced fusion cutter that does additional damage to structures. Damage should be pretty low against most enemy units, as this is primarily a support/tank unit. Move Speed - Just fast enough to keep up with the other bio units. It needs to be able to tank for marines, after all. Cost - When determining the cost, it's important to note that this unit's repair and construction abilities cost minerals, and that it shouldn't be so valuable that players are afraid to use it to tank. Not sure what the exact price point should be, but it should probably be unusually low for a "caster". Supply/Transport size - 1 supply, 1 dropship space -Special abilities- Stim pack - Increases move/attack speed, while also boosting its support skills. This could aid in tech switches by keeping stim useful for mech/air players. Repair - Can repair structures and mechanical units at the cost of minerals and gas, just like an SCV. Great for supporting both mech pushes, and healing any Medivacs/Siege tanks that accompany bio. Repairs faster when stimmed. Battlefield fortification - Can build bunkers and missile turrets at the cost of minerals just like an SCV. Constructs slightly faster when stimmed. Could possibly be changed/expanded to allow for unit-specific battlefield fortifications, such as a short range constructable version of a Xel-Naga watchtower for gaining high-ground vision/seeing through the unit's own smoke-screens. Smoke Screen - Launches grenade which creates a temporary vision blocking smoke screen, like the map feature. Useful for escape, deception/ambush, and synergizes well with Orbital Command scans for offensive purposes. Could bring a whole new dimension to siege tanks. Duration and energy cost would be heavily subject to balance concerns, but I'm thinking the energy cost should be extremely high, offsetting the relatively low cost of the unit by requiring more of them to be built in order to use the ability frequently/effectively. Note: Any of these abilities could be reworked, so long as the unit still benefits from stimpack research.
Edit: Clarified that the construction/repair costs resources, not energy. Expanded on damage and resource cost.
Edit2: Added a bit more on the resource cost to build the unit, and the energy cost of Smoke-Screen, and how they interact, balance wise
On March 24 2015 06:26 Xamo wrote: OMG this thread is awesome, so many cool ideas. Could we have a "community winner" decided through a poll? No price, just pride.
We'll choose the entries we think are the best and have the community vote for a winner.
Stats Flying, mechanical, light Built from: Starport (no tech lab needed) Health: 100 Armor: 1 (+1) Speed: 4 (same as mutalisk) Cost: 100/50 Supply: 2 Attack: none
Ability Drop bomb: Drops a bomb, taking 1.5 seconds to land and then dealing 100 splash damage versus ground units only (AoE similar to that of a seeker missile). The bomb is affected by momentum, meaning that if the Falcon is standing still when the ability is used, it falls straight down. If the Falcon is moving, the bomb flies along in the same direction with the same speed as the Falcon when it activated the ability. As the Falcon has a high movement speed of 4, the bomb can fly a range of 6 in the 1.5 second it takes to land. With good micro (moving towards the army, dropping the bomb and turning back immediately after), a player can "fire" the bomb towards an army while maintaining some distance. The ability costs no energy, but has a cooldown of let's say 30 seconds.
Use It can be used as a more micro intensive (but also more powerful and mobile) alternative to the widow mine in TvZ. If microed well, it can force bio armies and protoss death balls to spread out. It might help mech players to be more aggressive as it gives them a fast flying harass unit like protoss and zerg have with the phoenix and mutalisk. But most of all: the high movement speed, low health and very microable ability makes it hard (and fun) to use and makes for a unit that players can use to really show off their skill.
I can't really read all the ideas, even if I've seen some cool ones, so if I say something already said by someone else please don't get offended So I'd like to sum up the principles that should be at the roots of the idea of a new unit for Terran instead of giving stats or something similar. Considering that: - There's already a new unit, a Mech unit. - Upgrades are supposed to get back to WoL (Bio, Mech Ground, Mech Air). - New units should fit and/or revolutionize gameplay without destroying the nature of being Terran.
I think they'd probably add a bio unit, so that they boost both mech and bio builds. The huge issue is that you should make viable both mech and bio without giving too strict choices to players for the sake of variety and freedom of choice and exploration of ideas. I agree that Terran may need some AA better than massing marines or vikings, maybe with splash, but I suppose that the Cyclone should or will fill that role, even if with no splash. So I'm considering that maybe a new bio unit with the ability (at an energy cost) to reveal cloaked/burrowed units would be useful and can be a different option compared to scanning or building ravens. I see that you can also give that ability to the Reaper so that he does not become useless after early game without going back to grenades. Obviously my idea may be not the greatest, maybe a mech or a bio/mech unit that transforms like the Viking (or at this point rethink and revisit the unit) can be better and would fit more into the Terran phylosophy. In the end Terrans are survivors who learnt how to survive struggling and fighting as well trained marines but also with the aid of technology and smart engineers. Thanks for reading guys
On March 24 2015 08:54 DinoMight wrote: This thread is hilarious.
Personally I think after the Immortal nerf and Swarm Host redesign Terrans probably don't need a new unit (especially if Cyclone can shoot air...).
That's why you'll see a LOT of support for a barracks caster ("sentry") that can act like a non-mining SCV
Yup, that's like half the ideas in this thread, including mine. The difference is what twist you put on them. Like mine, for example, is meant to help players do a tech switch out of Bio, while others try to make Bio more effective in the late-game, especially in TVP
Edit:
On March 24 2015 09:04 Predominance wrote: So I'm considering that maybe a new bio unit with the ability (at an energy cost) to reveal cloaked/burrowed units would be useful and can be a different option compared to scanning or building ravens.
I was considering, for my unit, adding an oracle-like thermal goggles ability that granted detection and the ability to see through smoke/tall-grass/other vision blockers, but figured it would be too powerful, as Terran already has the easiest time getting detection.
Unit Name: Veteran Production Facility: Barracks Building Requirement: New building - The Old Boys’ Club (Concept Art) Build Time: Approximately [9] days Cost: 1 Golden Mouse Attack: Nada Armor Type: Biological Life: 100 Passion (+25 with the Tasteless Casting upgrade) Death: E-sports
Trying to revive old units like the Goliath or the Medic is a lost cause, mere fantasy. Blizzard would never add an old BW unit to Starcraft 2, it goes against their entire design philosophy. Instead, we’ll have to make them ourselves. Introducing the Veteran, an experienced engineer with the ability to disassemble units and rebuild them into older designs with little effort. You get a fresh, new unit and ALL the old favourites you know and love.
Ability
Repurpose: Channel, no cost. The Veteran targets a friendly mechanical unit and begins to disassemble it for the duration of one bunker build time. The unit cannot move or attack while being disassembled. When the spell finishes, the target unit turns into a different one.
Thor: Splits into two Goliaths. Medivac: Splits into a Dropship and a Medic. Banshee: Turns into a Wraith. Viking: Turns into a Valkyrie. Raven: Turns into a Science Vessel. Hellion: Turns into a Vulture. Hellbat: Turns into a Firebat. Siege Tank: Turns into the AAV-5 Arclite model. Battlecruiser: Turns into the Behemoth model. Widow Mine: Aborts out of the game.
Researched Ability
Spite-fueled Proto Bomb. A long range countdown spell, much like a nuke. However it does not explode upon detonation. In a flash, it opens a wormhole through time and turns some enemy units into their older counterparts.
Collossus: Turns into a Reaver. Stalker: Turns into a Dragoon. Immortal: Has existential crisis. Phoenix: Turns into a Corsair. Void Ray: Turns into a Scout. Mothership: Turns into Several Arbiterrrrrs. Carrier: Becomes Playable.
Queen: Turns into a Queen. Corruptor: Turns into a cloud of Scourge. Infestor: Turns into a Defiler. Swarm Host: Turns into a Lurker. Brood Lord: Turns into a Guardian. Zergling: Turns into its more powerful Brood War mutation strain, oh god why would you.
I have a lot of ideas, i'm sorry if any of these has been posted before, i need to leave my computer soon.
Pyroglider Unit Production : Starport with Tech Lab + Fusion Core Tier : 3 Cost : ~200 mineral/ 300-400 gas Classificiation : Mech HP : ~80ish Energy : 200 Move Speed : Shouldn't be too fast, around viking~banshee Attack : Can't Attack
Pyro wall : Using napalm-bomb like that cost 50 mineral/150 gas per use for 5 second duration where you can engulf the area that's crossed by the pyroglider by fire for 3~4 seconds that hurts ALL units, think of it as a harmful zoning spell, although the damage shouldn't be able to one shot workers in that duration.
Pyro lasso : An upgraded feature for the Pyroglider via Fusion Core. This is simple, lasso has a 5~6 range that's able to DRAG any units for 2~3 seconds (not pulled instantly, so a bit different like viper), the unit that's dragged can do anything except moving, the pyroglider uses 125 energy for this ability so there will be no lasso spam on important unit.
Jammer Unit Production : Starport with Tech Lab Tier : 2? Cost : 100 mineral / 200 gas Classification : Mech HP : 75 Energy : 200 Move Speed : Around the same like Banshee Attack : Can't Attack Detector : The same as Raven/Overseer/Observer
Falcon Stealth : While your unit is buffed with this ability, your unit will be invisible on the eyes of enemies on MINI-MAP and sensor tower ONLY for ~15 seconds, but they can still see your units in the actual screen and engage your unit. Uses 150 energy.
Jamming Canceler: Disable the unit in AoE affected (AoE around as big as fungal) for ~5 seconds to use any ability, applied to all units in effect.
Saboteur Unit Production : Barrack with Tech Lab + Ghost Academy Tier : 3? Cost : 150 mineral / 200 gas Classification : Bio HP : 80 Energy : 150 Move Speed : Marine unstimmed Attack : The same as reaper
Permanently Cloaked
Sabotage: Used to the enemy structure, act the same like overseer's contaminate with addition if it's used, will disable the whole function of that structure. but the saboteur must channel the ability for 5 seconds before the effect takes place, last for 20 seconds, there will be signs of difference on the structure when saboteur starting channeling this ability. Uses 100 energy
Betrayal: Saboteur plants a bomb at any unit after channeling for 5 seconds, the bomb will explode in 5 seconds after for 100 small AoE damage, unit that's planted by the bomb will flash red and the effect can be disabled by killing this unit before 5 seconds by any means.
Mauler Unit Production : Barrack with Tech Lab + Engineering Bay Tier : 2 Cost : 50 mineral / 150 gas Classification : Bio HP : 150 Move Speed : The same as marauder Attack : AoE cone like hellbat
Deal additional damage to structure
Earth-Cracker : The mauler mauls his hefty hammer as strong as possible on a small AoE 2x2, deals massive damage to light units, might be able to one shot zergling
Armor Demolisher : Demolish a unit armor on an small AoE of 3x3, making them armor type as light for 15 seconds, If protoss units has shields while affected by this ability, disable the shield regeneration for 15 seconds but keep the armor type intact, while protoss units that has lost their shields will be affected by the armor type changes.
Might be TL;DR and not specific, but sharing is caring right, i want to say sorry first if any of these has been suggested or similar as i'm late on being able to type out this idea
Barracks: Heavy bio unit. Requires armory and attached tech lab.
Cost: More on the expensive side esp. in the supply department.
Melee brawler and artillery hybrid! The relatively big RSS uses his massive and sturdy mortar as a melee totem-like polearm in regular combat. Can be stimmed in this mode if researched. Melee damage benefits from bio upgrades. Speed is 2.25, same as the marauder.
If set to siege mode (4 second cast time) the RSS becomes immobile and can't attack but gains the "Hellfire Mortar Grenade" ability, which has to be manually casted on a 2 second cooldown but successive shots can be queued with shift.
The Grenade is a semi-tracking projectile with a high firing arc. It can be casted in a radius of 10 and takes 1 second to reach its target. It automatically seeks the highest priority unit in a range of 2 around the target area causing massive single target damage but no AOE/splash damage. The target area is telegraphed to the opposing player. If there's no vision it will dumbfire on the selected spot losing it's tracking ability and only causing only 1 damage because the warhead is not activated. The projectile does not reveal the target area.
The RSS can be unsieged while a grenade is still flying, but, as said above, this will take 4 seconds.
If loaded into a Planetary Fortress, Command Center or Bunker, can repair from the inside. If loaded into a Planetary Fortress, Planetary Fortress gets +3 attack per SCDV loaded. Can attack from the inside of the Bunker, while repairing (still melee range) Otherwise acts as an SCV.
Stats: 250HP, 2 armor, 2.25 speed, same speed as marines/tanks.
Attacks: None.
Abilities: Cliff-walker. Can deploy on either side of a cliff to create an artificial ramp, passable only to allied units. If the unit is destroyed in either vehicle or ramp mode, it leaves behind a destructible hulk.
Upgrade: Emergency evacuation. Tech lab upgrade, requires armory. 75 mineral, 75 gas. The deployed ramp can be instantly picked up by a medivac if there is no allied unit on it. The unit is transformed back to vehicle form during the pick-up animation.
Destructible hulk mechanics: The hulk has 3 armor, 750/1000HP and can be repaired by SCV and mules. When the hulk is repaired to 1000HP, the unit becomes functional again. The vehicle hulk is a blocker, the ramp hulk is passable by everyone's units. If the unit is destroyed in the middle of transformation, the hulk is of the pre-transformation type. The player thus needs to make sure the transformation is finished so his units can get through/enemy units cannot get through. The hulk has the lowest target priority and provides 1 vision range so any enemy going through the hulk ramp will be seen. Also if there are no other allied units in range, an A-move command by the opponent through the hulk ramp will be stopped as the units try to attack the ramp. If the hulk ramp is destroyed, any unit standing on it is lost.
Example use cases: - Bypass a chokepoint with a mech army. - Block a chokepoint with the vehicle hulk. - Allow temporary mining across a cliff, for example mining the 3rd base from the main CC. - Set it up on a cliff behind your attack, so your units can retreat while the chasing units must destroy the ramp to pass through. With the Emergency evacuation upgrade you can do a hot pick-up of the ramp and close the path instantly. - Completely block a normal ramp with heavy buildings and deploy the unit as a safe ramp.
Factory with tech-lab means the player can swap add-ons to build one in an emergency if their tech opening is counter-busted, so build time needs some calibration. The unit is supposed to be resource efficient but supply inefficient so it cannot be massed as shield for siege tanks.
The Unit is built from the starport and requires ghost academy and tech lab. The unit is attack less making it a complete support unit helping mech and bio the same.
Stats Health 150 Mana 50/200 can be upgraded to start with 75 Speed 2.5 The unit is Mechanical. Supply 2. Cost 100/100 Attack none.
abilities Lock down. 125 The range of this lock down is (10) but you have still be aware of the chance of high templar feedback. This unit will allow terrans to rule out units they don't want to fight. For example they can make the colossus count manageable in late game TvP while opening up ghost tech for late game bio TvP.
Defensive Matrix 75 makes a unit gain 200 additional health for 60 seconds. The unit that is d-matrix'd can detect for the remainder of the spell. But the spell is disabled by (fungal, storm, hunter seeker missile, and yamato, roach corrosive bile. )
Hellfire Droid 50 onto a unit and it allows them to do full collateral damage for 3ish range.
Goal of the unit. The unit adds micro intensive excitement because the unit buffs single units which you will want to take care of (hellfire droid). Defensive Matrix will allow a player to defend a single unit that needs to be saved it can be a red health medivac or a single marine tanking lurker shots. Lock down will allow a terran to compete with protoss high tech pushes. While making players less hesitant getting the ghost academy.
Looks The unit features propellers much like the banshee's. It looks similar to a hellion in terms of the cock pit. It is about the size of a landed viking. It contains a few satellite dishes on top of the craft.
General Concept: Ranged fire support. Lowish dmg long range harrass
Bombadier Slow movement, e.g. Ghost. Slightly smaller size to marauder. Health pool: reasonable low Sight range, just like other bio. Possible upgrades?!?: Stealth (autodecloaks to fire), maybe concusive shells too? Not sure whether dmg would scale with engi upgrades. Stim for burst fire?!? Combat shield?!? To fire, (autodecloaks if cloak) has setup time (1-2ish seconds, but instant "un"-setup so you can fire and move). All targeted area bombardments.
Ability 1: Mortar. 2sec cooldown ish (probably longer, may stim to reduce?). Fires a slow moving projectile that has mortar sound that sounds through FoW. Shadow of projectile (only visible if no FoW) goes in straight line towards targeted location. Shadow slows when getting close to target, slow enough for panic micro. Damage: I would say 3-4 shot workers (low enough to not break everything,), Would need a decent number of hits to take down a tank. Would outrange tanks by a couple yards, and fireable into FoW.
Ability 2: Tomahawk Missile. (same target range as mortar but launches a fast moving missile from Ghost Academy. When launched Missile appears on minimap (like a unit in a Sensor tower radius, but visible everywhere) Fast moving but targetable by anti air and is quite squishy. Similar to mortar but larger splash area and bonus vs armour (think tank dmg, maybe slightly more) Build like nuke in ghost academy (visable addition on building when built) Up to 3 buildable in addition to nuke. Costs a bit of gas, like 25-50 and some minerals. (Needs to be expensive enough that sniping units is only viable to force breakthrough with others, and expen
Ability 3: Smoke Bomb. Lauch a smoke bomb that creates a LoS blocker. Same cooldown as mortar. Damage: I would say 2-3 shot workers, Would need a decent number to take down a tank.
All abilities smart cast, sort of like spreading creep tumors to allow quick deployment.
Building swapsy: Have Ghost academy as building Ghosts and Bombadiers. Perhaps techlab/reactor option. Allows building of startport too.
Drop harass support fire (positions as a drop comes in/ zones defense). Add to complexity of splits etc. and maybe allow some timing attacks. Punish enemies with low vision. TvT: Should allow for harass on siege lines TvZ: Should allow slightly more controlled advancement. (rolling barrage idea) with "oh shit" missiles when zerg engages just before needing to split. TvP: A way of bombarding death balls. and zoning templar in vision.
All abilities do friendly fire (smoke bombs are LoS for everyone)
Final Thoughts Hope you like the idea. I have no real idea on damage numbers, i would hope that they would be added on in all matchups (possibly also for mech too). Numbers built would vary based on enemy strategy, turtle mech would be bombarded into the ground. Might need to add a small cost for mortar (like carrier intercetor) to avoid/limit constant spam (cooldown for this too) Maybe a bit too similar to the new roach evolve (Bombadier longer range, slower projectile)
Hi, just copying my post from reddit! It includes a whole bunch of terran changes, aside from just a new unit! Hopefully thats not a problem :D Post on Reddit
DISCLAIMER: These are not really 100% new ideas, I've had similar ideas to many other people and I'm just putting them all together in once place, explaining why I think these all make sense as a whole to make Terran just more complete :D
New Terran Unit - The HERC/Engineer
So, this unit is very similar to the Engineer proposed by almost everyone else earlier, except I think it could be made to be more fun than just an SCV on steroids. the HERC (What its being called) would actually just be the HERC, as proposed by blizzard! It would have a grappling hook just as the HERC did, but with lower HP, damage, cost, and no splash damage. This unit would also be able to repair mechanical units and structures 2x as fast as an SCV (but same cost). I feel like the hook would be used mostly on the defensive, using it for example, to grapple to a nearby bunker that needs repair (So yes he can grapple to structures). Giving him 1 or 2 armor could allow it to still be a combat oriented unit as well.
This unit would be able to build a unique set of structures just like a normal SCV, but they build structures 2x as fast. The only structures it could build would be the Bunker (still 100 Mins), Auto-Turret (Which kinda means, get a new ability on Raven), and a potentially new structure called the Med-Station. This would be an alternative to Medivacs, while operating differently. It would simply heal all nearby biological units by a fixed (very low) amount, while also being a wall vs things like Banelings. I'm sure there are other structures it could build like an actual wall or the Missile Turret, but the idea is more important than getting down the specifics. ITS A HERC THAT CAN BUILD AND REPAIR :D
This unit would be THE perfect addition to Terran Bio, pretty much because it allows for a completely different type of game play with biological units. I feel like this would enable a more "slow/containey" style, or even a "surprise base-in-your-base" style that would be pretty awesome to watch. And you would still be able to do awesome Reaper-Grapple micro. (Reaper-Hook into Base-in-your-base!?!?!)
Other Barracks Changes? Ghost
I really would love to see the ghost, w/o EMP and much cheaper (Maybe 25 Mins 75 Gas? 1 Supply). I feel like giving him Lockdown in place of EMP is the way to go (IK so original), but maybe make it avoidable like Seeker Missile (Target unit can walk out of range within like 2 or 3 seconds). I also feel like making Lockdown cost like 125 energy so it can only be cast once per Ghost per battle would be pretty important for not making it OP. Ghosts in this form should have slightly faster movement speed (maybe like 2.95) and have a slightly longer attack range (maybe 7) to make him more of a sneaky unit rather than a main army unit. Snipe should also potentially be nerfed to be like 100 Energy if these kinds of changes were made.
I see the Ghost being more of a, solo - behind enemy lines - type of unit and a little movement speed and range would help in that regard. Being a cheap/spammable unit is also a hallmark of Bio in general, and I feel like Ghosts should definitely be cheap and spammable as well. This will them to be much less costly in the early game, and allow for split Ghost micro in the late game that's not just, Blanket EMP the Protoss & GG. (SNIPE ALREADY KILLS TEMPLAR). Also, I feel that Snipe, Lockdown, and Nuke, all fit a "sniper" type role much more than EMP does.
Reaper Give the Reaper a new ability upgrade called "Seismic Charge". This ability is similar to the G8? (was that the name?), well the throwable grenades Reapers had way back when. The Reaper would throw these grenades (maybe at some lurkers!?!?!) and they would take a few seconds to dig in and detonate, dealing 20 damage to all units in the area, but +60 to Structures, Burrowed units (Including Widow mines), and Sieged Tanks. 80 dmg means 2 shotting Tanks (and potentially lurkers) as long as they can get in range, almost 1 shotting Widow Mines, and 5 shotting supply depots and pylons. They could still do decent damage to weak units like zerglings and workers, but would primarily be destroying fortified positions.
Another cool thing for Reapers would be, make them explode when they die!??!! I think that would make them a much more interesting unit. NOW they would not be used like Banelings, because they cost more gas that just wouldnt be worth it. But it would be great defense vs Zerglings, Zealots, and Banelings. Im sure people would still use their explosion if they were going to die, and it would make it a tactical decision. Do I jump the cliff and attempt to escape, or suicide in and do more damage :D
Oh and they need Nitropacks back in the late game :D
What about the Cyclone? Merge it with the Ground Viking
I'm gonna be honest, Terran doesn't NEED the cyclone. It seems like an odd addition to the Terran army. NEW IDEA: make the Vikings ground form a "Goliath 2.0" type unit with the Lock-On ability from the cyclone. No need for a new unit, just potentially a new model and new name for the Ground Mode Viking, and how bout letting it be built from the Factory when you have an armory (for symmetry with Hellion/Hellbat relationship) SEEMS TOO PERFECT TO NOT TRY :D
Starport Changes??? Raven (Maybe)
Give Ravens EMP, and move Auto-Turret to HERC/Engineer thing?!?!?! Reasons: EMP is Less spammable on Raven than it is on Ghost (With or without proposed stat changes) because they cost more.
Banshee I feel like replacing the Wraith with the Banshee was a weird move on Blizzards part. I love both units but I just feel like the Wraith was a cooler concept. Cloaking AND being able to shoot both ground and air was AWESOME (ex: observer sniping in SC1). So... I propose, change the Banshee to have a "Carpet Bomb" ability upgrade in place of cloak. Basically upon activation, you drop 3 "Napalm Bombs" 1 by 1 directly underneath the Banshee (you can still control movement), each dealing minor damage (ex 8 Impact damage) and then lighting the ground on fire in a small/medium area dealing low damage over a moderately long duration (ex 6 damage per sec for 12 seconds). This would add a much different type of Micro to the game, and would be pretty strong for harassment or in a main battle, as multiple Banshees could cut off a retreat path, zone off an area, or even just drop bombs on the main army.
New Air Unit? This also opens up the doors for a REAL new unit (Sorry cyclone ) from the Starport. NOW I'm not saying it should be a Wraith, but idk what else would fill the new void by taking away cloak from the Banshee. I think the unit should be fast (Same speed as Muta), should cloak, should do AOE damage to air units, and maybe attack both air and ground. So in my head it sounds, kinda like a Wraith with Splash. I don't really believe we should/shouldn't include just because they're old units. I'd prefer a new unit, but with my current, completely imagined model of how SC2 should be in my head, a Wraith-like unit fits perfect :D And I could potentially see the current Banshee (With Cloak) with a Wraith like unit with amazing synergy, allowing for a fast paced air style for Terran.
Just a note, Airplay IMO feels incomplete as a whole in SC2. In SC1 Terran had the Wraith (Air/Ground fighter), the Valkirie (Air Superiority / Splash) and the Banshee would have been the perfect addition to complete that concept of completeness (Ground Bomber). As I see it, they removed the Wraith and its role completely from the Terran army. The Viking really replaces the Valkirie, NOT the Wraith. There is no "Fast" or "Air/Ground" air unit anymore. Each race kind of has a similar problem where the roles are kind of weird (ex both Void-Ray and Tempest both shoot ground and air? And yes IK its changing) For design purposes, I believe each race should have around 1 air superiority unit, 1 general air unit (Air/Ground) and 1 ground bomber, and potentially 1 of them has splash damage. This is not counting the Capital Ships or casters of course. The Air Balance model from SC compendium kind of says what I mean, but not exactly
THE THOR (Last one :D ) Transforming with the Thor definitely seems like it could be cool, but maybe it just wasn't done properly? The Thor should have 3 modes, Each can be toggled but you can only have 1 active at a time. Air Attack Mode (current explosive payload), Haywire Missiles mode (YES BRING BACK THE WARHOUND), and Radar Mode (Exactly what you think).
So if you choose to activate Haywire Missiles, you cannot use your main air attack, but you deal consistent damage to nearby ground units (Maybe any nearby units? Mech only?). It shouldn't be a TON of damage, but it should be attacking pretty quickly. And it shouldn't count as ability damage, allowing this attack to be mitigated somewhat by high armor targets. This would essentially be a turret that attacks the nearest valid target, allowing Thors to move and attack :D Radar mode is exactly what you think, a Movable Radar tower. PERFECT FOR MECH. Allows Mech to be a little more mobile, and really, it's buffing Siege Tanks! (Never get caught un-sieged). The only downside would be u reveal your location, and potentially lose out on your Air Attack or Haywire Missiles attack.
This will make you able to utilize Thors in multiple situations, even when there are no Mutas :D Also, moving while attacking would be cool, and regardless of what type of unit it targets. I could see Thors starting in Radar mode to detect an incoming attack. Then switching to AA mode and being micro'd in Medivacs vs Mutas, then switching modes again when the Mutas are dead to Haywire Missiles, to damage incoming Roaches and Zerglings as you retreat from battle. It sounds awesome in my head :D
Conclusion So those are my ideas. Let me know what you guys think. I really like to imagine how these changes interact with current units, and allow NEW types of micro. I also feel like these changes really make more defined roles for some existing units. I do have ideas for the other two races but ill see what you guys think of these first.
TLDR: Add HERC/Engineer. Cheaper Ghosts with Lockdown (Avoidable Projectile). Reaper explodes on death and has a new mine ability! Move EMP to Raven, Move Auto-Turret to new HERC/Engineer. Merge Cyclone and Viking ground form. Replace Banshee cloak with Carpet Bomb, new Cloaked Air Unit Air design feels wierd. Thor has 3 modes (Air/Haywire Missiles/Radar)
The deadline has been changed since the submissions period was much longer than necessary. The new deadline is now Monday, Mar 30 2:00am GMT (GMT+00:00).
This unit is built from the CC (Orbital or PF) and requires Ebay + ghost academy. Atm there are no real support units that do not involve fighting/harass. This unit is ideal for a improving base utility and more towards a defensive support unit. The adjutant does not have a physical form in the battlefield and is "within a terran structure" and can move by hoping to each terran building at the cost of energy. The adjutant dies if the structure it inhabits get destroyed. The adjutant can provide an extension of additional stats/abilities to whichever structure it is wired to. Can only build 2 adjutant at one instance.
Abilities: -Data migration: Has a 60 second cooldown, it allows the adjutant to relocate to another terran structure you select.
NOTE: THESE ARE EXAMPLES OF THE ABILITIES THE ADJUTANT CAN DO. IT DOESNT HAVE TO USE ALL OF THE ABILITIES. IT JUST NEEDS TO PROVIDE ADDITIONAL BASE UTILITY AND SUPPORT WITHOUT ADDING EXTRA FIREPOWER OFFENSIVELY
-Hi-Sec Field Tracking: Any Missile Turrets, Auto-Turrets, Point Defense Drones, and Planetary Fortresses within 5 range of the adjutant recieves a additional +1 range. Must research hi-sec auto tracking from ebay to use. Can also increase the range of sensor towers by 1. Passive.
-Rally Extension: passive ability. If the adjutant inhabits a terran production structure (barracks/factory/starport), this will apply to all of the same structure type it inhabits (Meaning if it is wired to a barracks, all barracks will be applied). If a unit is produced out of the structure, it will instead "drop pod" the unit (kind of like the mule) approximately 9 distance closer to wherever the structure rally goes. This will allow a "shorter rally point by a few seconds" and allow some unit diversity by allowing the rallied unit to go over certain terrans (So no more retarded rallies and can involve some nice cheese).
-Data Backup: passive. If the adjutant inhabits a tech structure gets destroyed that is researching a ability/tech, it will "save the research point". So in the future when researching that same lost tech, it resumes from where it last started.
-Cyber Hacking: Active ability. Can be wired into a enemy structure (Must have initial vision) that can research tech that isnt organic (for versing protoss and terran), and delay it by up to 50% (Basically enough to cancel out chrono boost) and see what tech it is currently researching in its queue. It will maintain a active small vision around the hacked structure as well. Can only habit for 1 minute before going back to its last original structure inhabited.
Your imagination can go wild. It can have actives to boost base abilities, any passive that rewards terran sim city more, allows futuristic planning, and provides any additional utility the terran needs.
I know we're only supposed to post one serious unit, but I felt really enthused about this idea, so I'm posting it anyway.
Luna Moth Starport unit, requiring tech lab. Intended for map control and direct support for bio forces. Thematically speaking, it lies somewhere between a Raven, an Oracle, and a Banshee. The Luna Moth is a permanently cloaked mechanical air unit that flits above the battlefield, giving support to Terran forces. It's a drone. Think what current predator drones would look like if they were designed by a butterfly-loving hippie who happened to work for Blizzard.
Spells Auto-salvage Not exactly a spell, but as an activated ability, the Luna Moth can be salvaged from the field within 5 seconds for 75% of its cost. This costs no energy.
Martyr Drone The main purpose of building a Luna Moth in the first place, the Martyr Drone acts much like a cross between BW Spider Mines and the Widow Mine in early HotS beta. It is a cloaked, non player controllable, buried unit auto-acquires all non-levitating ground units, cloaked or uncloaked, and attaches to them for 5 seconds, detonating with 120 + 40 armored primary target damage, 75 (+4 per air attack upgrade) splash damage within a short range of .25, 50 (+3 per air attack upgrade) within a range of .75, and 30 (+2 per air attack upgrade) within a range of 1.25. Notably, it deals non-spell damage, so upgrades can have a very important effect on it, especially against a few key units. It has no time limit to its lifespan, but it detonates instantly when its parent Luna Moth is auto-salvaged, though notably not when killed. Grants 7 sight. 125 energy to cast.
Flashbang Missile Slightly more pointed and less splashy than the name would suggest, this is a unit-targeted projectile (not a skillshot) with a range of 8, that stuns all biological units within its radius, rendering them incapable of attacking, moving, or providing player vision for 5 seconds. The splash radius is tentatively 1 cell, but an argument could be made that it should be .75 - I just don't want to make it completely worthless against Protoss. This is primarily intended to allow it to stun an Overseer flying with Mutas, so that the Luna Moth can be auto-salvaged. An extremely cheap 25 energy spell, but it has two important drawbacks. 1. All units within a radius of 9 from the flashbang explosion are inflicted with the Frenzy passive ability for 10 seconds. I am rationalizing this by them having heard the explosion and then being prepared for it, and steeling themselves to not flinch again. 2. The cooldown for using this spell is a hefty 30 seconds, discouraging excessive use. On the other hand, it's so useful that you should expect to use it once during every single engagement, barring need to conserve all energy for...
EMP Jammer This is the main bio support spell, and will see use it nearly every game that involves High Templar or Infestor play. This is a small device, similar to the PDD, but located on the ground, so that more units are capable of attacking it. Think something like 60hp and a timed life of 20 seconds. It casts an aura at a range of 2 around itself that prevents all units, friendly or foe, from taking any damage from all spell-based attacks. This includes WM, Yamato, and Hunter-Seeker, so be careful of blocking your own shot. Grants 7 sight. 100 energy to use; the same as the thematically-similar Blinding Cloud. Its range could potentially be nerfed in exchange for a longer lifespan.
This unit is a transformation of the Banshee that is researched at the Tech Lab, research requires an Armory. The Banshee's rotors rotate from horizontal to vertical and function as wheels, making it a ground unit. The Screaming Demon gains movement speed and DPS over the Banshee.
The additional DPS is another two missiles - like the two the Banshee fires for each attack, however these missiles DO NOT hit the targeted unit, instead they hit a random (ground) unit to the right and the left of the Banshee's target up to a range of 8. If there are no suitable targets then the missiles explode at max range around (about two units behind and two units to the right and left respectively) the target. These explosions have the potential to damage units (including cloaked / burrowed) in a small (smaller than baneling) aoe.
The Screaming Demon can trasform back into a Banshee, it can cloak (if Banshee cloak has been researched), and it is also a cliffhopper, it can hop DOWN from higher terrain to lower but it cannot hop UP cliffs.
Goals: To extend the versatility of the Banshee as a swift raiding unit. To offer a high DPS backup unit for the Hellion. To allow Banshees to escape from Phoenix / Mutas. Perhaps even a massable unit in some situations.
Looks: Like a Banshee. But on the ground with the rotors turned to be wheels.
upgrade: SCVs may abandon their work tools at Command Center/Orbital/Planetery. In exchange, they gain viking/biker helmets, a weaponized mining tool(melee), and a possibly small decorative shields.
SCVs may return to a command center to get their work tools back
effect: -SCVs now benefit fully from combat shield, stim, and engineering bay upgrades -SCV voices change to reflect that their workforce is less savoury than before -SCV attacks do bonus damage vs armored/structures
Cost:
just enough to make it worthwhile only if you're planning to allin. Gas heavy, to use the gas you won't be spending on upgrades.
Concept:
The SCV pull is such a large part of the game, yet it feels cheesy and dumb. This is a slightly funny way to make it official, inspired by call to arms in Warcraft 3. SC2 may officially embrace one of the most used strategies ever.
It also provides a visible upgrade, to give protoss a clue that it's coming if scouted.
On March 24 2015 06:26 Xamo wrote: OMG this thread is awesome, so many cool ideas. Could we have a "community winner" decided through a poll? No price, just pride.
We'll choose the entries we think are the best and have the community vote for a winner.
Do you plan on going over and reading the ideas again before making a decision? I made several edits since I posted mine, and others certainly have as well.
Reanimated Zergling Gentlemen; we can rebuild them, we have the technology. Terrans began collecting the corpses and scattered remains of dead zerglings and began to reconstruct them with mechanical parts. Built from the factory and requires no tech lab (which obviously means they can be reactored). HP: 75 Armour: 2 Attack: 10 Attack speed: 0.7 Attributes: Armored, mechanical, biological 75 minerals to train no gas cost
On March 24 2015 11:22 Qntc.YuMe wrote: Adjutant + Show Spoiler +
Structure support unit
This unit is built from the CC (Orbital or PF) and requires Ebay + ghost academy. Atm there are no real support units that do not involve fighting/harass. This unit is ideal for a improving base utility and more towards a defensive support unit. The adjutant does not have a physical form in the battlefield and is "within a terran structure" and can move by hoping to each terran building at the cost of energy. The adjutant dies if the structure it inhabits get destroyed. The adjutant can provide an extension of additional stats/abilities to whichever structure it is wired to. Can only build 2 adjutant at one instance.
Abilities: -Data migration: Has a 60 second cooldown, it allows the adjutant to relocate to another terran structure you select.
NOTE: THESE ARE EXAMPLES OF THE ABILITIES THE ADJUTANT CAN DO. IT DOESNT HAVE TO USE ALL OF THE ABILITIES. IT JUST NEEDS TO PROVIDE ADDITIONAL BASE UTILITY AND SUPPORT WITHOUT ADDING EXTRA FIREPOWER OFFENSIVELY
-Hi-Sec Field Tracking: Any Missile Turrets, Auto-Turrets, Point Defense Drones, and Planetary Fortresses within 5 range of the adjutant recieves a additional +1 range. Must research hi-sec auto tracking from ebay to use. Can also increase the range of sensor towers by 1. Passive.
-Rally Extension: passive ability. If the adjutant inhabits a terran production structure (barracks/factory/starport), this will apply to all of the same structure type it inhabits (Meaning if it is wired to a barracks, all barracks will be applied). If a unit is produced out of the structure, it will instead "drop pod" the unit (kind of like the mule) approximately 9 distance closer to wherever the structure rally goes. This will allow a "shorter rally point by a few seconds" and allow some unit diversity by allowing the rallied unit to go over certain terrans (So no more retarded rallies and can involve some nice cheese).
-Data Backup: passive. If the adjutant inhabits a tech structure gets destroyed that is researching a ability/tech, it will "save the research point". So in the future when researching that same lost tech, it resumes from where it last started.
-Cyber Hacking: Active ability. Can be wired into a enemy structure (Must have initial vision) that can research tech that isnt organic (for versing protoss and terran), and delay it by up to 50% (Basically enough to cancel out chrono boost) and see what tech it is currently researching in its queue. It will maintain a active small vision around the hacked structure as well. Can only habit for 1 minute before going back to its last original structure inhabited.
Your imagination can go wild. It can have actives to boost base abilities, any passive that rewards terran sim city more, allows futuristic planning, and provides any additional utility the terran needs.
Hmm.. I really like this idea... fits in with the lore too. There are many possible passive 'boosts' one could think of to help terran production/scouting/detection/subterfuge. Nice thinking!
DISCLAIMER: All mineral/gas costs, ability costs, cooldowns, cast times, and any other variable are subject to change. These are just base numbers, that can be tinkered with in balance testing.
Objective: To create a unit that is a pure support spell caster, that compliments the units around it, and assists in taking ground as Terran, while rewarding active play. In my 5 years as Terran player, I've been very disillusioned by Mech. It's played very slowly, and methodically, and is in my opinion, not fun to play, or to watch. I wanted to create a unit that promotes active Mech play, rewards it, and raises the skill cap of a Mech player.
Introducing: The S.A.B.A.R. (Semi AirBourne Altercation Reinforcement)
What does it do? The S.A.B.A.R. is a pure spell casting support hover-craft, that comes from the Starport. I originally had it coming from the Factory, but with all the additional units in LoTV that are coming from the Factory, and I think considering it does fly PART of the time, it being a Starport unit is acceptable.
Cost: 75 minteral, 125 gas. 100 Energy (Starts with 25) 120 Health, 0 Armor
Abilities:
Warm Up: Warm Up is a passive ability, that is activated after 5 seconds of executed inputted actions. If it's sent in a straight line across the map, and it's traveling for 5 seconds, Warm Up is activated. If you shift queue a S.A.B.A.R back and forth, and it's moving for 5 seconds, Warm Up is activated. However, if the S.A.B.A.R is stationary for 5 seconds, Warm Up deactivates. When Warm Up is activated, it decreases the cast time of abilities, and increases the S.A.B.A.R movement speed, to be slightly slower than an Hellion. As the S.A.B.A.R is a hover craft, it can not be attacked by Melee units. Although, it still qualifies as a ground unit (Roaches and Marauders, which do not have a Ground to Air attack, can attack the S.A.B.A.R, but a Zergling, or Zealot can not). Also, I thought it would be a cool idea if Caduceus reactor increased its energy regen.
Smoke Grenade: After a 3 seconds cast time, a smoke grenade is launched at a targeted area, covering a 2 hex radius. Any ground unit that is inside of that radius, or enters, that radius, may not use active abilities for 10 seconds. (60 Energy, Cast time is decreased to 1 second if S.A.B.A.R is Warmed Up).
Field Fortifications: Deploys a destructible barricade (200 health, 0 armor, gains +1 armor if Durable Materials is researched). Deploys instantly, but takes 10 second channel to construct. If either the barricade or the S.A.B.A.R are attacked during the channel, construction is canceled, and the energy used to cast the channel is lost. Can be placed on Creep, but not on ramps. Fortification decays after 30 seconds.(25 energy. 4.5 second channel if S.A.B.A.R is Warmed Up. If Warm Up deactivates during channel, adds and additional 4 seconds to channel).
Satalite Array: Every S.A.B.A.R comes equip with a Satellite Array. The S.A.B.A.R deploys a miniture Sensor tower, that covers less area, but grants vision through FoW. Every S.A.B.A.R may only deploy 1 Satellite Array. Satelitte Arrays may be picked up and moved by any S.A.B.A.R between, but if a S.A.B.A.R loses it's Satelitte Array, it's gone forever. It takes a 10 seconds Channel to deploy and pick up a Satellite Array. (35 Energy to place, Free to pick up. Channel is decresed to 5 seconds if Warmed up)
herc mk2 should have marauder stats, no actual attack just regenerates
cost is about 100/100 as it will be expensive but relatively easy to survive with due to grapple hook + regen abilities, also if medivac is close by you can pick it up before it dies
what this basically does is send out a signal that forces all the units in a radius to attack it
basically what this will do will make bio more viable on mech as you can make all the tanks shoot the herc as it grapples onto their own army or something, invunerable during grapple hook animation
force lots of banelings that a zerg a moves into you to focus the herc
roughly should create a small opening
some plays you can do is like if you trigger the ability and set lots of mines on it, you can lure a bunch of mutas into a mine trap, or lots of zealots,
one for Dustin Browder is leave a herc mk2 under some rocks, and force a bunch of units to attack it, kill the rocks and crush everything,
temporarily pull units out of position and other things
radius of ability would be roughly high templar cast radius so still requires you to be sort of close, i.e. units in radius are affected by ability that will lure them to attack it
also has a michael jackson like dance, i.e. type in dance and can cause enemy units to do the moon walk with him
Valkyrie Missile Frigate (same name and approximate model as the BW unit) Armored Mechanical
Built from Starport with attached Tech Lab. Requires Armory.
300 Minerals, 100 Gas, 45 seconds, 3 Supply 275HP 2 Armor 2.25 speed (same as Void Ray) 6 Range
It only has an air-to-air attack: four rapid volleys of two missiles each, then a brief pause. Each missile deals 7 damage, +1 per upgrade, +5 vs Light, -4 vs Massive, with a small splash radius.
Passive: Hazard Plating Valkyries are immune to the effects of enemy special abilities. That means they aren't damaged by storm, can't be targeted for seeker missiles, and can't be abducted or locked down by fungal growth. Their attacks are still subject to guardian shield and point defense drones.
Passive: Afterburners (research at Fusion Core: 100M/100G 120s research time) Raises Valkyrie movement speed to 4.0 (same as Oracle, Mutalisk).
Design goals:
1) Provide a mobile air-to-air answer to Phoenixes, Oracles, and especially Mutalisks. Terran's lack of a unit for this role has often wound up chaining Terran players to the Marine in various compositions where they might not otherwise want them. Especially where extreme masses of Mutalisks are concerned, the Terran strategy has always been "don't let them get there", which I find to be inelegant game design.
Notably, the high mineral cost and low gas cost of the unit as I've laid it out here disincentivize including it in bio compositions until extreme late game, so it doesn't enhance the already powerful midgame bio + mines composition Terran has against Zerg. Being a starport unit also competes with Medivacs for production slots. Before the afterburner upgrade, the unit should also be fast enough to defend bases from Mutalisks but not fast enough to attack with a push and retreat back in time to defend a base (the speed I listed may need to be adjusted to accomplish this goal). Eliminating Muta/Bane/Zergling as a composition against bio Terran is NOT a design goal; any bio Terran opting for Valkyries to defend Mutas should find their offensive options severely restricted.
The high mineral, low-gas cost conversely incentivizes its inclusion in mech strategies, which are looking for a good anti-air option (the Thor has never filled this role to any satisfaction). The unit's -4 against Massive prevents it from usurping Viking design space and indirectly enhances the Tempest and Carrier as Protoss anti-mech units.
2) Provide the Terran player with an alternative to the Viking in air battles, as currently the Terran player's strategic response to any enemy air play (which is by its very nature intended to defeat Vikings) is to get more Vikings. The Viking is just being asked to do too much, especially in mech compositions. The Valkyrie offers an alternative to just brute-forcing the enemy air composition with Vikings.
In theory the unit should decisively defeat Mutalisks and Phoenixes. Given Vikings' low HP and tendency to clump, it should also be relatively useful against them in the mirror. It should lose to equal supply of Void Rays and Corruptors, although it should do a lot of damage in the process.
3) Add another unit that incentivizes and rewards good micro. With relatively short range, the Valkyrie doesn't fit well being controlled as part of a death-ball. The range means that they can't just float over an army and protect it from enemy air; the player needs to constantly be aware of where enemy air units are and keep Valkyries in good intercept position. Early game players need to be conscious of their low speed and control them appropriately; late game, after the upgrade, controlling fast Valkyries in a deathball will cause them to usually race out ahead of the army.
4) Present a time limit on how long opponents can get away with light air unit harrassment. Anion Pulse-Crystals already serves this purpose in the PvZ matchup. Afterburners is intended to serve the same purpose in Terran matchups, against Mutalisks, Phoenixes or Banshees (especially since Banshees are getting a speed upgrade).
5) Break up air stalls where both players have large late-game air masses that simply dance around each other. These games are often excruciatingly boring to watch and/or play since all that's happening is units moving back and forth. One of the reasons these stalls develop is that both armies lack the ability to attack into each other well, and a big reason that happens is that well-timed area of effect damage abilities have the ability to just ruin the aggressive player completely. Hazard Plating eliminates that disincentive to aggression since Valkyries aren't subject to any of that, allowing them to lead the charge into an enemy air mass effectively.
Another typical way these air stalls develop is when Zerg players lay down a huge line of static defense and then use Vipers to abduct away part of the enemy air fleet one unit at a time, achieving a certain but extremely gradual advantage over many minutes of game time. Valkyries' immunity to abduct disincentivizes this Zerg playstyle and weakly indirectly buffs the Battlecruiser, since a properly microed Valkyrie screen should be able to protect them from enemy Vipers.
6) Design built-in exploitable weaknesses at every stage of the game. Unbeatable units don't make for a fun game. Early and mid game, the Valkyrie is slow and short-ranged, meaning that although powerful it can either defend a base or be part of an army, not both, so light air units still can strike where the Valkyries aren't. Late game the Valkyrie's inability to affect the ground (after the Corruptor ability change in LotV, it will be the only air unit that can't) means that opposing players can always abandon air control and gain relative advantage from the Valkyrie not being able to do anything. Lastly, opponents can still choose to battle the Valkyrie in the air with massive units or an overwhelming number of armored ones.
Made from factory, this is automobile, it can hold 5 scv and it goes along the ground and drives them around can upgrade from armory, make automobile into convertible automobile that has no roof.
Drone Warfare Banshee upgrade Requires a Nuclear Silo. Transform into Fury. Cannot be undone.
The Fury Stats: Flying No ground or AA attack
Abilities
Arm Depletes a stock of nuclear armament from nuclear silo. Must be near a nuclear silo to use. When armed, the unit may use Discharge. If the Fury is destroyed while armed, it does aoe damage in a radius where it was destroyed. The Fury can only be armed with 1 nuclear missile at a time.
Stealth Mode Makes the Fury invisible and requires detection to be targeted. While in Stealth Mode, the Nuclear Missile is disabled and will not explode upon the Fury's destruction. When exiting Stealth Mode, the Nuclear Missile will take some time to activate and Stealth Mode cannot be toggled until the Missile is ready.
Discharge Can only be used while Armed. Drops the weapon at the Fury's location. After 3 seconds it explodes and deals massive aoe damage around its radius. It may be destroyed before it detonates and deals no damage if destroyed before the 3 seconds.
Wrath Can only be used while Armed. The Fury is destroyed and does aoe damage in a radius around it.
I hate death ball and giving an "early game unit" like the banshee an upgrade that requires late game tech sounds interesting to me.
Name: Atlas Visual: Maurader-like armor with a mechanical backpack with two mechanical arms protruding from it. Range of attack: Melee Tech Requirement: Engineering Bay Builds from: Barracks
Non-tech function: Grapple. 10s cd. Mechanical arms will grab enemies in melee range and hold them in the air for 2 seconds. While enemy is being held, they cannot attack or move but can be targeted for attack. Atlas can only hold one medium size unit (hydralisk, roach, maurader, stalker, ect) at a time. Two small units (Marine, zergling, baneling, zealot, ect) can be held at a time. Massive units cannot be held.
Tech upgrade function: Self-destruct. After a 1second cast, Atlas will self destruct, causing damage (35/50 against light) to enemies around him. Also pushes back all enemy ground targets and slows them for 1second. Atlas will be killed. Upon his death, he will look down on the world and shrug saying, “Productiveness is your acceptance of morality, your recognition of the fact that you choose to live--that productive work is the process by which man's consciousness controls his existence, a constant process of acquiring knowledge and shaping matter to fit one's purpose, of translating an idea into physical form, of remaking the earth in the image of one's values--that all work is creative work if done by a thinking mind, and no work is creative if done by a blank who repeats in uncritical stupor a routine he has learned from others--that your work is yours to choose, and the choice is as wide as your mind, that nothing more is possible to you and nothing less is human--that to cheat your way into a job bigger than your mind can handle is to become a fear-corroded ape on borrowed motions and borrowed time, and to settle down into a job that requires less than your mind's full capacity is to cut your motor and sentence yourself to another kind of motion: decay--that your work is the process of achieving your values, and to lose your ambition for values is to lose your ambition to live--that your body is a machine, but your mind is its driver, and you must drive as far as your mind will take you, with achievement as the goal of your road--that the man who has no purpose is a machine that coasts downhill at the mercy of any boulder to crash in the first chance ditch, that the man who stifles his mind is a stalled machine slowly going to rust, that the man who lets a leader prescribe his course is a wreck being towed to the scrap heap, and the man who makes another man his goal is a hitchhiker no driver should ever pick up--that your work is the purpose of your life, and you must speed past any killer who assumes the right to stop you, that any value you might find outside your work, any other loyalty or love, can be only travelers you choose to share your journey and must be travelers going on their own power in the same direction.”
A very educated sewer technicians who were masterminds behind invention of compact toilets for Powered Combat Suits. The biggest benefiter of Sludgers INnoVation was Tychus Findlay who never had to remove his suit since the release from the prison. With a great enthusiasm Sludgers were extracting DNA from all type of faeces with the biggest emphasis to Protoss. Needless to say, their favourite study book was "The Great Book Of Protoss Bullshit" http://www.teamliquid.net/forum/sc2-strategy/447483-the-great-book-of-protoss-bullshit . As pacifists, Sludgers never takes guns but once they identifies Protoss Bullshit, they puts on the gas masks and goes to block Protoss gas Assimilators.
Gas mask of Protoss Bullshit gives Sludgers 3 abilities: 1) Permanent cloak 2) Hardened shield 3) Blink
And 2 Special abilities: Clogs gas Assimilator for 1:30min (can be unclogged if Protoss nicely asks and promise not to bullshit around). Lifts Probes.
Irradiate Energy 25 Range: 9 Duration: 30 Damage: 10 then 8/sec Irradiates a single target creating a radiation field. Any biological units in this field will take damage. Field deals 10 damage initially then 8 per second (ignores armor).
Nano-Repair Energy 1 per 3 HP Range: 4 Science Vessel heals a friendly mechanical unit. Can be set to auto-cast.
Defensive Matrix Energy: 100 Range: 10 Creates a defensive barrier around the unit, granting it 250 extra HP. Lasts for 55 seconds.
Detector Science Vessels can detect cloaked, burrowed and hallucinated units
Helps Mech against Chargelots, Immortals, cumpled Zerg Units.
Like a zerg changeling, just a bit more intricate:
The Saboteur will take on the shape of the enemy unit he first comes in contact with. He will then completely merge with the enemy, that means the opponent can control it normally.
Every 2 min, you will then get control over the Saboteur (still in the shape of the enemy unit). Then you have the following options:
Take over any enemy unit, which will receive a 1-min cloak so that you can retreat it to your lines
Set the target for a massive laser installed in outer space
Infest an enemy production facility: All units your opponent produces will be new saboteurs in the shape of the intended unit
Once you have used an ability of the saboteur, you will not get control over it again and it becomes your opponent's normal unit.
On March 24 2015 12:15 purakushi wrote: Annoying Civilian
40 hp non-combatant 0 supply no cost 1 second training time
Built from the supply depot.
Passive Ability: Highest attack target priority in the game, so they take all auto aggro.
So is it like provoke? Enemy units are forced to attack this guy when they see him?
Nah, not quite that annoying. Only if they a-move. Players would have to Target fire other units. By default, attacks will target the annoying civilian.
Basically the unit is a flying mirror that you can bounce your projectiles off of for added effects. The micro aspect is it works only with skill shots and must be angled a certain direction to actually hit the target.
Reflection of seeker missle: changes direction of seeker missle it now has no target but instead will travel a set distance which it is reflected into and then detonate.
Reflection of tank volley(only while in seige mode): redirects seige tank volley resetting the range of the volley as well.
Reflection of Ghost snipe ability: greatly increases the damage of ghost snipe ability as well aseffectively increasing its range. However it will be hard to reflect a ghost snipe onto the desired target so micro comes into play and the opponent can still try to anticipate and dodge the snipe.
thats my basic idea it could reflect other things as well but the main point is to give more utility to underused terran units raven/ghost/tanks. Its starport so its prety techy and in order to reflect it needs to be in front of your army so its a vunerable target. If reflect is too strong can make it energy based so they cant sit and blow ur base up from a mile away with reflected seige tank shots.
Some solutions for other races could be to give them abilities that could misdirect the reflectors shots back.
I.E: Forcefields now reflect shots back but only shots fired from reflectors. overseers reflect shots back that are fired from reflectors. Again the shots reflected back are reflected on an angle depending how your forcefield hits the shot or the overseer intercepts the shot.
All reflected shots are friendly fire so if you mess it up you always can end up hitting your own units.
Ground Biological Light Barracks unit Requires Tech Lab add-on
35 second build time Cost: 150 Minerals/ 75 Gas/ 2 supply HP: 60 Armor: 0 No base attack
Spells:
Explosive Charge: Lay down one explosive charge which can then be detonated for 200 damage to structures. Any experts caught in the explosion will die. Start with, and can only hold, one charge, more can be built for 100min/50gas 30sec build time. (Note: unit death radius slightly larger than building damage radius.)
Sabotage: Tamper with the building's structural integrity dealing 250 damage over 20 seconds. (30 second cooldown)
Function: Drives opposing forces crazy. Works also in tvt, since balance whiner thinks games is unbalanced not only if terran cannot win, but if he cannot win using units he wants to use (mech, air). Has sort of taunt function like annoying civilian, which is on auto-whine by default.
Is not trained, but comes automatically from under the rock when something enters battlefield that terran player doesn't have in his arsenal, or if terran hasn't built it 'cos its clearly too expensive to build in that situation (raven).
Model: scrawny male, maybe with hat with ear flaps.
Unit responses: "Dwarf reporting", "Faust is here, ready for whining" (entering battlefield) "if we whine from this moment untill next christmas, I'm sure blizzard will nerf them!" (engaging). "AWWWW this is all because of David Kim!" (death).
Unit : Commando Biological unit that can be built from a barracks with a techlab. A commando academy is required, this is an upgrade of the ghost academy that costs 200 minerals 200 gas. The HP increases to 1500. Cost 300 minerals, 150 gas, 40 second build time, 3 supply. attributes : Biological, Psionic can attack ground and air with the same damage Damage : 20(+2 for infantry weapon upgrades) Dps : 20(+2 for infantry weapon upgrades) so 1 attack per second Range : 7 Health:150 Armour:0(+1 for infantry armour upgrades) Sight : 11 Speed : 3.375 Cargo size : 2 Starting energy : 75 Max Energy : 200
Abilities : Explosive shots - 50 energy For the next 5 shots the commandos shots deal 20 damage in a 0.5 AOE around the target.
Teleport - 100 energy After 5 seconds of channelling the commando teleports to any location on the map where there is vision.
Cloaking - this is the same as ghost cloaking and requires the same upgrade.
Call nuke - again the same as the ghost.
Upgrades: Personal cloaking - same as ghost upgrade
Psionic training - the commando starts with 125 energy instead of 75.
2 nukes can be built at once and stored in the commando academy
The main theme of bio armies is that they are fast and good at harassing and skirmishing. They are generally stronger earlier on in the game and will usually lose in a straight up fight against other late game armies. I did not want to change this identity but wanted to increase the potency of bio later into the game through increasing the potential for harassing and skirmishing. The commando is a fast unit with a long range good for picking off stray units as well as destroying the opponents buildings and economy with teleport and call nuke. Explosive shot will be good for harassing and taking down workers. It will also help improve the straight up fighting potential of bio armies as explosive shots will be extremely useful for taking out banelings, zerglings, zealots and opponents marines as well as any other grouped up units. I do not feel that this will increasing the straight up fighting potential too much, which as I previously stated is something I don not want, but merely keep the fighting potential in line with other army compositions after the other units in LotV are accounted for.
The Taurus Transport is, simply put, a factory built Bunker on wheels.
Characteristics Unit type : Armored , Mechanical Built from : Factory with Tech Lab Cost : Either 100/100 or 200, 2 Supply Health : 200 Base armor : 1 Speed : Similar to a non boosted Medivac Has no Weapons Cargo Size : 8 ; Takes 8 space and can be carried by a Medivac like a Thor.
Abilities Units on board can fire ; can load Hellbats ; cannot set an unloading rally point Load : similar to Medivac/Bunker Unload : unloads all units instantly around the VAB (roughly similar to Bunker) Emergency eject(passive) : When the VAB is destroyed all units are unloaded unharmed. If the TT is destroyed while carried by a Medivac, this ability doesn't work Smoke Screen (research at Tech Lab for 150/150) : Deploys a 3x3 smoke screen around the VAB. Smoke screen breaks lines of sight and lasts for about 10 seconds. Has a ~30 sec cooldown
Goal The TT gives Terran new options in the early game, both defensively (moving bunkers!) and offensively (bunker rushes like strategies), which means new timing pushes and all ins but also easier defense against Zerg or Protoss allins like blink or baneling busts. Smoke Screen can help the VAB survive and escape. In later stages, it gives bio armies a health buffer and a way to tank splash damage at the cost of supply and mobility. Whether or not you need them depends on your unit control and your strategy.
NEW BUILDING : Experimental Laboratory Cost : 150/100 Build time : 50s 1000hp 1 armor Requires Fusion Core
UNIT : Mobile Radiation Station Cost : 200/150 Build time : 45s Supply : 3
Ground Armored Mechanical Unit. HP : 200 Armor : 1 (+1, armory defense tech) Built from Experimental Laboratory Attack : none Passive ability (disabled by default) : Radiation Field
Radation field deals 2% of unit max life + max shields (minimum : 1) to each unit nearby (radius : 2.5) each second, except to Terran's mech units (Hellbats are affected).
Size : between a tank and a thor
Skin : Big four-legs unit, with a fusion-core like appearence. When the field is disabled, the core is retracted and hidden.
Unit : constructable rocks It is common knowledge that the greatest, most beloved and overall best part of starcraft is the destructible rocks. However maps do not feature enough of these wonderful objects and they are always in the same places. This does not allow their true beauty or potential to be seen. Thus the creatable rocks were born! Now you have the almighty power to build these most perfect of features in whatever way you please!
Cost : 500 minerals, 200 gas, 90 second build time, 6 supply. Attributes : Mechanical, Armoured Damage : No attack Health : 1000 Armour : 1 (+1 for mech armour) Sight : 10 Speed : 1.5
Abilities Construct destructible rocks! - Call forth the almighty power of the destructible rocks, you practically win the game at this point. Takes 20 second to build, no cool down.
as seen in the exquisite artwork the grey framework is the constructible rocks building destructible rocks inside it.
weapon: anti-material rifle. Same vision as a tank, and range as a sieged tank (needs spotters to use its full range). Targets both ground and air. Starts with 8 damage (1 shot every 1 second). Does not overkill.
two passive abilities: 1) build-up: Starting from the 8th minute mark, damage increases with every minute (at 40th minute damage will be 40 every second). This effects both old units and freshly made ones (all agents damage is the same all the time). 2) penetrate: If the target has less than 30 or %20 hp, it's instantly killed. It's based on hp, so ignores shields. Yay.
cost: minerals start with 80. increases 10x every minute (at 40th minute it will be 400 minerals. So its cheaper to accumulate them early). gas: 80. Constant
special upgrade from armory: <insert cool upgrade name here>: %50 bonus damage vs air units. Colossi too.
what's it good for?
* Since it's build from techlab, it won't interfere with your mech or bio infrastructure. You can play whatever you want while getting this unit. * getting 1-2 early and utilizing penetrate ability may be helpful dealing with stalker or roach-bane allins. It can one shot a baneling or a weakened stalker/roach from great distance, while being a late game oriented investment. * a late game Terran unit that synergizes well with tanks. Couple of tank shots weakening a target and a shot from this guy can kill many things on ground.
It can be made to prefer weak targets automatically to reduce micro need, if this is a concern so it will have mechanically lower but strategically higher skill ceiling.
Numbers can be adjusted to better fulfill expected roles.
The C.A.S.T.E.R is psionic mechanical ground support unit built from the factory. Requires a tech-lab and a Ghost Academy to be built. It looks like a truck/half-track with a big satellite dish on the back. Like the picture above but a little more space-style and heavier armored.
- Prediction The C.A.S.T.E.R utilizes it's psionic mindreading powers, and combines this with the highly technical C.U.R.S.E statistical predictive data analyser to scan an area and predict units inside to win.
Targets an area with 2.25 radius, with the C.A.S.T.E.R displaying a visible beam from it's satellite dish. After 1 second delay, all units within this area have their attack damage reduced by 4 for 8 seconds. Cooldown: 5 seconds. Can be set to autocast.
- Call on BillyResearch within the troops provides an interesting statistic: Marines that have performed heroic deeds and exceptional combat feats are usually called Billy. Building on this research the C.A.S.T.E.R is outfitted with psionic powers to influence the mind of a nearby Marine and make him believe his name is Billy, greatly increasing his combat potential
Targets the closest Marine unit within 9 range, and gives it a permanent 125 hitpoint bonus. Cannot be recast until the targeted Marine has died.
- Only well dressed above the waist (passive)While designing the C.A.S.T.E.R, terran engineers originally planned for the unit to look well armored entirely. However they decided it was too much of a hassle and only outfitted the top parts.
The C.A.S.T.E.R suffers a -3 armor penalty when attacked by ground units. This penalty can be removed by researching the D.E.S.K upgrade at the tech-lab.
The combat engineer can build defensive structures (bunkers, missile turrets, possibly sensor towers) on the field twice as fast as an SCV, with another upgrade to increase that to 4x as fast. It can also repair mechanical units at range 1, at the same cost and speed as an SCV. It has two upgrades from the techlab:
Advanced Construction: 150/150/100. Reduce build time by 50% Advanced Repair: 50/50/60 Increase repair range to 4
In bio compositions, a fully upgraded combat engineer can create map control by rapidly erecting bunkers (10s) and turrets (6.25s), while still giving their opponent time to react. The engineer itself is reasonably sturdy, and with the repair upgrade can contribute during a fight while remaining mostly out of harm's way. This gives bio players an alternate play style (more positional, less harass oriented) and a transition into the late game.
In mech compositions the engineer provides supply-free anti-air, addressing a key mech weakness, but is NOT cost effective for mass repair, so it doesn't replace SCV's in that role.
I like this idea because of what it doesn't include. Namely NO activated abilities and NO complicated or gimmicky mechanics. It also makes underused terran upgrades more useful (building armor, hi-sec autotracking, neosteel frames) and brings Terran a little closer to its Brood War roots (technical, methodical, positional), as well as fitting Blizzard's criteria for a new unit (built from the barracks or the starport, doesn't contribute to the deathball).
On March 25 2015 01:36 Jonnyryba wrote: Whatever unit is made hopefully it will be vespene heavy so that Terrans have their own effective non mech vespene dump
Ground Biological, Armored Unit. Built from Barracks, Requires Tech Lab attached.
Cost: 125 minerals/50 gas/2 supply. Takes 35 seconds to build.
Ground attack: 10 NORMAL (+1 with infantry attack ups), 15 LIGHT (+2 with infantry attack ups)
125 HP, 1 armor (+1 with every infantry armor upgrade) Energy: NO Rage of Attack: Melee - Only ground. Attack Speed: 1.5 Sight: 8 Speed: 2.75 Cargo Size: 2
Upgrade: Tactical Web (upgradeable at Tech Lab, cost 100/100, takes 60 seconds to finish)
Tactical Web: All Titans now have a amount of 3 Tactical Webs who snare a enemy unit (Ground&Air) (Not Massive) for 3 seconds (still the snared unit can attack) with a delay of 20 seconds on each use.
Cast Range: 7.
Rol in combat: Titans are the new face-to-face early melee unit for the last remain terran forces on the krupulo sector. As known terrans doesn't have a pack of melee fighters, only the Hellbat and the SCV as well.
Titans are Soldiers equipped with a huge armor (Like Marauders), but instead of rocket launchers, they have titanium twin blades on their arms, also they have a jetpack on their back like reapers, but less faster (2.75 MS), this allow Titan to be fair faster to chase units with low speed movement. (They should move as SCV's does)
With this addition now the Terran remaining forces can deal with zerglings/banes rushes without depending on bunkers or extreme defense tactics or trying to rush a factory to get a bunch of Hellions.
Will Titan kill the Hellbat Role?, No.
As known, Hellbats are mech-bio units too, but light, this make the Hellbat a good choice to face units who does extra damage to armored units, (Immortals, siege tanks, etc), also Hellbats still will be the primary choice on Mech play agaisnt zerglings and light zerg forces, because of the splash damage.
Titan is good to face:
- Zerglings (at early game) - Zealots (should be nice to see some micro play here, they move faster as zealot at early game, but less HP, then at the mid zealot have the same speed and charge)
- Hellions (Using tactical Web): they can stop a runby of hellions with this skill, with they extra damage on Light Units, incapacitated hellions will be an easy target.
- Even Hydralisk !!: As we know, terran doesn't have a ground unit to face "correctly" the hydralisk, Hellbats got extra damage on light, ok. But they are so slow, a good terran composition with Titans can use Tactical Web on Hidralisk and rapidly taking them down.
Weak to:
Immortals: As armored units, without stimpack for use, and melee range, Titans are a easy target for immortals, only dealing basic damage (10) is not the best choice to face them, maybe a couple of them should be nice to use Tactical web and focus fire with the rest of terran infantry.
Siege tanks: Tanks do full Dmg on them (50) and the Tactical web is useless on a siege mode unit, so try to avoid them on TvT standard marine-tank play
Ultralisk: The Titan has no chance to face the ultralisk, just like Hellbat, because the ultralisk is the king of melee combat, and the Titan have plus damage just to face light units.
Nice sinergy to use with:
Marauders: Marauders are the counterpart of Titans, heavy dmg to Armored units and Titan heavy dmg vs Light units, using these 2 will be a hard punish at early game, but they are both armored, so Terran can defense easy with siege tanks, protoss with immortals and zerg with a combination of zerglings and spine crawlers at early game.
Titan can be used at drop assaults to support marines, using the same cargo amount as the marauder, you can choice to do a focusing drop to kill structures with marauder/marines, or do some economical drop damage with Marine/Titan, Titan can take damage as Melee unit, meanwhile marine do the real DPS with stimpack.
Sorry if my english is a bit poor, is not my primary language :D.
Unit: Battle Commander Barracks Unit (Unique, as in only 1 is allowed on the battlefield at a time, requires Orbital Command) Cannot Attack enemy units, however you can issue battlefield commands.
Commands: Form Up! - 20 energy, no cooldown, automatically spreads all biological units within a 12 yard radius of the cast location. Airstrike - 50 energy, no cooldown, calls in coordinates for a fiery wall of napalm, damaging enemy units in a 1.7 radius for 4 seconds Retreat! - 125 energy, all biological units within a 9 yard radius frantically run away from nearby enemy units, as well as decreasing their chances of being hit by ranged attacks by 25%
Construction facility: Barracks Needs Tech-Lab: yes Costs: 125 min / 150 gas Size: 2 in Bunker, 2 in Medivac Hitponts: 75 Attack dmg: - Attack speed: - Movement speed: Like ghost Armor: 0 Spells: Stab (single attack with high dmg, Cooldown 15 sec) (75 Energy), Infiltrate (Reveals exact information about a building) (50 Energy), Timebomb (plants a timed bomb in a building) (100 Energy, cooldown 45 sec) , Disguise (toggle, 25 Energy Activation, 1 Energy/sec upkeep))
General description: The spy's purpose is to infiltrate the enemy and get crucial information about his strengths and weaknesses. Like a changeling, the spy can disguise as an enemy unit, but he has to activate this ability. Also, the spy can choose what he wants to look like. Possible choices are: Marine, Ghost, Zealot, Templar, Zergling (lol), Infestor (rofl). Unlike the changeling, the spy doesn't get killed by one shot once detected. He simply loses his disguise upon beeing attacked and can not disguise until getting out of enemy's sight range again.
Skill description: Stab, 75 Energy, 15sec cooldown Instead of an attack, the spy can backstab enemy units by using 75 Energy. The Stab's range is melee and the damage is 125 (bio only) The spy does get revealed and auto-attacked after stabbing. The only way to escape is using a medivac or trying to get out of sight range quickly.
Infiltrate, 50 Energy, no cooldown This can be used on every enemy structure that can build or research something. Infiltrating reveals the current build-queue and the progress of the current build/research. It also reveals the exact amount of energy stored and the sight range of that building. Infiltrating does disappear after 60 sec and does not reveal the spy.
Timebomb, 100 Energy, 45 sec cooldown Using 100 Energy, the spy can place a timebomb on a building, which does 750 dmg to it after 30 sec. Timebombing reveals the Spy. The timebomb can not be stopped or disarmed.
Disguise, 25 Energy Activation 1 Energy/sec upkeep Using 25 Energy the spy puts on a disguise of his choice. It can be Marine/Ghost for Terran, Zergling/Infestor for Zerg and Zealot/High Templar for Protoss. Like changelings, a disguised Spy will not be auto-attacked until his disguise wears off. This can happen, when the spy runs out of energy or when he takes revealing actions like stab or timebomb. The spy can re-disguise after beeing out of enemies sight-range for at least 5 seconds. Detectors have no effect on disguise.
Usage: - Quick fly-in - stab - fly-out action with medivac to snipe important enemy units or buildings. - Scouting
Construct Assemble BULI: 100 gas, 30s An SCV or BULI can convert an SCV into a BULI. Completes after 30s. Requires an Engineering Bay.
Abilities Barricade(400/1): 50 energy BULI fires nanites that assemble a 2x2 nuetral structure. Completes after 5s.
Nano Repair: 1 energy per 3HP, 2 range BULI repairs a friendly mechanical unit/building. Can be set to auto cast.
Debilitating Cloud: 75 energy, 2 radius, 8 range BULI fires a cloud of nanites from its repair gun at selected area. Units hit do not regenerate health or shields, and cannot be repaired or healed. Wears off after 30's.
Research Nanite Generator (Planetary Fortress) Increases BULI starting energy by 25.
On March 25 2015 01:36 Jonnyryba wrote: Whatever unit is made hopefully it will be vespene heavy so that Terrans have their own effective non mech vespene dump
This unit is a twist on my previously submitted Electrocutioner. Basically, an energy consuming version.
TLDR: New tech building that allows for production of bio-mech units from Factory and Barracks including: - Hellbat (whose prior prerequisite of Armory is eliminated) - Volt (New Unit below). Bio-mech unit built from Barracks that has no a-move attack but instead has an energy consuming attack that can hit multiple targets (a cross between the Oracle and Mutalisk attack). In addition, it contains two other Support spells including a zoning-type spell.
The unit serves 3 major purposes:
1) provides an additional mid-late game bio-option that adds splash damage capabilities (where there currently is none from barracks) 2) helps fill a gap for dealing with strong mech based armies (both Terran & Protoss) 3) serves to increase the overall offensive capability of mech compositions with its buff and zoning abilities (reduces need for turtling until max)
Name: Cyber Facility Cost: 150 Minerals 75 Gas Prerequisite: Factory Purpose: Allows the production of Bio-mechanical units from the Factory and Barracks. - Is the new prerequisite for Hellbats (previously the Armory) - Allows the new unit(s) to be produced from the Barracks - Contains upgrades for new and old units
Available Upgrades: - Haywire Missiles (for Ronin, see this post)
- Ocular Implants (increase Ghost sight range by 2) Cost: 125 Minerals / 125 Gas
- Zeus Capacitor (for Volt) Cost: 100 Minerals / 100 Gas Upgrade Time: 45 Seconds Increases starting energy by +25 (50->75)
The Volt is a bio-mechanical support unit. It's combat role is anti-mech / anti-clumped-up low-health units and serves a secondary role as support (with a single target mech only buff and zoning spell).
Arc Cannon (already researched) Damage: 15 (+15 against Mechanical) Energy Use: 25 initial (-.9 / second after) Cooldown: 2 seconds Range: 5 (bounce range is 3) Targets • Ground • Air
Notes: The Arc Cannon attack is similar to the Mutalisk Glaive Wurm and will "jump" to nearby targets up to 2 times (so 3 total targets). Each target can only be hit once. In addition, each "jump" reduces the damage output by a third. While the attack is considerably stronger than a Muta, the unit is 1) not flying and 2) substantially slower so increase in attack strength is logical. While the spell doesn't scale with upgrades, its damage is also not reduced by Armor.
Examples: - 3 mech targets the damage will be 30, 20, 13 (13.3334) - 3 bio targets damage 15, 10, 7 (6.6667) - 2 mech targets and a 3rd bio target 30, 20, 7
The Volt releases a high energy electro-magnetic force wave over a conical area in front of the unit. While the Volt is channeling this spell, it may not move or change direction. Any enemy unit caught in the Repulsor wave will be violently thrust back in the direction of the wave (to a range of approx 7 from the end of the wave). Repulsor wave does not effect burrowed units. Note: Keep in mind that unlike Forcefield this can only be cast 1 at a time, costs more, and has a shorter duration.
Overload (Research at Cyber Facility) Range: 6 Energy: 50 Hotkey: V
The Volt emits a high voltage electric charge to target friendly mechanical unit. The affected unit has 50% increased movement and attack speed and takes 4 damage per second. The effect lasts 15 seconds. (these figure can be adjusted). Essentially, this is a castable Stim for Mech units that deals 60 damage over time to the unit. The spell can be self-cast but since the Volt's Arc Cannon is a spell, it is not effected by attack speed buffs.
Passive Upgrade Zeus Capacitor (upgraded at Cyber Facility)
The Volt's Arc Cannon spell may attack both ground and air units making it suitable to supplement Thor in his anti-muta duties and a viable supplement to bio forces for weakening large quantities of ground units. Due to its bounce effect and mech bonus it is more effective against clumped up and mechanical units. In addition, the Volt can serve as a buff unit to a mech army, greatly increasing it's offensive effectiveness. Finally, and alternatively, the Volt can be used to Zone out chokes, ramps, areas around Siege Lines or as an emergency tactic for escaping units.
Additionally, the Volt can also make for a great drop-harass unit as it's attack can hit multiple targets at at time. Although it's attack is powerful, it does not scale with upgrades and it's effectiveness is reduced over time. Because the Voltis both Biological and Mechanical, it can be healed by Medivacs and repaired by SCVs allowing it to compliment various forces. With its Arc Cannon it is effective as a support unit against mechanical units, and low health clumped up units like the Marine, Zergling, and Mutalisk. They are, however, vulnerable to Marauders, Zealots, Roaches, and High Templar. As a general rule, Volt need to be complimented with either a robust infantry force or accompanied by Hellbats and Siege Tanks.
I initially toyed around with a slow-type mechanic but decided that spells/mechanics that reduce/remove micro (ie, Time Warp/Fungal) are just not fun.
On March 25 2015 03:07 Jj_82 wrote: Almost cannot believe the shear amounts of very cool ideas! I'd like to have a building, a bio and a mech unit now! :D
The player can use it to place 3 poles on the ground to form a triangle.
Immediately after the triangle is completed, it will create an electric field covering the area of the triangle and deal damage to everything inside it.
Placing poles takes some time, so the MegaTriangulator must be well protected.
Upgrade: Moving fence
The MegaTriangulator can place 2 poles that form a line.
From this line an electric fence will start moving in the selected direction and deal damage.
Where?: Barracks How much?: 75/25 Hitpoints?: 50 Damage?: 17 Attackrate: Like Ghost Supply: 1
Abilities: Sexy Motherfucker Dance (50 Energy)
Description: As one might assume, the Sexy Motherf*cker is a sexy motherf*cker. Sexy as he is, he uses an ancient but effective Revolver to kill his opoononets, who do not fall victim to his sexiness.
Skill description: The sexy motherf*cker can do the sexy motherf*cker dance, which will cost him 50 Energy and last for 10 seconds. During this time, no one will be able to attack him (Except for splash dmg, and AOE spells), but neither can the sexy motherf*cker use his gun. After the dance expires, he can immediately start a new one, provided he has enough energy.
The sound effect of this spell will be the famous high-pitched "sexy motherfucker" from the artist formerly known as "Prince"
Usage: Place a lot of sexy motherfuckers and let them dance to block the enemy from passing by. One might say, this is just like forcefields, but don't forget: The Sexy Motherf*cker is sexy as hell, whereas forcefields are not.
The SPRITE is a small (1x1), flying building that is constructed by an SCV. The cost is mostly in opportunity cost, but also has a mineral cost that will scale based on the final stats of the building.
The SPRITE, when activated, lands and deploys a powerful static field. This field slows all enemy movement in a 5x5 rounded square by 10%, and also increases all friendly Mechanical movement speed by 10%.
The design of this unit is to allow the Terran to take control of the physical landscape of the battlefield, suddenly changing the feel of a turtle race to a very proactive one. Spreading SPRITEs out like creep could be a useful way to gain map knowledge - additionally, they can be very effective if placed around an enemy base to discourage them from leaving their base, or to provide an effective "highway" between Terran bases to increase the mobility of a mechanical army.
Terran players will need to use and position these SPRITEs effectively in order to maximize their usefulness - creating frivalous ones and sending them into an opponent's base will take away from mining time and the production of other structures. Good Terran players will have all sorts of strategies to best capitalize on the utility and map control bonus of the SPRITE - some will be known for their excellent sprite spread, others will create an anti-highway between their opponent's bases before attacking to slow their reinforcement, others will utilize multiple strategies. Viewers and casters will gain knowledge into what the player is doing (oh man, he's moving his highway! Here comes a big attack!), while good Protoss and Zerg players will clear the weak scouts and gain crucial knowledge into the Terran's plan by their placement. Terran armies will now fight Zerg armies for minimap coloring - who's better an map control, the Zerg spreading his creep or the Terran with his Sprites? Zerg armies should have the upper hand in spread (Creep Tumors aren't build by drones, afterall), but a clever Terran may be able to use his early units to take the advantage.
Design Philosophy
I really wanted to come up with a unit that allows Terran to interact with the battlefield while they're behind their wall, making them not feel so trapped in the early game. Additionally, I wanted to come up with something that isn't just "does more of X type damage to Y." I think giving something for Terrans to manage that allows them to mitigate the immobility of a Mech army, but only when used correctly, is a strong change for the game. Mech players can use it to tactically set traps or prevent the retreat of an opponent, or use it to give themselves an escape route. Further, the design communicates the player's intentions to the viewer - you can see what he's thinking about doing by the position of his SPRITE network. This information would also be handy to a clever opponent, and that back-and-forth information warfare is interesting to me.
Can be produced from Barracks once fusion core is built.
Supply: 1 Cost: 1,000 minerals, 2,500 gas Weapon: none Spell: Blabbering - when activated the opponent(s) get completely useless commenting in an irritating voice for 10 seconds, saying incoherent stuff in between game quotes such as
Not enough minerals! Ooh mooey mooey I love you! Yyour probes are under attack! Whena yousa thinking we are in trouble? We cannot hold! Yousa thinking yousa people ganna die?
Armor: (this is the best part, you're gonna love this) immortal, cannot die! Bounces around when shot at saying stuff like How wude! Role: Walks into enemy bases and scouts with a very limited vision range. Trips over things. Gets temporarily in the way of army / workers (but cannot block). Replacing manner mules.
On March 25 2015 01:36 Jonnyryba wrote: Whatever unit is made hopefully it will be vespene heavy so that Terrans have their own effective non mech vespene dump
This is actually a good point.
Second that too, especially if the unit is thought as synergizing with bio.
I'm offended my convict labor wasn't included in the OP. Gotta shiv somebody to get anything done around here...
Convict Labor
upgrade: SCVs may abandon their work tools at Command Center/Orbital/Planetery. In exchange, they gain viking/biker helmets, a weaponized mining tool(melee), and a possibly small decorative shields.
SCVs may return to a command center to get their work tools back
effect: -SCVs now benefit fully from combat shield, stim, and engineering bay upgrades -SCV voices change to reflect that their workforce is less savoury than before -SCV attacks do bonus damage vs armored/structures
Cost:
just enough to make it worthwhile only if you're planning to allin. Gas heavy, to use the gas you won't be spending on upgrades.
Concept:
The SCV pull is such a large part of the game, yet it feels cheesy and dumb. This is a slightly funny way to make it official, inspired by call to arms in Warcraft 3. SC2 may officially embrace one of the most used strategies ever.
It also provides a visible upgrade, to give protoss a clue that it's coming if scouted.
Upgrades(via tech lab) Overcharge: Forces the drone to work beyond the safe operating rate. In return it receives damage each second.
Drone Units: Summary: Every drone has 2 transformation modes. While in active mode a drone can attack/repair or whatever it's task is, but in return loses it's ability to move. While in defensive(ball) mode the drone can only move, but this is will result in interesting micro. In defensive ball mode the unit can jump off cliffs making it a hard unit to kill, it can't jump back on cliffs.
Hitsquads can be tailored to specific situations. Also Medivac drops can have many interesting compositions.
All drones are ground units. An EMP attack will drain a drone of all energy and force it to temporary go offline until all systems are operational.
Minerals: 100 Gas: 50 Energy: 200(25 at start) Build time: 50 Supply: 2 Cargo size: 2 Armour: 0 (+1) Range: 9 Prerequisite: Tech lab on Drone Station
Active mode: Defense: 85
Barrier drone:
Summary: The Barrier Drone is a unit that can link to other barrier drones and create a temporary impenetrable wall to fortify your position. It can also create a toxic atmosphere around itself to quickly kill biological units.
Minerals: 100 Gas: 50 Energy: 200(25 at start) Build time: 40 Supply: 2 Cargo size: 2 Armour: 2 Max chain range: 10 Prerequisite: Tech lab on Drone Station
Active mode: Defense: 300
Spells Radiated hemisphere: 50 energy, radius 5 The unit projects a spherical atmosphere around itself filled with ozone. Biological units that overstay their welcome get highly intoxicated.
Chain barrier: 75 energy The selected drones will create barrier chain that will temporary negate all melee damage.
On March 25 2015 06:20 HewTheTitan wrote: I'm offended my convict labor wasn't included in the OP. Gotta shiv somebody to get anything done around here...
upgrade: SCVs may abandon their work tools at Command Center/Orbital/Planetery. In exchange, they gain viking/biker helmets, a weaponized mining tool(melee), and a possibly small decorative shields.
SCVs may return to a command center to get their work tools back
effect: -SCVs now benefit fully from combat shield, stim, and engineering bay upgrades -SCV voices change to reflect that their workforce is less savoury than before -SCV attacks do bonus damage vs armored/structures
Cost:
just enough to make it worthwhile only if you're planning to allin. Gas heavy, to use the gas you won't be spending on upgrades.
Concept:
The SCV pull is such a large part of the game, yet it feels cheesy and dumb. This is a slightly funny way to make it official, inspired by call to arms in Warcraft 3. SC2 may officially embrace one of the most used strategies ever.
It also provides a visible upgrade, to give protoss a clue that it's coming if scouted.
I haven't gotten to your post yet, check the bottom of the submissions list in the OP D:
Duelists Structure: Barracks with Reactor. Cost:100m/100g Supply:2 per Duelist HP:100 Build Time: 50s (Blizzard not real time) Requires Armory Damage: Against Air +4 (scales with Bio Upgrades) Against Ground 2 (Static) Stimmable Receives Combat Shield Armor: Light. armored Biological Speed: 2
Unit only produces two at a time and cannot be produced without a reactor, damage is comparable to Thors providing high, single target damage to air units. Meant to provide a lower supply alternative to AA concerns in the mech composition the Duelists would offer incentives for Terran to retain medivacs for both Hellbats and this unit specifically. The Terran will have to hedge running tank lines with hell bats to leaving the skies wide and clear as the relatively fragile unit, weak to banelings, Hellbats, and Stalkers.
It would also allow the Barracks to contribute to bio and mech in a meaningful way specifically offering Terran a way to utilize the barracks where it otherwise would be just an idle structure. The cost is enough to to make the unit choice a dedication while also offering Terran an interim choice between Tanks and Hellions in TvZ. Relegating this to above the armory ensures that the unit doesn't enter the field terribly early, and could offer a flexible choice to Terran compositions.
Widow mine as a unit is removed. Seeker missile as a spell is removed from Raven. Widow mine is added as spell to Ravens to allow for potent late game harass and space control. Costs 75 Energy. Possibly a minor mineral/gas cost. Spell casts a "Widow Mine" that burrows at the target location. Widow Mine is expended upon launching. Widow Mine lasts for 3-4 minutes.
Considering the current challenges that Terran players face, I propose the following new unit: The Ventriloquist!
Cost: 42 minerals, 73 gas Built from: Barracks Requires: Barracks
The latest and greatest addition to the Terran arsenal, the Ventriloquist will lead you to victory by driving your enemies insane!
With the aptly named passive ability, “Ventriloquism”, the ventriloquist will mimic the announcers and units of your enemies and feed them false messages.
Your probes are under attack! the proud enemy Protoss hears, although none of their units are under attack.
Spawn more overlords! “Hey, I’m at 150/200”
Fall back to the shadows! “Are my stalkers under attack?!”
Nuclear launch detected! “Where? Where?”
The possibilities are endless! (well, not really).
The Ventriloquist can be upgraded from the new building. New building: Ventriloquist Academy (same sound as Starcraft Academy, it fits).
Researched abilities: Greater ventriloquism: Allows Ventriloquists to also update the minimap and other interface elements of your opponents with relevant information relating to the voice message.
Zergify. Improve the anatomy of your ventriloquists by infusing them with Zerg DNA, thus allowing them to throw the voices of popular Zerg acts such as the Hydralisk, Ultralisk or even the legendary Day9 Mutalisk.
Mime Aspect: Allows your Ventriloquists to morph into Mimes. Shock your opponents by using the power of performance arts!
Uselessium Reactor: Gives your ventriloquists 50 extra energy, for a whopping 50 energy total.
Ventriloquists have strong synergy with other Ventriloquists. Building 200/200 supply worth of Ventriloquists is a winning strategy, by causing the opponent to go insane under a barrage of constant announcements.
With Mengsk dethroned, and with the new Terran regime, the policy of repression, terror and disrespect for human rights is over. Considering this, the provisional new Terran government believes that the army is a voluntary institution, and not a means to dispose politely of the "undesirable" elements of society. Consistent with this idea of democracy and society, the new generals are firmly convinced that a human life is the most valuable asset. That is why the new Terran project is a multi-purpose, safer-than-a-suit mobile vehicle, capable of deliver moderate firepower in the field of battle and, in the long run, transform into the bulk of the Terran military power. The recently appointed chief engineer, Rory Swann, has designed an all-around battle walker, inspired in the out-dated Goliath model, but much more cheap and suitable for mass production. However, the reduction in costs comes at the expense of removing the air missles who were the trademark of the Goliath-class model. Let us see if the Terran marshalls adopt this new model into their strategies...
The ACV is a mechanical, armored unit that is designed to engage directly into combat, a role who was exclusively reserved to the Marine corps. The ACV engages ground menaces with its dual machine guns that attack simultaneously, and is capable of endure moderate damage while mantaining a reasonable mobility. Groups of ACVs are capable of deflect minor skirmishes of light-armored enemies on their own; however, if the enemy attacks with heavy gunfire or with air squadrons, support is highly recommended.
Benefits from Ground Vehicles Upgrades at the Armory
NEW: Ares-Class Targeting System Cost: 100 Minerals, 100 Vespene Gas Research time: 80 seconds Researched from: Factory tech-lab (Requires Armory) ACVs gain +1 range and +1 line of sight
"Not all the Goliath-class models characteristics were discarded after the ACV design. With a few more resources and manpower, the engineers at the Factory can upgrade the targeting system of the ACV, replacing the old Phobos-Class model with the infamous Ares-Class Targeting System. Field research have estimated the accuracy increase of the ACV in 20%, allowing the ACV to target and hit distant enemies. The Ares-Class upgrade comes with an increase in the ACV Radar, which in turn allows it to detect enemies at greater distances. Now the Siege Tanks have the support they deserve!".
The ACV is, basically, a mixture between the Viking in ground-mode and the Goliath. It is designed to make mech play more viable at the early-game while strenghten it in the midgame and mantain their usefulness at the late-game. Mech play needs a reliable DPS dealer to make them viable against all races. AA attack was discarded because Terran has a lot of AA options in the early-middle game: in TvZ, zerg players enter the midgame with mutalisk harass, and by that time, Terran has a lot of options including widow mines, marines, turrets and vikings, even thors. As per TvP, oracle play can be countered by the usual widow mine placement plus turrets. TvT metagame includes 1-1-1, which is a viable option against banshee play if the player can read the game properly. ACVs provide a solid ground attack that complements well with the hellion/hellbat ground attack. ACVs have no special abilities because what mech needs is a DPS dealer, not a spellcaster. It is a simple yet effective model who can change the LoTV metagame
Upgrades : Add a Dustin Browder who's hanging around the David Kim and sometimes spawns a bald eagle. Add infinite nuclear missiles, storms and vortexes
Abilities : Nurfing Time : spell that reduces the stats of any units to 0.
Weapon : Soft Bullet Gun : any unit in range of that weapon will lose, randomly, 50 % to 100 % of its abilities.
Commander Raynor This is a Hero unit (can only produce one at a time) aimed to empower Terran late game units in both compositions, Mech or Bio! Producer: Barracks Requires: Tech Lab + Ghost Academy (I believe the name should be changed to The Academy) Minerals: 300 Vespene: 300 Supply: 4 Build time: 60 secs Life: 400 Energy: 200 Armor: 0 Cargo size: 2 Attributes: Biological – Psionic Upgrades: Same as Bio and can have personal cloaking from the academy Weapon: Two C-14 Gauss Rifle (cannot benefit from stim pack and combat shield) this unit has double the Marines damage and same range, also can target ground and air units. Abilities: - Damage Dealer: Increase damage by +1 for surrounding units (both Mech and Bio). (75 Energy) - Super Armor: Increase Armor by +1 for surrounding units (both Mech and Bio). (75 Energy) - Ultimate Healer: Increase surrounding Medivacs healing ability by +1. (75 Energy)
- Blizzard expressed a new Barracks unit, nothing from the factory which I believe is the easiest place to dream up new units as they are mechanical, Starport is difficult without treading on other unit roles. But I believe this unit should be able to bridge the gap between mech/bio or be able to roll with either. So why not have a unit that is made from the barracks but part mechanical and part human? Certainly the unit doesn't need to be named cyborg, but is essentially what is so am just calling it that for now.
Cyborg - Primary attack -
I have a few ideas here but still thinkin, as it is difficult to be innovative here, Rocket launcher for ground attack(minimal splash damage? range?) with over-the-shoulder mounted machine gun/s for air. Is able to shoot at air and ground at the same time? Maybe instead of a rocket launcher, something like a Laser rifle or ion cannon?
Abilities - I thought of a few of these as well
Grappling Hook
Can fire a grappling hook at enemies to slow them down until they're out of unit range. or if multiple cyborgs fire at the same unit can hold them in place. Amount the unit is slowed down is based on unit size and amount of hooks fired as well as how many hooks is required to freeze a unit.. This does seem too similar to the ability on marauders, so maybe this can only be used on massive units and air units? I donno... Or maybe can use this to scale walls as well? but is not a fast unit like a reaper.
Air-burst missile -
Damnit I thought of this one before they thought of the Ravager, so I don't think you could distinguish this enough now but I still think it'd be cool. Essentially though, with enough energy(or long cool down) you would designate a target, a missile on the back (think Boba Fett) would fire straight up and on it's way down would exploded dealing AoE damage. Like the ravager, would be a slight delay between firing and exploding.
You could go a different route with this type of unit as well, instead of being a offensive support unit for mech/bio, it could be a defensive support engineer.
It's primary attack now being the over the shoulder machine guns, but able to build defensive static structures. Think like when the military build sandbag walls.You can make these walls moving forward offensively like a siege line or on the defense as well. But unlike the SCV, it as able to shoot while building them. Able to repair mech units and buildings as well. Maybe faster than an SCV?
Anyway, I'm still thinking on it and just throwing it out there. Certainly a rough draft at the very best, but maybe someone can improve on it or give them an idea. A part mech/bio unit seems like a good idea, but maybe all my ideas were shit, lol.
On March 25 2015 19:22 JorSharky wrote: Commander Raynor This is a Hero unit (can only produce one at a time) aimed to empower Terran late game units in both compositions, Mech or Bio! Producer: Barracks Requires: Tech Lab + Ghost Academy (I believe the name should be changed to The Academy) Minerals: 300 Vespene: 300 Supply: 4 Build time: 60 secs Life: 400 Energy: 200 Armor: 0 Cargo size: 2 Attributes: Biological – Psionic Upgrades: Same as Bio and can have personal cloaking from the academy Weapon: Two C-14 Gauss Rifle (cannot benefit from stim pack and combat shield) this unit has double the Marines damage and same range, also can target ground and air units. Abilities: - Damage Dealer: Increase damage by +1 for surrounding units (both Mech and Bio). (75 Energy) - Super Armor: Increase Armor by +1 for surrounding units (both Mech and Bio). (75 Energy) - Ultimate Healer: Increase surrounding Medivacs healing ability by +1. (75 Energy)
With Mengsk dethroned, and with the new Terran regime, the policy of repression, terror and disrespect for human rights is over. Considering this, the provisional new Terran government believes that the army is a voluntary institution, and not a means to dispose politely of the "undesirable" elements of society. Consistent with this idea of democracy and society, the new generals are firmly convinced that a human life is the most valuable asset. That is why the new Terran project is a multi-purpose, safer-than-a-suit mobile vehicle, capable of deliver moderate firepower in the field of battle and, in the long run, transform into the bulk of the Terran military power. The recently appointed chief engineer, Rory Swann, has designed an all-around battle walker, inspired in the out-dated Goliath model, but much more cheap and suitable for mass production. However, the reduction in costs comes at the expense of removing the air missles who were the trademark of the Goliath-class model. Let us see if the Terran marshalls adopt this new model into their strategies...
The ACV is a mechanical, armored unit that is designed to engage directly into combat, a role who was exclusively reserved to the Marine corps. The ACV engages ground menaces with its dual machine guns that attack simultaneously, and is capable of endure moderate damage while mantaining a reasonable mobility. Groups of ACVs are capable of deflect minor skirmishes of light-armored enemies on their own; however, if the enemy attacks with heavy gunfire or with air squadrons, support is highly recommended.
Benefits from Ground Vehicles Upgrades at the Armory
NEW: Ares-Class Targeting System Cost: 100 Minerals, 100 Vespene Gas Research time: 80 seconds Researched from: Factory tech-lab (Requires Armory) ACVs gain +1 range and +1 line of sight
"Not all the Goliath-class models characteristics were discarded after the ACV design. With a few more resources and manpower, the engineers at the Factory can upgrade the targeting system of the ACV, replacing the old Phobos-Class model with the infamous Ares-Class Targeting System. Field research have estimated the accuracy increase of the ACV in 20%, allowing the ACV to target and hit distant enemies. The Ares-Class upgrade comes with an increase in the ACV Radar, which in turn allows it to detect enemies at greater distances. Now the Siege Tanks have the support they deserve!".
The ACV is, basically, a mixture between the Viking in ground-mode and the Goliath. It is designed to make mech play more viable at the early-game while strenghten it in the midgame and mantain their usefulness at the late-game. Mech play needs a reliable DPS dealer to make them viable against all races. AA attack was discarded because Terran has a lot of AA options in the early-middle game: in TvZ, zerg players enter the midgame with mutalisk harass, and by that time, Terran has a lot of options including widow mines, marines, turrets and vikings, even thors. As per TvP, oracle play can be countered by the usual widow mine placement plus turrets. TvT metagame includes 1-1-1, which is a viable option against banshee play if the player can read the game properly. ACVs provide a solid ground attack that complements well with the hellion/hellbat ground attack. ACVs have no special abilities because what mech needs is a DPS dealer, not a spellcaster. It is a simple yet effective model who can change the LoTV metagame
Since ACVs are basically a Goliath, here's an image of that one:
Hope you like it !
EDIT: Grammar errors and the upgrade benefits from the Armory instead of Engineering Bay
I like it a lot really. Some ideas: The unit in my head is another take on the goliath but Blizz said it needs to be a Barracks unit, so I would suggest a shift to something like The Matrix mech suits, where the guy itself is more exposed and as such it feels more "Barracks-ish".
I'm not sure if mech needs more good ground DPS (there's tanks, mines and hellbats) but just something that "tanks" damage in the first line while the sieged tanks AOE provide the damage. For the ground I'd go with some decent damage, long cooldown, low DPS badass dual machine guns (goliath). I would probably give it a long range ground to air attack just like the old goliath too, maybe with a bonus against armored or massive, but that's debatable and might affect the unit cost a lot.
A interesting unique ability IMO would be high resistance (like 75-90%) or even complete inmunity to terran friendly fire. That way siege tanks get more love and might be more viable. Might be an upgrade too.
The Cerberus was designed as part of an initiative to allow land-based infantry to operated with less direct support from other divisions of military, such as heavy armour or air. Deployed with the infantry proper, the Cerberus drone offers basic medical and tactical support for troops on the front line.
Unit Description:
The Cerberus Drone is a tier 1.5 hovering spell-caster that is built from the Barracks, first requiring an Engineering Bay before it can be produced. It brings with it three abilities which allow Terran bio to play more aggressively before Dropships become available. Though I admit two of it's abilities would promote death-balls somewhat, I feel it would see varying degrees of utility depending on the skill of the player using it given how many things counter Marine balls. While it has no direct attack, the Cerberus Drone scan-moves with an army similarly to the Medivac Dropship.
Channels a laser on a target enemy unit. Allows friendly units to fire on the targetted unit as if it were 1 unit closer. Acquires targets at range 8 but doesn't break locks until units retreat beyond range 10.
Deploy Sensor Array Costs: 100 energy Range: Self
Creates a Sensor Array, a flying air unit with the Sensor Tower's Radar ability, albeit with much less range. Sensor Arrays are immobile much like the Point Defense Drone and expire after 30 seconds WoL/HotS time.
Nanomed Distribution Costs 150 energy Range: 6
Once activated, grants a passive regeneration of 1.5 hp/sec to nearby biological units for 20 seconds. While active, the Cerberus moves at 50% it's usual rate. This ability cannot be manually cancelled once activated.
Research Nanomed Distribution Researched at Engineering Bay Costs: 100/100, 60 seconds
Enables the Nanomed Distribution ability for all Cerberus Drones.
Reasoning behind this design:
The Cerberus Drone was designed to allow bio to be more aggressive with Stimpack early on, encouraging the Terran player to move out with stimpack before the usual ten minute mark when Medivacs usually come around. Despite this, Nanomed energy is much more expensive than Medivac energy for it's effect.
Targeting Laser also gives Terran a similar mechanic to Bunker bonus range without having to play as defensively while also allowing more of the Marine ball to focus fire without first developing a complete concave. Also allows Marauders with Cerberus support to punish straglers using Concussive Grenades from 1 range further away than before.
It also makes modern use of the Sensor Tower mechanic while keeping with the general "defensive" theme of Terran.
Hope you guys like it!
EDIT: Reduced Nanomed Distribution cost from 150/150 to 100/100. If it's too expensive, why not wait for Medivacs?
Building - UPGRADE TO COMMAND CENTER Built on "naked" Command Center; a third option of CC upgrade such as Orbital Command and Planetary Fortress.
Requires Armory Cost: 0 minerals, 150 gas
Battle Command Center cannot lift and store units (similarly to Planetary Fortress), but has energy.
This building unlocks new abilities that can be used with energy. Energy is universal, meaning you only need one Battle Command and can benefit from it + other Orbital Commands.
Abilities provided are meant to bridge the gap of production and reinforcement in lategame, providing terran with options to directly reinforce the armies, providing he has the required resources.
Uses 50 energy to call down a squad of 4 Marines in a pod. Marines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 200 minerals (same as building 4 Marines). Same as MULE, Calldown needs vision.
Uses 50 energy to call down a cache of 2 Mines in a pod. Mines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 150 minerals, 50 gas (same as building 2 Mines). Same as MULE, Calldown needs vision.
Uses 50 energy to call down Neosteel Frame upgrade on bunker. Bunker is not provided and must already be built - the upgrade of Neosteel frame is dropped directly on the bunker, providing the given upgrade. As this upgrade cannot be exploited given the requirements and cost of Battle Command Center, cost requires only energy (same as Calldown: Extra Supplies). Requires built bunker.
* I would argue bunkers should either get +1 additional armor or +1 range with this upgrade (called down or not) to truly be worth it.
Lore: After the dismantling of Arcturus, Raynor observed several things: 1. Mechanical units were often caught off guard while moving, and were often pinned down by the mobile forces of protoss and zerg. 2. Bio units were often very vulnerable due to the lack of fire support. In the developmental stages, Rory found the jet packs and exoskeletons of contemporary design to be insufficient for the type of mobility and versatility that they needed.
Description: The Stryder is designed to be a support unit for both bio and mech. It is lightweight, agile, and designed to help other units. It has the potential to be a harass unit.
This is a spellcaster unit with a maximum of 200 energy. Health: 60 (benefits from combat shield) Speed: I want this thing to be fast. Around the speed of a hellion Armor: Start with 1 armor (Gets + 1 from Attack: smg: does 4 damage with an attack speed of 0.3 or 0.4 can attack air.
Abilities:
Grapple: I really liked the HERC's grapple ability. But I think the health of the HERC made it imbalanced. With something more fragile than the HERC, I feel that this can help this fairly delicate unit get out of bad situations while still needing micro. Range: 6 Cost: 50 energy.
Take Cover: Range: 5 or 6 Cost: 100 Stryder can throw down a 4 hex/space barrier that has 50 health per space. Because of the supply and energy cost of the unit, these won't be cheap but they can help cover a Mech army in retreat, or help terran create tactical choke holds in a wide-open map.
Upgrade: Augmented legs Cost: 150/100 Requirement: Tech Lab and Armory. This allows for the Stryder to jump off cliffs. I feel that this won't inhibit the reaper since the reaper is heavily regulated to the early game.
Appearance: The legs of current exoskeleton technology or the Stryder in Titanfall, and Stetmann's exoskeleton body.
Unit: Attack Platform( honestly dunno what to call it) Cost: 175/50 2 supply Builds from: Factory without techlab so reactor works Unit role: provides mid game mobility for bio by loading them onto a hovering platform which can move at the same time they fire, kinda like a moving bunker.. Upgrades include: 1. a speedboost that is unlocked at the tech lab for 50/50 which is alot like the emergency thrusts on the medivac 2. A 150/50 upgrade that will let the platform drop an incendiary mine behind it as it runs away limit 2 per platform,
platform will need high movespeed and hp while absorbing 50% of damage dealt to the platform while the rest is divided among the loaded units
Viking assault remake: I really feel like no one ever uses vikings for harassment because the antiair antiground split of the banshee vs viking is just to powerful imo. To remedy I feel like the viking needs to have a few buffs vs ground or while in mech mode..
Assault mode will have +1 armor and will not stop then transform and drop straight down but you can set up a swoop in type thing where the viking gets a speed boost once casted and transforms mid flight to land and start attacking.
I think that the landed viking should 3 shot drones so it's damage needs to be increased to 15 per shot so maybe a double viking opener snipes a bunch of ovies then swoops in gets a few drones then the all in finishes ( I dunno) ^^
First, I'll explain what the unit is and then I'll explain it's place in Starcraft II.
Unit Name: Stoic
Mineral light and Gas heavy (50M/125G) 2 or 3 supply 80hp. Not going to bother with Building time or DPS, Dmage per Shot and Firing speed because that all depends on how it fits in with Balance on the overall game. Not for me alone to decide.
Unit Description: Stoic is a ground unit with a short ranged, ground only attack. Slow and not so powerful. But it is not an attacking unit, it is a support and timing unit. It has an ability that gives an AoE buff to all friendly, non-Mechanical units in the area that gives them all upgrades available to them for 8 seconds (+3/+3, Stimpack, Combat Shields, Concussive Shells). 45 second cooldown and for each unit it affects, this unit takes 10 damage. (Can overdo it and die unlike Stim which stops you from killing units with Stim, this one can actually die if there are more than 8 units in it's proximity)
Requirements: Ghost Academy and Tech Lab on Barracks. I feel there is very little reason for building the Ghost Academy at the moment so I want to push it's use, especially since I believe that if Lurkers are Snipe-able (which would be cool), then we could see a return of the Ghost in TvZ (yay! More unit compositions and Micro!)
This units place in Starcraft II: I would like for this unit to be a Bio focused unit that pushes early game timing attacks (pre-7 minutes). While we have Medivac for healing and dropping, it doesn't do much in actually pushing attacking. In fact, it pushes waiting in many instances. You wait until you have 2 available before you move out, if you want to drop then you have to wait for two more (in a standard PvT).
Terran vs Zerg: I don't like that in TvZ there is a lack of variety in pressure you can put on Zerg when going Bio. You can go 1-3 Reapers for scouting and Harass between 2-4 minutes. Beyond 6/7 minutes is when you have enough Hellions for creep reduction beyond 8/9 minutes you have enough Hellions for a run-by or for the transformation into Hellbats and go for an attack. This unit can replace the Hellion opener. If you move out onto their early game creep and this pushes a decision onto the Zerg, the purpose of this force isn't to do damage, but to force out units. Either you move out with Ling Bane to defend (no speed by now) and lose to 3/3 Stim Bio, or they clean up your creep.
Terran vs Terran: I also don't like the lack of ability for Terran to move out in TvT when opening with only Barracks. You NEED a Factory and/or Starport to do ANYTHING in TvT right now. I'd like to see actual Bio openers in TvT and I feel Stoic fills that gap.This opens up early aggression that isn't Factory and/or Starport based. Exciting stuff! Bio openers in TvT!!!
Terran vs Protoss: While this pushes timing attacks against greedy Protoss', it also helps with Defence vs Gateway pushes. With two of these, you can give up to 16 units +3/+3. These upgrades vs Stalkers and Zealots (even with rushed Blink/Charge) is incredible.
Gas Problems: Terran have been asking for a gas sink for a long time. While the Stoic doesn't sink gas in the late game, it does help open up gas based timings in the early game.
How it works with Cyclone: With the addition of the Cyclone, we could see a new opener vs Zerg, but I think the Cyclone is a unit more designed for TvP offence and TvT defence than as a replacement of the Hellion. These two units fill very different roles and will not clash.
Scouting: When I walk into a Terran base and I click his gas I know what he's doing without a doubt whether it's Reactor, Reaper or Factory and Scouting whether it is Hellion or Widow Mine will be easier with the Adept openings too, allowing further preparation for the Protoss player. And while the early Factory is still hard to stop and the Reaper still hard to kill, both of these things should get far easier with the addition of the Adept. So, with more variation (Building a Ghost Academy and this new unit) it opens up new possibilities and even earlier Ghost Transitions (Which sounds like fun (although I would weep for my High Templar openers (again))).
Balance: Now, this unit sounds like a mixture of things and one of those things is broken. Under the effects this unit grants, with proper micro these units WILL NOT DIE. Especially for Zerg and Protoss. Lings and Zealots will do nothing vs 3/3 Stim Marines at those early stages of the game.
So as I was writing this, I was thinking of something like instead of going to 3/3, it puts the units up to the next available attack/armour upgrades (If your units have 0/0, they will go to 1/1, if they have 1/0, they will go to 2/1).
Or maybe there's a charge up for the effect. The unit lights up for 6~ seconds and once those seconds are over the units get the buff.
Counters: Just as with every other unit, there are counters to Stoic for each and every race.
Banshee's cloaked or otherwise are great at picking it off during or before the charge up, Ghosts can Snipe them (GHOST ACADEMY OPENERS. YEAH!). Siege Tanks will blow away everything either as the units clump around this guy or as they storm up the ramp.
Sentries with a small enough ramp can provoke the charge then Forcefield out. Stalkers, Oracles and Phoenix can pick them off in transit across the map (and even if you just soften them up, with less health, the less units they can give the buff to). Also, a rushed Disruptor can really mess with small groups of units like these.
Zerg has Speedlings that can force the charge before it is favourable or kill the force during transit before the charge has even popped. 2 Base Mutalisk play can kill the Stoic before it has charged and Burrow will deal handily with such a small (but heavily upgraded) force.
Lore: Research into the Xel'Naga artifacts have led to the Terran army developing a terrifying new Bio-enhancement serum and Battlesuit mods. The full effects of the serum have not been cataloged but the demand from the infantry is skyrocketing as more and more settlements are razed in the Koprulu Sector.
Description: Project: Prototype X is a technology researched from the Ghost Academy. Once researched it allows all barracks units to be upgraded into their Prototype X versions, which are more powerful than normal and have a new ability. Each unit must be individually upgraded, new units are not automatically given the Prototype upgrades. The upgrades are permanent.
Cost: Project: Prototype X - 200m / 200g 200 seconds Individual Unit Upgrades - 0m / 25g 10 seconds
The Prototypes: Prototype X Marine: +10hp, +1range, New Ability: Bio-regeneration Interface (the Marine heals 30hp over 3 seconds, can be set to autocast when the Marine falls below 30hp, 90 second cooldown.) Prototype X Marauder: +25hp New Ability: Singularity Grenade (Single target point and click spell, 7 range, stuns target unit for 5 seconds, does not deal damage, 30 second cooldown) Prototype X Reaper: Exchanges it's pistols for flamethrowers with 3 range and a conical aoe. Get's it's grenade attack vs buildings back. New Ability: Up and Away (The Reaper sends a burst of Nos to it's jetpack causing it to gain altitude and be considered an air unit, while in flight it's attacks are unchanged but it's movement speed is slowed by 1, after 10 seconds the reaper must land, cooldown 60 seconds.) Prototype X Ghost: Attack Damage +5, Attack Speed +20% New Ability: Psionic Thrust (The Ghost lashes out with his mind to push enemy ground units away. His powers radiate outwards with his body at the epicenter. All enemy ground units (non-massive) around the ghost are pushed away to range 8, any units that collide with terrain take 30hp damage. Cost 50 energy. Ten second cooldown.)
Goals: To allow Bio Terran to transition well into the lategame with multiple options for engaging their opponents. Opens up interesting new midgame tactics and timings. Gives Bio Terran a Gas dump.
Looks: Like the normal barracks units but with slightly larger unit models and some cool new art!
Ability 1 Magnet Bomb: while the nuclear bomb is launched (before it explode) you can redirect the bomb to the suicide squad- Ability 2 Kamikaze Medivac: when it is loaded in a medivac you can impact the medivac into other air units and its inflicts 200 damage for each suicide squad you loaded (expansive damage
I mean it's cool that blizz is doing this, but everyone should be aware that it's not coming from a good natured place. afaik, this is the first time blizzard has done something like this. And I fear it's a slippery slope of future cheap/lazy design.
They either don't have the resources, ideas, or care to think about it themselves. And are essentially crowdfunding ideas for free off of the community.
Something terran did in BW that it doesn't really do anymore in sc2 is sort of 'bamboo' across the map slowly. Also, terrans seem to lack a bit in the AA department, and are too heavily focused on marines and barracks play because of this.
This was mainly in TvP on close positions like 9v12 on LT or something. But terrans would seige tanks and make turrets all the way to the opponents 3rd base etc. So the core units of this strat were, tank, vulture, spider mine, scv, depots, and turrets.
In an effort to recreate strategy like that I propose a new bldg at teir 1.5 or 2 that is created through the SCV or perhaps morphed from a factory unit.
This unit will have AA capabilities as well as minor ground defense, but not at the same time so as to give decision for a player to micro in battle.
Perhaps morph a hellion/helbat into a stationary structure that is 2x2 or 2x3 in size onto buildable/non ooze terrain at a cost of 50-100 minerals and a removal of the supply cost of the original unit. This would also offer terran players in the late game or who are supply blocked the option to exceed their supply caps momentarily(pending base/mineral infrustructure advantage), much in the same way zerg players can make a bunch of evo chambers or extractors in order to 'cheat' their control caps.
Alternatively, the SCV could be ordered to create a structure of the same cost as the aforementioned morph with the requirement of a factory, armory, or engineering bay (same as above).
This static defensive structure will have AA range of 5-7, and ground range of 5-7. (possible upgrades as well). The AA attack, would be splash in a line possibly a bit wider and more damage towards the main target and less near the front of the line, much like how a hellion attacks only more like a flak cannon/shotgun in visual design. With normal damage and a bonus to armored in the air. Maybe something like 15-20 damage main, and decreasing by 5-10 for 2-3 steps as you get closer to the gun. (eg; 20 at max, 10 at half, 5 at minimum)
The ground attack would be like molitov cocktails , that possibly splash allied units as well. Units hit would take normal damage, with a bonus to light on the ground. The units hit by the cocktail would be taking similar damage as the AA, only the explosion would be a bit different. Damage is the same in the area of effect, and after .5 second units inside the main blast area take an additional 10 damage, and units still in the landing site (the remaining flames) take an additional 10, and then the flames extinguish. The extra damage would not stack, only the initial blasts would. So you couldn't have a huge blast and another huge blast in the same spot. It is another possiblity to have this ability be ground casted, much like how catapults were in the WC RTS series. A player could preset a containment via timing and building an almost permanent 'flame/bombardment' area that is constantly zoning an area out. The downside to this of course, is that they would have to be ordered to stop or retarget units if a battle moves through it. Another micro decision for a static de unit.
The speed of these attacks would be similar to hellion attack speed, possibly a bit slower on the ground attack as it 'procs' every attack for half damage to some targets.
SPECS:
Name: Battle Bulwark or something to that effect.
SCV version/ Morphed hellion/hellbat version Producer: SCV or hellion/hellbat Requires: Ebay or Factory/Armory Minerals: ~100 Vespene: 0 Supply: 0 Build time: ~30 sec Life: ~100 Energy: 0 Armor: 1 Cargo size: 0 Attributes: Armored, Structure, Mechanical (can possibly benefit from other terran bldg upgrades) Upgrades: Possibly a cloaking upgrade when not attacking, possibly a range upgrade. Either at the ebay or armory. Possibly get upgrades shared from hellion upgrades. Weapon: AA Flak cannon, Ground Molitov cocktail/firebomb. Abilities: Possibly setting for ground or air targeting at location.
All damage variables and attack speeds subject to change pending balance. The unit design and role is more of what I am focused on here. It would primarily be used in TvP, however it could be used in TvT or TvZ as well, but I would like it to be less effective. Possibly make damage to psionic or shields greater, biological units take less, mechanical units take less, etc.
Ideally the protoss counter would be collosus or any units that outrange, such as tempest, High templar (storm on this structure possibly?), sentry (hallucinations to absorb the front wave). The softer counters: carriers, DT, archon, immortal, etc.
So a typical army of the terran would be something like Tank, viking, turret, scv, hellion, widow mines, and these in the early/midgame. And later players would add support units like ghosts, ravens, etc. Tanks long range, short range widow mines placed around the Bulwarks which are mid ranged. All of which do friendly fire splash. So a protoss or zerg player with melee and short ranged units could still flood and overwhelm.
The ideal zerg counters would be ravagers, swarm hosts, possibly corruptors new attack, and of course broodlords. Many more soft counters include, ultralisks, roaches, hydras (range upg), infestors (ITs and possibly fungal allowed on this structure). And depending on formation and count/proximity, banelines and zerglings and mutalisks could overwhelm.
The ideal terran counters would be more like how it was in TvT BW, Tanks, BC (yamato), thor, ghost/banshee (cloak), cyclones. With softer counters in the form of ravens (HSMs, PDDs, and ATs), or marauders (stim), hellions, hellbats, or reapers in an overwhelming zerg style mass (relying on friendly fire to help them destroy). It would shut down most bio armies in theory.
PS- Possibly allow it to be a building that is affected by spells such as fungal growth, psi storm, stasis ward, etc.
On March 26 2015 11:33 MarlieChurphy wrote: I mean it's cool that blizz is doing this, but everyone should be aware that it's not coming from a good natured place. afaik, this is the first time blizzard has done something like this. And I fear it's a slippery slope of future cheap/lazy design.
They either don't have the resources, ideas, or care to think about it themselves. And are essentially crowdfunding ideas for free off of the community.
This contest is unofficial, as it says right there in the OP in the first paragraph.
On March 26 2015 11:33 MarlieChurphy wrote: I mean it's cool that blizz is doing this, but everyone should be aware that it's not coming from a good natured place. afaik, this is the first time blizzard has done something like this. And I fear it's a slippery slope of future cheap/lazy design.
They either don't have the resources, ideas, or care to think about it themselves. And are essentially crowdfunding ideas for free off of the community.
This contest is unofficial, as it says right there in the OP in the first paragraph.
True, but they implied they needed help in the recent post. I imagine these are related.
name: eradicator -biological ground unit - pretty much it's a tier 3 bio unit requiring whatever the creator's see fit. The unit reduces armor every attack until 0 (cannot have negative armor). the unit doesn't do any actual attack damage or benefit from attack upgrades. - it should cost a hella lot of money cuz if you got up like 10 of them units would just die. maybe it shouldn't shoot up that might be op not sure.
pretty much it's for when terran chooses to go bio and wants to have a shot super late game without making 10 starports. the armor reduction isn't permanent and should give a very noticeable visual cue when it is affected similar to fungal growth or storm(not AoE though). he should probably have some sort of acid gun or something.
yeah i'm not very creative sorry but i hope the idea seems solid.
On March 26 2015 11:33 MarlieChurphy wrote: I mean it's cool that blizz is doing this, but everyone should be aware that it's not coming from a good natured place. afaik, this is the first time blizzard has done something like this. And I fear it's a slippery slope of future cheap/lazy design.
They either don't have the resources, ideas, or care to think about it themselves. And are essentially crowdfunding ideas for free off of the community.
I actually disagree. If this game was more croudsourced it could have a lot more shit, which would help it stay alive. For example the community made TF2 stuff, that's a big deal.
Both units can be built with the same cost/ supply etc, the choice will be yours as to what one you want!
Abilities:
Good Manner Commander:
Heads to opponents base and apologises quietly to the opponent for your style of play/ cheese etc. Help's repair buildings in your opponents base and heals/repairs their units. Helps increase mineral collection rate of your workers. Throws helpful tips to your opponent to try to help them. Plays a soothing tiny violin for your opponent. Says 'GG' for you when you rage quit.
Bad Manner Commander:
Heads to opponents base and attempts to build a manner CC. Defaces your opponents buildings with graffiti such as: You suck, L2P noob, Random is OP, Your Mum etc. Steals 5 minerals (just like a sneaky scouting worker) Throws insults at your opponent about their APM, the baneling you killed with 1 marine or the amount of minerals they are floating. Sings old school rap songs about your family/sexual orientation/hair/neckbeard etc. Says 'You only won because of *inserts random reason here*' when you rage quit.
I want to see the unit that call for example "Juggernaut" its barrack melle unit, with a some sort of pnevmatic sword and shield, and it has 2 abilitus that u need to reserch 1 = he can cahrge, so u can play like this - u ckick what direction he need to charge and he charge in this direction, and push up the units from this direction, second reserch is the reserch in a fusion core, and give him ability to fly certain amount of time, but, if u make 1 upgrade in baracks, u cant make another one in fusion core, and if u make upgrade in fusion core, u cant make the "charge upgrade", i think this variability will be realy cool, and depends on players decision and playstyle, the unit themself need to be a heavy bio unit (whean on the ground) with about 200HP and a cost like 200-100 or 150-150, and become armored (and not bio) unit after fusion core upgrade, i would like to see unit like this in my favorite game, thanks all, and sory for my bad grammar xD
Awww you moved the deadline back? Can you push it a few days? I'm making a video for my unit but I have exams until the end of this week so I won't be able to start until Saturday, and I'm going Gfinity over the weekend.
So I had no idea this contest was even happening but the timing is perfect. I just made this guide for the Starbow community yesterday, and it could certainly help here as well.
I am pleased to present to you A Guide to Starcraft Unit Naming Conventions (WIP). Please feel free to use this guide to help you name your units! Note the I am not a linguist, so if somebody wants to correct any errors I've made feel free to PM me. The idea is for this guide to be a resource for all future unit creation, whether for expansions, custom maps and campaigns, arcade or whatever.
May i enter the competition with a rather different approach?
instead of adding 1000 units u can just add an upgrade to the reaper that grants hp+dmg and allows them to stim so they can be utilized in large numbers in mid/late game. also they will be a good alternative to drops and might make up for some interesting games.this way the reaper will receive another purpose besides scouting and early harassment.
Unit 1: Judge Unity Type: Biological/Armored Built from: Barracks Cost: 100/25 Supply:2 Health:175 Range: Melee DPS: 5 12 (vs Biological with Flame Sword) 12(vs Mechanical with Electrical Sword) Abilties: Flame/Electrical Sword( require to research "Sword of Justice"), Stimpack, Shield
Judge will be a tanky melee biological unit. He will not require tech lab on Barracks, so he can be produced twice with reactors. In early game he will deal not much damage but will be really good for defence. He will spawn with the ability "Shield", which allows him to take -30% less damage, but he will move 60% slower, while it is active. In tech lab of Barracks you can research the ability "Sword of Justice", which gives him ability to switch his sword between Flame and Electrical Sword. While Flame sword is toggled, Judge will do bonus damage to biological units, and with electrical sword he do bonus damage to mechanical units.
Unit 2: Judge 2.0 Unit type: Biogical/Light Built from: Barracks Cost: 75/25 Supply:2 Health: 150 Range: Melee DPS: 8 15 (vs Biological with Flame Sword) 15(vs Mechanical with Electrical Sword) Abilities: Flame/Electrical Sword( require to research "Sword of Justice"), , Shield, Turbospeed
Judge 2.0 ist almost same as Judge. But he will be a little bit less tanky unit and used more to harass then defence. He will spawn with the Abiliy "Shield", which is same as Judge's. Judge 2.0 wont be able to use stimpack, but with the research of "Turbospeed" he will have same speed as reapers and can jump cliffs. Judge 2.0 will be more a replace of reaper in lategame, since noone uses reapers in lategame and only drop is used to harass.
Unit 3: Mask Unit type: Biological/Light/Caster Built from: Barracks(require Tech lab) Cost:100/100 Supply:2 Health:100 Energy/Mana:200 Range: 7 DPS: 0 Abilties: Firestorm, Electric Shock( both have same research in Ghost Academy) Enerrgy Drain(require reseach in GhostAcademy)
Mask will be caster unit. Since he require Ghost Academy, he will be more mid+late game unit. He will be almost same as High Templars. Because he has 2 different kind of AoE damage Spells. They will have same radius as "Storm" and "EPM". But they will do 30 dmg in 8 sec not like as "Stom: 80 dmg", but Firestorm deal bonus damage to biogical units, while Electric Shock deal bonus damage to Mechanical Units. Each has 1 sec CD and cost 90 Energy. With Energy Drain Mask will absorb 50% of enemy caster unitss energy and will add it to himself.
Unit 4: BeeFly Unit Type: Mechanical/Light/Flying Built from: Starport(require tech lab) Cost: 125/50 Supply:2 Health: 75 Energy:100 Range: 6 DPS: 9(Ground), 18(Air) Abilites: Firerush, Speedrush
BeeFly will be early harass unit, more easier to get than Banshees. But they deal less damage and havent cloak. They will be cheaper but they will have only 75 health. He will spawn with 50/100 energy and have 2 abilities, which need no research. With Firerush he will attack 50% faster and with Speedrush he will move 50% faster. Both will be 20 sec long and will cost 50 energy each of them. Since they can also attack air, they can be more flexible than viking or banshee.
Unit 5(Seriousness over 9000!) Unit name: Spy Built from: Barracks(only once) Unit Type: Biological/Light Cost: 1 min 0 gas Supply:0 Health:1/2(cant die actually) Energy:0 DPS:0 Ability; Steal, Betrayel
Spy will be made in Barracks, and will be really good unit to scout, he will change his appearance by changing his costumes like changelings, when he sees enemy unit, Once he is in enemies main base, with his ability "steal" he will steal minerals from the enemy and give it to you. But once he is detected and get hit, He will betray you and become enemy unit, And not only that everything what you did before he died, will be shown on enemies minimap. Now he can be used by the enemy to steal your minerals. If you kills him , he will betray back to you, so its endless game with him.
Unit: Prydz Built From: Barracks Cost: 75M , 75G , 45s Requires Tech Lab Type: Ground Attacks: Planning same as MSC, with bonus to light To ground only. Speed: Same as Widow Mine
Prydz is a support ground unit made from Barracks who is unable to attack unless it takes hover mode. In hover mode Prydz takes on air and able to attack and cast Generate. Taking hover mode however, Prydz is able to move only for a short period of time (5seconds) and is then unable to move until it lands again.
Hover/Land: Prydz becomes an air unit that can only move for 5 seconds then gets immobile with Hover. Landing gives unrestricted movement to Prydz but he now can't cast Generate and unable to attack. Transition duration same as Vikings.
Generate: Prydz starts generating an exhilarating pulse in (x) yard radius. Enemy units caught in this radius are slowed (x) amount and damage other enemy units in close proximity (x) yards.
Think it like Earthshaker or Earth spirit ult, point is: a) With slow and proximity damage, units gets a use in TvZ vs ling bane and/or roach hydra. Punishes clumped up units and promotes micro against it. Also allows Terran army to maneuver around enemy army. b) Worker harras, damage should be enough so that if enemy doesn't notice in time, Generate should kill 5-6 workers. 7-8 in total combined with normal attack. Remember Prydz only has 5 seconds to get in mineral line after hovering. c) Counters bio tank heavily as marines have to get in range to shoot Prydz but are clumped and slowed. Taking massive damage. Promotes more diverse unit compositions.
A second entry from me: (again, the idea is to make the existing race make more sense)
Planetary Reinforcements research
effect: 1 - The movement speed of floating buildings increases (or they gain a turbo boost like dropships) 2 - To reduce clutter, the buildings cannot overlap like normal flying units. 3 - All factories, starports, and barracks may train units while floating. Build time increased while flying. 4 - Terran buildings take extra damage while floating because of the nature of Terran engineering
Cost/Reqs: Just such that it can finish around 7 mins, in time for some tactical plays.
The units are dropped to the ground as they are made, like with dropships. A parachute could also be used. Also, barracks may garrison a dropship's worth of units to transport them, but they will load/unload slower than a dropship.
Units produced over impassable terrain... well, they could be denied production or left to drop into space... probably the former.
The terran buildings already fly, but this has almost no role in the game and it's a shame. Why shouldn't a factory continue production while it's in the air?
This also makes it viable for a terran to move almost his entire main base to another quadrant of the map lategame without giving up his production, thus taking a new main...
The only hurdle to overcome for this to work is to make it aesthetically satisfying visually. That's for a visual designer however. I can think of several solutions already, so an actual designer could easily do better.
Alt Idea:
Even just giving the bulidings a turbo boost for when they're in the air, it would again allow the terran to move his production around the map without unreasonable pauses in said production. Lift, turbo, land, build, lift, turbo, land.
The combat engineer can build defensive structures (bunkers, missile turrets, possibly sensor towers) on the field twice as fast as an SCV, with another upgrade to increase that to 4x as fast. It can also repair mechanical units at range 1, at the same cost and speed as an SCV. It has two upgrades from the techlab:
Advanced Construction: 150/150/100. Reduce build time by 50% Advanced Repair: 50/50/60 Increase repair range to 4
In bio compositions, a fully upgraded combat engineer can create map control by rapidly erecting bunkers (10s) and turrets (6.25s), while still giving their opponent time to react. The engineer itself is reasonably sturdy, and with the repair upgrade can contribute during a fight while remaining mostly out of harm's way. This gives bio players an alternate play style (more positional, less harass oriented) and a transition into the late game.
In mech compositions the engineer provides supply-free anti-air, addressing a key mech weakness, but is NOT cost effective for mass repair, so it doesn't replace SCV's in that role.
I like this idea because of what it doesn't include. Namely NO activated abilities and NO complicated or gimmicky mechanics. It also makes underused terran upgrades more useful (building armor, hi-sec autotracking, neosteel frames) and brings Terran a little closer to its Brood War roots (technical, methodical, positional), as well as fitting Blizzard's criteria for a new unit (built from the barracks or the starport, doesn't contribute to the deathball).
On March 24 2015 03:16 Superouman wrote: Name: MERC Produced at: Barracks Supply Cost: 2 Mineral Cost: 125 Gas Cost: 50 Movement Speed): 2.75 Damage : 30 Cooldown : 1.8 Range : 1 Defense: 160 Hp, Armor: 1, Biological, Light Collision Size : Same as Marauder Cargo Size: 2
Description: It has a special ability called grapple which allow the MERC to jump onto an other unit (ally or enemy or rocks) It will enable a lot of creative plays.
+1
It seems self absorbed to post my own ideas without finding at least a few others I like.
The technologist brings the latest and greatest of Terran technology to the forefront of war.
Requiring an armory, a barracks with tech lab, and 75 m / 150 g / 2 supply to build, the technologist seeks to replace the ghost as the go to terran caster.
Although inexperienced with terran weaponry, the technologist boasts five great abilities gleaned from years of research on protoss and zerg technology.
The first ability is passive; the technologist wears a suit altered from dark templar technology, rendering it permanently cloaked. However, the technology doesn't work quite as well and AOE damage will cause temporary uncloaking.
The next two abilities come after years of harvesting fallen sentries. The technologist's mobile cold fusion reactor has been modified to allow disengagement of the cloaking shield and to project its energy as physical manifestations. This could be as either a force field or a damage dealing (50% damage, 50% hp) hallucination of an allied unit, so long as the technologist does not move.
Years of experimental "research" on the zerg queens has lead to the development of the technologists last two abilities. The first of which is a mass transfuse; the technologist's reactor is overloaded, draining all stored energy, temporarily decloaking, and damaging the technologist to transfuse health to biological units in a small AOE. The technologist is also able to put his knowledge of the zerg inject to work; by permanently fusing himself to a barracks, build speed of units is decreased by 33%.
Refitted SCV buildable at a CC once engi bay is finished Cost: 100M 50G Buildtime: 45 sec HP/attack identical to SCV
Same abilities as a regular SCV with one addition:
Tunnel: burrow move, movespeed around 1
Subterranean explosive: plant time-delayed (~5s) explosives while underground, dealing high damage (~300) in a small AOE (~0.5). 60sec cooldown, able to hit buildings. Movespeed around 1 while underground.
It is a cyborg/bipedal mech like unit. Armored unit with a lot of health (cannot be healed by medivac), it's primary function is to soke up damage. It's ability will support this even more: the ability is a magnetic plasma field (stolen technology from the protoss). What it does is, it will attract any damage that is dealt in a small area onto him. If the damage dealt in the area is as much as would needed to kill him he does, so he will take damage it just that units around him wont take the damage. He can even take a bit more damage then normally in straight up fight (basically it's corpse would take the damage, how much is up to balance).
It is very nice in late game tvp, in a 'MM army' have a couple of these and they will soak up the storms or part of the storm that is in it's area and the laser or part of the laser (if the sweep from colloseus only gets partly into the zone) will also be soacked up. And maybe zealots/chargelots could auto focuss him when he has the ability on and they come inside the zone. So basically the priority of him as a target will be higher than the other units.
This will make it a bit easier for the terran and doesn't have to be twice as focused as the toss in late game and positioning won't have to be perfect anymore because your MM will live a bit longer and you won't have to take too much risk like now with the vikings (you kinda need to kill a few colli now before the actual engagement else your bio melts, with this unit it will be a bit more forgiving).
It will be an expensive unit, a bit like medivac and viking and I thought it would be fun if you can make it out of an (upgraded) supply depot. Since the Overlord (scout) and Pylon (warp in) both have an extra function aswell beside enabling more units.
Its won't have an high dps and have average/decent damage dealer for it's cost and it won't be able to attack while activating its mode.
Lastly the mode will be a bit like a form change as with viking and hellbat, when the ability is activated it transforms into more armored and shielded body parts and with glowing stripes on its body. I think because of balance he should only be allowed into this mode for a short period of time and then when he turns back after the time has passed and he not dead yet it will take a few seconds to recharge and be able to use again.
Unitname: John Rambo Description: The terran army can only build one John Rambo. If he dies, he cannot be replaced. John Rambo is an extra strong marine (better stats). Has stimpack of course (ekstra strong version). Permanently cloaked (but can be detected as normal). When John fires his marinegun, his cloak is broken for a few seconds. If John fires his marinegun while affected by stimpack, he cannot reenter cloak until stimpack has weared off. The rest of his abilities, John can use without leaving cloak. Can climb cliffs and regenerate life as a reaper. In addition to the marinegun, John Rambo can also throw grenades that do splash damage. He can also plant explosives, that explode after a short duration. These do splash damage, with a high bonus towards buildings. John can also snipe biological units within melee range with his knife. This snipe is stronger than the ghost's. In addition John can man any mechanical unit. This includes enemy mechanical units. John looses his normal abilities while inside a mech unit. But the mech unit is stronger than normal. If John stays within an enemy mech unit for a certain amount of time, that unit is considered permanently stolen, even if John leaves the unit. John cannot man a unit that is already manned by an enemy John Rambo. If a mechanical unit dies with John inside, John is dropped on the ground. Terran can indeed build up a protoss army this way by stealing a probe. And zerg can also build a John Rambo if they build up a terran army.
After some thoughts this gave me the idea for a new serious unit. This is a fun and simple unit which I have described in a later post.
Any time a Terran Ghost gets 20 kills in a game, it will automatically be promoted to a ByuN. This will unlock the ability to create a puppy from your Command Center for 250 minerals and 250 gas. Once the puppy and ByuN are within 2 range of each other, you automatically win the game, but cannot play another game until the next expansion comes out.
Built From:Barracks with techlab(need engineering bay) Cost:125mins/50gas/30sec/2supply Attributes:Armored, Biological Ground Attack:10(+1) Range:0.1 Cooldown:1.5 Defence:110 Armor 1 (+1) Speed:2.25 Cargo Size:2
Description: Tougher version of regular scv. Unable to mine. Can repair twice as fast as regular scv. Can only build static defence structures(able to finish other structures started with regular SCV).
Abilities: Build on creep Construct defense structure on creep. Structure will apear is if it was build before the creep arrived.
Destroy forcefield Can destroy forcefields by walking over them as if it where a massive unit.
Construct planetary fortress Builds a planetary fortress on location from scratch. For the cost of 450/150 and build time of command center.
Self repair Cast repair on itself.
Possible uses
Setting up contains
Using it in army to mess with enemy AI by using attack move and switching to self repair when a Battle SCV gets low on HP.
Breaking out of forcefield contain before medivacs are out.
Easier to build expansions on location. When being harrassed by small amounts of units: Battle SCV can pause building and use self repair to buy time before reinforcements arrive.
Balancing options (besides tweaking with cost, build time, HP, movement and repair speed etc):
Nerf Remove 'build on creep' abilitie for planetary fortress.
Buffs Decrease building time of defense structures build by Battle SCV. Maybe with the execption of PF, as mining from an expansion earlier may have significant impact on the game.
Enable it to mine minerals(too fat to fit in refinery) so mineral walk trick can be used. Having one Battle SCV mining at each base can help against zealot and ling harrasement with good simcity. A player can evacuate all workers and have Battle SCV hold position to plug the hole in the building wall, giving scv's time to escape.
Enable regular scv's to finish sctructures, once started with Battle SCV.
On March 28 2015 23:16 boxerfred wrote: I'd just love to know if that was originally be planned to be a contest about designing serious things.
It doesn't really matter because when you are brainstorming ideas there is no distinction between serious and funny. All ideas can be assessed at their own merit.
For example, take the Truck by SnowStormer. At first this might seem completely ridiculous. But then you think further and ask yourself, wait, what if we actually make this work? Just a little bit of tweaking by blizzard and you have LotV with a truck.
Trying to be serious and make a unit 'fit' only impedes the creativity process. The fitting is anyway done by the developers, so don't worry too much, just blurt out ideas!
Cost: 75mins/125gas/40sec/2supply Attributes: Biological No Attack 80hp, 1 Armor (+1) Speed:2.25 Cargo Size:2 Energy: 50/200 Built from barracks, requires engineering bay and techlab.
Ability 1: Plasma clouds 25e, 1e/s Continuously disperse plasma cloud in a small area around the unit. Harms enemy bio units and depletes plasma shields. Very effective against melee units, for instance by adding smokers to army comp, or putting them inside bunkers. Ability does not stack.
Ability 1b (passive) Upon unit death a plasma cloud proportional to the units energy will be discharged and remain for a few seconds. Will also be cast if unit dies inside medivac.
Ability 2: Smoke screen 75e, lasts 30s (same size as blinding cloud) Can be casted from a distance. Creates a (neutral) smoke screen rendering all enemy ground units invisible and untargetable. Units can freely pass through the smoke screen and can only be damaged from AoE spells such as baneling detonations, the ravagers corrosive bile or an enemies aoe attack on a friendly unit. No structures can be placed under the smoke screen, blocking the construction of walls or addons. Can be used to protect ranged units, close distance towards enemy troops and hide units such as ghosts or mines.
Ability 3: Irradiate (locked), 100e, lasts 30s or until the unit dies. Cast Plasma clouds to any other unit, comparable to the science vessels irradiate. Very effective on friendly hellions or medivacs, to utilize their speed. Also useful on high hitpoint enemy units inside protoss or bio army comps.
Upgrades in engineering bay: -starting energy 100/200, 100m/100g -Unlock ability 3, 150m/150g
First- get rid of the Hellbat tranformation. Never liked the idea of taking a fast harass unit and having it's special ability slower and tankier.
Replace it with the Death Race 2000 upgrade. (Or maybe Wall of Fire or Oil Slick) Researched out of the Factory Tech lab, probably need the Armoury to unlock.
This researches a toggable ability on the Hellion. When toggled on, the Hellion no longer shoots its flamethrowers. Instead, it dumps out a line of oil slick. If you keep the hellion stationary, the oil will puddle like Ovie dumping creep. The oil is on a timer and will eventually fade.
Optional- oil somewhat slows units passing through.
Main Use Using another hellion, or else toggling off the oil slick, the oil slick can be targetted and set on fire doing damag/ second. The oil catches fire faster than a hellion can drive, so the fire will eventually catch up to the hellion dropping oil, if it does, the hellion will explode doing small AoE damge. The fire will only burn until the oil fades- so there is a timing decision on when to set the oil on fire for maximum damage vs getting your hellion's dropping oil away so they don't explode.
This would increase the versatility of hellions in more interesting ways then just 'tankier and slower.' Instead, Terran players could find inventive places to circle oil slick (around small armies), puddle near buildings to do damage, send them right in between a CC and the minerals so the workers get torched every time they pass through while working or maybe make a couple fire walls to block scv escapes while the other hellions torch the rest. Hellions are fast, but they are still quite weak, so they can still be picked off. The oil will fade, so you can't just lay oil everywhere- besides the fire damges friendly units as well.
I think it would create a lot of interesting decision making, while keeping the hellion a fast unit, and breathing new life into an old units, which I think is fine for an expansion.
I have no idea about research cost or length of time as that has more to do with balance that would have to be changed anyways. The point is the skill-based nature of the toggable ablility. In addition, hellions are the only unit that uses flamethrowers, so there is not a 'counterintuitive lore' issue on why only hellions set the oil slick on fire.
TvT might be pretty funny with both players trying to prematurely set each other's oil slicks on fire. If you accidently toggaled all you your hellions to drop oil, you could lose a lot in one fire explosion.
I honestly think this idea is roughly viable directly and not just serves as inspiration for Blizzard. I came up with the idea by participating in the entertaining unit competition (John Rambo unit).
Simply add the following 2 upgrades to the current reaper. Could also be added without the research.
1. The ability to plant explosives that explodes a few seconds after being planted. The damage is splash and has a high bonus vs buildings. 2. The ability to mind control an enemy mechanical unit by jumping into it. While inside the reaper cannot take damage. The mind controlled unit can of course take damage the same way as when the infestor neural parasites.
I suggest the reaper remains the same cheap cost and thereby early game viability. Therefore the 2 abilities must be limited in some way. With energy cost and/or short time of mind control f.ex. I imagine 5-8 seconds for mind control would be fine.
I have thought about some uses when it comes to the mind control part: - Defense vs Oracles and Banshees, and to some extend Warp Prism and drops. In all 4 cases, fly the MC'et unit on top of a Turret. - Passify units all game long. Hopefully usefull in this way all game long. - Prolong the reapers life. In early game the reaper could jump into an SCV, Probe, Helion, Sentry, Stalker for increased scouting and damage to probes. A gasblock could be instantiated while within a worker. - And so on....
The explosives ability part: - Could Snipe important upgrades with the high building damage, especially if you are Ruff - Force a worker pull or kill of larvae with a reaper drop. - And so on....
Defence vs Reapers: - Terran has EMP and Snipe and Protoss has Feed Back. Zerg only have to care about the Explosives - Bio - Photon Cannons - If a unit gets Mind Controlled, it should be considered a neutral unit for the defender (I believe neural parasite works the same way). That way you will not attack your own unit unless you explicitly attacks it. I imagine you normally would want to endure the damage from the MC'et unit, until you regain control of it. So if it is not a big unit, you can probably live with it. In big fights, you should be on top of your EMPs, Snipes and Feed Backs (so ghosts could become more used in tvt). In smaller engagements, you might want to leave your MC'et units those 5-8 seconds, untill you regain Control.
I believe this unit is fun, fast paced and fits into LotV filosofy of rewarding agression. I believe it is also micro intensive, especially on the defenders part.
Note: It should be considered carefully if the 2 abilities need to be researched first. Could it be too strong with a reaper allin early game without need to research? And is it undesirably too strong vs banshee/oracle early game. I can see the Banshee cloak and stay outside detection range when a reaper aproaches. And the Oracle has its fast movement speed. But I think a research is the way to go with mind control. Then the terran player has to decide whether to commit resources and research time on a tech lab early game. A range upgrade for mind control can also be considered for weaker early game and stronger late game.
Note: The new reaper could become especially interesting early midgame, if protoss has decided not to build templars yet and Terran have no ghosts out yet.
Unit: Chem Striker Concept: mobile artillery infantry Built from: barracks with tech lab Cost: 50 minerals, 100 gas Supply: 3 Attributes: 125 health, 1 armor, size 1.125 (marauder), sight 11, range 13 (siege tank) Attack: manual attack that must be targeted. Area of impact is highlighted like nuke for 1 second prior to landing. Area of impact is the size of a supply depot. Attack deals initial damage plus 10 damage every second a unit is within the radius which is delineated by chemical cloud or orange napalm area. Cloud lasts 5 seconds Attack cooldown: 8 seconds Unit can be set to fire at one area repeatedly, but must be manually targeted to switch targets.
I would love to see a Terran unit that can build "fake" buildings, similar to Protoss' hallucination:
Build from: Command Center Build time: 35 seconds (same as Orbital, so significant loss of scv production) Cost: 100 minerals Supply: 1 supply Damage: 0 (no offensive capabilities)
- Can build "fake buildings" for 50 minerals each. - Fake buildings have a life span of 100 seconds. After that, they explode as if destroyed. - Build time of fake buildings is 50% of the real building's build time. - To the opponent, fake buildings appear exactly the same as real buildings. They show the appropriate amount of hit points, etc. Fake buildings can have addons, for zero cost, since they'd be purely easthetic. As with regular buildings, the add-ons would become available as soon as the building is finished. Add-ons would be building at 50% of the build time of regular add-ons - Fake buildings and their add-ons will never appear to be researching/building. - Fake buildings are *not* revealed by detectors/scans. Instead, like changelings, fake buildings have very few hit points (24?). A reaper would 3-shot a fake building, a banshee would 2-shot a fake building, 2 lings would need a few bites each
This is a situational unit, used to hide tech transitions/strategies. In a regular game you would build none, or maybe 1 or 2. They would not take up much of your army size, but the fact that they're available from the Command Center from the start of the game means the opponent has to second-guess if that 3rd CC is real. If the 2 e-bay's are real, the armory is real, etc. Scouting becomes more important, and it needs to be done using units that can actually attack the building. Since fake buildings are cheap, you can also use them as spotters on the map, or for blocking expansions.
I would just like to say that whatever new unit Terran gets, I think it should maybe have a significant gas cost. Compared to P and Z, gas just doesn't seem as important to Terran.
Description: A mechanical battle suit worn by females who trained in martial arts with ghosts at the Academy and have a degree in engineering. Mechanical/Light Builds from Factory: Requires Ghost Academy 2 Supply - 75Minerals 100 Gas Attack (melee): 7x3 (benefits only from Armory upgrades)
Abilities: Sabotage (75 Energy): Cancels an opponent's building Research/Upgrade (without giving the opponent the resources back) and/or reduces that building's energy to 0. (Takes 12 seconds to resolve, target building must be in melee range, and the Hera cannot move or attack during this time.)
Adamantium Coating: Has only one charge per produced unit. Increases any mechanical unit or structure's armor by 2 permanently (cannot stack) (takes 15 seconds to resolve)
EMPunch (50 Energy):Increases each attack +3 (total of 10x3 without upgrades) (last 15 seconds)
Grapple (Research from Tech Lab (Requires Ghost Academy) - Same ability as the HERC
Ranger The ranger is a barracks unit that requires a tech lab. It has a hard-hitting, but slow attack that can hit both ground and air. He has low health, moderate speed, and his only real defense is his limited stealth ability, so he'll need to be protected through smart positioning or medivac support.
He has two major features. The first is the ability to stealth while stationary and then land a big hit on light units such as the ability to 1-shot a zergling when coming out of stealth. The second is his UAV ability which allows him to help in emergency detection situations (banshee, widow mines, dark templars) and clean up creep when added to an army.
Abilities - Ambush Ranger gains stealth if he takes no action or damage for 5 seconds and keeps stealth until he moves or fires. If he shoots from stealth, he gains +20 damage on his first shot versus light targets.
- UAV Each Ranger has one charge of a UAV. The UAV is an unmanned aerial vehicle with a small amount of health that flies and provides detection and a large vision range. When launched, it flies in a loop in front of the ranger out to max vision range and then returns. The ranger may re-launch it continuously until it gets shot down. It has 40 life and is also destroyed when the ranger dies.
Obviously, needs play-testing to check for balance. Would recommend adjusting attack delay first as a balancer. I also noticed that someone else had a Ranger unit idea in this contest, but it seems to be very different from this one.
On March 23 2015 21:46 avilo wrote: Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 50 vespene gas / 2 supply Cost When Produced from Barracks*: 50 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)
Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.
Range: 6 (same as marauder iirc?) Unit Size: Same as a reaper Unit Style: I imagine it the size of a bio unit, a gundam wing fighter zooming around the battlefield.
Note*: Please keep in mind unit stats are easily changed, aka range, health, dmg, etc.
A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.
Another possible idea for main auto attack of this unit would be that when it attacks the projectile that it sends out damages anything within it's path while then returning back to the Boomerang. Might make for epic micro moments and make positioning matter as well to maximize damage for the Terran, and allowing the opponent to micro to mitigate the damage.
This unit has two modes that the player must decide to transform between. One is anti-ground only, the other is anti-air only.
Design Goal of the Unit: Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.
The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."
When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.
2nd Design Goal of the Unit: Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply no units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.
The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.
When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.
Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air (as is the intention).
Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.
To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?
A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.
This is such a great idea!!!!!! Go get it Blizzard!!!!!!
Mech-type unit. Neither light nor armoured. Requires: Armoury, Orbital Command Size: slightly larger than a Marauder, slightly smaller than a landed Viking. Weaponry: Anti-air missiles (bonus against light, range 6), medium calibre anti-ground weapons (range 6).
This unit is not manufactured from a building. Instead it is called down, MULE style, to anywhere within the detection radius of a Sensor Tower. Does not require vision to do so.
Mineral/Gas/Energy cost, supply, health and damage to be decided through balancing.
Optional: the Heimdall could have a limited lifetime, just like the MULE, in exchange for lower costs and possibly zero supply.
Jackal The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab.
Specifications
Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted)
Abilities:
Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy
Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy.
Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy.
The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit.
At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition.
The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile.
Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
On March 29 2015 20:17 Umpteen wrote: For the 'actual unit' suggestion pile:
The Heimdall
Mech-type unit. Neither light nor armoured. Requires: Armoury, Orbital Command Size: slightly larger than a Marauder, slightly smaller than a landed Viking. Weaponry: Anti-air missiles (bonus against light, range 6), medium calibre anti-ground weapons (range 6).
This unit is not manufactured from a building. Instead it is called down, MULE style, to anywhere within the detection radius of a Sensor Tower. Does not require vision to do so.
Mineral/Gas/Energy cost, supply, health and damage to be decided through balancing.
Optional: the Heimdall could have a limited lifetime, just like the MULE, in exchange for lower costs and possibly zero supply.
Intended Roles
Late-game Mech raider, emergency base defence.
Interesting. Curious about a few things: How could the unit be a raider when it requires sensor tower "vision"? (And why that instead of just vision?) Why bonus AA vs light? This isn't criticism, you were just very specific about a these and I'd like to hear more of your thoughts behind them.
Available once a fusion core has been built (and maybe requiring a research from the fusion core)
Reactors and techlabs can now be salvaged and replaced with tech-reactors
Solves the problem of terran not being able to get their production out quickly enough in late game despite large bank (especially with mech). Zerg can remax instantly with any unit and Protoss can warp in 30 zealots or 15 archons in front of your base and you lose the game simply by not being able to get your units out.
I am new to TL forums and accidentally posted a bunch of comments incorrectly. I was trying to reply to a unit someone made and messed up. Sorry for the spam. I have one more blank post in the forum.
Unit: Aether Greek meaning: God of the upper sky. Built from either factory or star-port, no tech lab required but it will require a fusion core or a completely new building, though fusion core is fine already. The Aether is a Flying armored unit that will cause a major change in battles, it is shaped sort of like a donuts with Banshee like fans to keep it aloft, in the center of the donuts where the whole should be, it has a platform that units can stand on. it will create a whole new way of dealing with units like colossi and air units, and not only this, but it will help Terran Mech greatly. when i made this unit, i wanted it to have a Brood War feel to it, in this i don't mean that it was like units from Brood War but i wanted it to be a unit that had great micro capabilities but was not built specifically to be micro`d like some units are (blink stalkers, infestors, high Templar, ghosts, ect) and this is what made brood war such a great game, it didn't force players to micro, it just turned out that way.
Stats: Cost: 300 minerals, 200 gas. obviously this can change, but these are the starting numbers I have come up with. Health: 550 Armor: 2 Speed: 3.15 size: about 80% the size of a mother ship. Energy: 200 Supply: 4-6
Skills: Elevate: the first and most game changing spell, perhaps in the whole game of Starcraft, elevate allows ground units to climb onto the Aether and attack from it, while units are on the Aether, its speed is slowed to 1.15. But when units that could attack ground are on it, they then can only attack air. Have you ever wished you could kill Mutas with hellions, or face void rays with marauders, well with the Aether you can. And with the new buffs to tempests, they will be great against Mech with their new speed and disintegrate spells, so now how about stopping the tempest with siege tanks. this spell will not be to overpowered though for multiple reasons. 1: when Aether dies, all the units on it die also. 2: it can only hold 8 cargo space, meaning two tanks, or 4 hellions, or 8 marines, or anything else that fits in it. 3: if you put two tanks in it to fight off air, that means that there are two tanks not on ground, and since there ground attacking units only in the Aether can only attack air when on the Aether this will force players to make smart decisions of how much to put on the Aether.
Trapping Field: the second ability of the Aether is the trapping field, this ability makes a Circular field beam down from the sides of the Aether putting a field the size of the Aether on the ground below it, anything that is under this field will be slowed by 50 % and also slow their attack speed by 25%, meaning if are army of ultralisks were dashing at your army of marines, and you hovered the Aether of them and turned on trapping field, the whole group of ultralisks would be slowed, this is even more helpful with banelings, if you can cover a whole group of banelings with Trapping fields than they will all be slowed to the point where you will either have time to kill them, or time to split you army well. this ability will cost 25 energy and 1 energy for each second of use. While using trapping field, the Aether is slowed to 1.15, but units on top of it can still attack.
Aether vs Medivac: it may seem like the Aether replaces the Medivac but it definitely does not for multiple reasons, its to slow with units on it to be a reliable transport. it does not have afterburners so it can not easily escape, making it much more of a risky unit for drop play. And obviously it cant heal so its pointless for many harass play styles.
Upgrades: armor upgrades for air improve Aethers vision by 1. Eagle Eye: this makes the Aethers vision range increase by 5. researched at fusion core.
A few things that I have thought about that might make you look at the Aether in more interesting ways: 1: units on it can attack on it while moving so if you have a longer ranged unit on it, say like ghosts, or something else, you can move the Aether back while the units continue to attack making this a unit that has no need of kiting, just go in and pull back and deal damage the whole way. 2: while under trapping field you units are still normal speed, so kiting enemies will be much easier. 3: with attack speed slowed, many units that used to counter your units will now be much less effective, this will change the whole game into a more interesting play style in late game. 4: with the eagle eye upgrade, the Aether will have the vision large enough so a tank can see to the edges of its attack range, meaning that you wont need something in front of the Aether to let your tanks attack to their whole vision range. 5: in narrow passage ways, Aethers trapping field will cover the whole path so this will make it extremely effective against melee based armies. and even roach armies. 6: with the Aether there will be many new ways to take down enemy air, vikings will still be helpful but you wont need to waste 20 supply on vikings to take on a few colossi that could of been marines.
Idea and motivation: I think there is still no viable answer for terran to mass mutalisks and late game protoss deathball, based on colossi/archon/blink stalker combinations. My suggestion as an new answer to these problems for the terran armee, is the Archangel, a new midgame (tier 2) to lategame unit from the starport.
The Archangel, is a light, fast and micro intensive midgame (tier 2) to lategame unit from the starport. The Archangel attacks air only, but can be upgraded to attack ground units in the lategame. (I will not say to much about the precise values of the unit, because I think these values are a matter of testing and have therefore to be balanced anyway by trial and error).
Description: The main (and probably only) ability of the Archangel is a weapon called „plasma device“. The plasma device has actively to be activated/released by the player. After it has been released, the device moves/floats into the same direction like the Archangel, but independtly from it, and dissapears at a distance of 12. This means if you change the direction, the plasma doesn't and you have to move with foresight around your enemy to give the device the right direction. If the device comes close to a (enemy) air unit, it attaches to the unit and explodes after a short time period with splash damage. So if you want to hit a enemy but come not to close to it (to not give your enemy the chance to attack you), you have to go into the direction of the target, release the device just in front, stop/brake, and change the direction. After a very short cooldown of probably one or two seconds the device should be available again.
The plasma device opens up a vast of opportunities for interesting micro. Imagine for example, that the area striked by the plasma device depends on the specific formation of a group of Archangels. If they fly side by side the devices will hit an area with the shape of an plane, if thier trajectories cross the devices will open up to the shape of a triangular. So the intensity and accuracy of attacks will depend on the formation the player decides for. A player who is capable of organizing his units well and controling them in a precise manner, will be able make the best of the Archangel, while players with a weak micro will not be able to reach the full possible gain of the unit. (Just in case you think the device resembles the hunter seeker missile: consider that the way the plasma device functions is quite different, because it can't be manually targeted on a specific object).
The movement speed of the Archangel should be just a little bit lower then the speed of mutas (and phoenix), so that the Archangel is becoming dangerous for mutas or phoenix only if they stop and float somewhere to attack SCVs, armee or infrastructure. This means the Archangel can still be outmicroed by a good player and can be even used to distract the terrans attention of skirmishes at other locations of the map, since the unit is microintensive und needs some attention to be effective.
For the lategame, against protoss deathballs, the Archangel can be made useful too. For example, a upgrade for the plasma device (probably in the ghost academy, to make sure its a Tier III extension) can be designed to make it attacking units on the ground, increase the radius of the splash, but decrease its overall damage (so there should be a button to switch from the initial form to the upgraded form and back). This make me think of a new terran lategame armee, consisting of a combination of Archangels and Ghosts, where Ghosts use EMP to take away the protoss shields. The archangels, in a second step, use plasma devices to finally help the protoss to find thier way back to thier homeworld. Consider again, that the archangel can always outmicroed by players with a superior control of the armee. A protoss player who control the whole armee by a-clicking will have a armee densely clumped together and therefore easy to target for archangels. But if a protoss spreads his armee, for example to a wide konkave, it becomes very difficult for the archangel to hit this armee seriously. In addition the archangels can be countered by a skillfull use of blinkstalkers, who just blink around the main damage dealers, like collossi and archons.
Unitname: Archangel Production Facility: Starport Tier: II Cost: ? Supply: ?
Counter:
zerg: corruptor, infestor, hydralisk
terran: widowmines, static defence (towers and bunkers), raven
On March 29 2015 23:48 Skynx wrote: We gona have another C&C in the end
with all these mech units that do nothing but make it easier to turtle and hard counter units that actually require control... its sad but true...they should just make a terran mothership/swarmhost and call it a day RIP #daedgahme
On March 29 2015 20:17 Umpteen wrote: For the 'actual unit' suggestion pile:
The Heimdall
Mech-type unit. Neither light nor armoured. Requires: Armoury, Orbital Command Size: slightly larger than a Marauder, slightly smaller than a landed Viking. Weaponry: Anti-air missiles (bonus against light, range 6), medium calibre anti-ground weapons (range 6).
This unit is not manufactured from a building. Instead it is called down, MULE style, to anywhere within the detection radius of a Sensor Tower. Does not require vision to do so.
Mineral/Gas/Energy cost, supply, health and damage to be decided through balancing.
Optional: the Heimdall could have a limited lifetime, just like the MULE, in exchange for lower costs and possibly zero supply.
Intended Roles
Late-game Mech raider, emergency base defence.
Interesting. Curious about a few things: How could the unit be a raider when it requires sensor tower "vision"? (And why that instead of just vision?) Why bonus AA vs light? This isn't criticism, you were just very specific about a these and I'd like to hear more of your thoughts behind them.
Nice questions
I liked the idea of a call-down unit. It fits the Terran 'feel', but simply scanning and calling down units felt like it would be OP. The sensor tower creates an interesting dependency.
In defence, it's pretty straightforward: you can cover all your bases with a sensor tower and call down Heimdall units to defend - this is particularly useful if they have a limited lifespan and zero supply, as you can push out across the map and still have a way to defend against being stabbed in the back - provided you have the resources.
Raiding is a little more complex. The idea here is that, rather like Protoss, you don't need to commit huge resources to a drop. You can send out an SCV, or an SCV in a medivac, construct a sensor tower within range of the enemy base, and call down a powerful raiding party before the enemy has a chance to respond.
Thirdly, it adds another layer to mech play, harking back to the slow-push mech strength of BW: a map area 'fortified' with a sensor tower is very strongly YOUR territory, since you can near-instantly reinforce or strike anywhere within it. Anyone trying to fight their way to the sensor tower is going to have to worry about getting an assful of Heimdalls.
You can also use it to mind-game your opponent, building sensor towers to draw his attention away from where you're actually going to attack (since the sensor radius is visible to your opponent)
The anti-light AA bonus is intended to round out the unit by making it a useful deterrent to mutalisks, without creating a monster that can instantly counter broodlords, corruptors etc.
Ground Psionic Biological unit, built from Barracks (with Tech Lab)
Stats Health 100 Cost 75/150 Energy 50/200 Speed 2.25 Supply 2 Attack: None
Ability:
Psionic Shroud / Preserving Wind / something else along those lines Effect: all friendly biological units (except other Ascetics) within the area of effect are rendered impervious to all forms of splash damage Range: a very small area around the unit, say 2 or possibly 3 Energy cost: 100 Duration: 20 seconds
The Ascetic would increase the viability of Terran bio against Protoss deathballs in the late game. It would (hopefully) require some interesting and unique micro to distribute them evenly through the bioball. They wouldn't do much if they are just kept in a ball due to their small area of effect. They would also encourage some micro from the opponent, as they would need to be target fired or feedbacked (or EMPed in TvT).
In TvZ, they might be too effective against banelings, so they might need to be made ineffective against melee splash damage. If that is too artificial and unintuitive to a casual viewer, they could possibly be made effective against all (splash and non-splash) ranged damage only.
Edit: I guess this is somewhat similar to the Jackal posted above, but oh well. Didn't see it before posting and there are some differences anyway.
On March 30 2015 03:43 BlackRa69 wrote: ["Wow this guy made a unit actually good for competitive play instead of 'this guy made a unit that would really help his keyboard to face roll strategy and get out of bronze league'"]
Yeah, I feel like a lot of my favorite serious suggestions have come in the last couple of pages. Specifically the Heimdall (Which I personally believe should be renamed "Ragnarok -something-"), the Boomerang, and the Death Race Hellion.
That said there were a lot of suggestions earlier in the thread for a more combat focused SCV type unit or some kind of mobile bunker that I think (if balanced properly) could be very cool additions to Terran.
Overall I think I prefer adding a new upgrade or unit transformation over adding another unit to the game. There's already lots of things to build. We'll see what the "Powers that Be" decide, and then ultimately despair when Blizzard does the exact opposite.
On March 29 2015 21:36 threnickelsandadime wrote: Jackal The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab.
Specifications
Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted)
Abilities:
Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy
Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy.
Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy.
The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit.
At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition.
The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile.
Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
This unit sounds sick, i could really see its legitimate use in competitive play and i would love to see something like this put into the game, it would be a very interesting change up
On March 29 2015 21:36 threnickelsandadime wrote: Jackal The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab.
Specifications
Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted)
Abilities:
Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy
Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy.
Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy.
The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit.
At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition.
The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile.
Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
wow this guy made a unit actually good for competitive play instead of a unit that would only help you to keyboard face roll your way out of bronze league
Design for the DPT The intended purpose for the DPT is to provide a unit that can help bio by providing additional strategic options in all stages of the game without being an “a move” kind of unit or a unit that is so good it gets used in every game.
How the unit works The Disposable Personnel Transport allows players to store and transport bio units (units inside DPTs cannot fire until they exit/unload) for a period of time until the DPT times out (timeout bar will be visible to all players).
If units are inside the DPT when it is destroyed then the units survive with 50% of their health. If the DPT times out the units survive but lose 30% of their health.
Possible uses In the early game the DPT has proxy utility and defensive utility by allowing players to micro their units in and out avoiding melee units and messing around with targeted fire on ranged units like stalkers.
In the mid and late game the DPT can give players the opportunity to bluff with groups of empty DPTs, the ability to engage large armies without taking a lot of AOE damage before getting into firing range, the ability to dodge storms and the option to move bio around faster for harassment. However, players will need to micro carefully or they may end up just segmenting their army.
Limitations of the unit The main limitation of the DPT is its lifespan. This requires dedicated barracks to produce DPTs at a fairly constant rate (each one can only store 6 marines worth of bio).
Given the limited lifespan, players need to take into consideration the time left and where the next wave of DPTs is before engaging. For example, if a group of bio in DPTs is sent out for harassment, the DPTs will most likely time out meaning that your force may be stranded unlike if you harassed with medivacs.
An additional limiting factor is the need for dedicated production facilities to build the DPTs.
Also, with three levels of upgrades, it makes it harder for players to instantly start using the DPT in the mid and late game as they would simply get destroyed too easily without the upgrades.
In terms of player skill, this unit can be beneficial for lower level players but can only be fully utilized by players with greater planning, decision making and APM. This fits into, SC2’s ideal where casual play benefits from the unit but the “pros” can take it to another level.
Note: I'm not especially knowledgeable about unit specifications like hp, move speed, etc so if anything sounds extremely off keep that in mind...
Unit Specifications Builds from: barracks without add-on – reactor allows you to build 2 Cost: 10 Minerals Supply : 0.25 supply Building Time : 13 sec Unit duration: 50 seconds HP: 300 Armor : 2 Movement : Zealot speed Attribute : Mechanical, armored Weapons : none Abilities : stores 6 marines worth of bio (2 less than a medivac)
Upgrades: Combo upgrade First upgrade – speed increases to speed of a stalker, +20 seconds duration, +75 hp Second upgrade – speed increases to speed of a muta, +20 seconds duration, +75 hp Third upgrade – speed increases to speed of a ling with ling speed, +20 sec duration, +75 hp
An upgrade to individual buildings that allows it to fly faster, land on and crush small units and knock back medium units. -Maybe add a second level upgrade to give it 2 auto turrets. -Maybe able to produce at half speed while flying, normal speed landed.
Used for defensive fallback/offensive staging and production.
Valiver United States. March 28 2015 02:54. Posts 974 Gift TL+ Profile # ByuN:
Any time a Terran Ghost gets 20 kills in a game, it will automatically be promoted to a ByuN. This will unlock the ability to create a puppy from your Command Center for 250 minerals and 250 gas. Once the puppy and ByuN are within 2 range of each other, you automatically win the game, but cannot play another game until the next expansion comes out.
On March 25 2015 22:54 _indigo_ wrote: BATTLE COMMAND
Building - UPGRADE TO COMMAND CENTER Built on "naked" Command Center; a third option of CC upgrade such as Orbital Command and Planetary Fortress.
Requires Armory Cost: 0 minerals, 150 gas
Battle Command Center cannot lift and store units (similarly to Planetary Fortress), but has energy.
This building unlocks new abilities that can be used with energy. Energy is universal, meaning you only need one Battle Command and can benefit from it + other Orbital Commands.
Abilities provided are meant to bridge the gap of production and reinforcement in lategame, providing terran with options to directly reinforce the armies, providing he has the required resources.
Uses 50 energy to call down a squad of 4 Marines in a pod. Marines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 200 minerals (same as building 4 Marines). Same as MULE, Calldown needs vision.
Uses 50 energy to call down a cache of 2 Mines in a pod. Mines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 150 minerals, 50 gas (same as building 2 Mines). Same as MULE, Calldown needs vision.
Uses 50 energy to call down Neosteel Frame upgrade on bunker. Bunker is not provided and must already be built - the upgrade of Neosteel frame is dropped directly on the bunker, providing the given upgrade. As this upgrade cannot be exploited given the requirements and cost of Battle Command Center, cost requires only energy (same as Calldown: Extra Supplies). Requires built bunker.
* I would argue bunkers should either get +1 additional armor or +1 range with this upgrade (called down or not) to truly be worth it.
On March 25 2015 22:54 _indigo_ wrote: BATTLE COMMAND
Building - UPGRADE TO COMMAND CENTER Built on "naked" Command Center; a third option of CC upgrade such as Orbital Command and Planetary Fortress.
Requires Armory Cost: 0 minerals, 150 gas
Battle Command Center cannot lift and store units (similarly to Planetary Fortress), but has energy.
This building unlocks new abilities that can be used with energy. Energy is universal, meaning you only need one Battle Command and can benefit from it + other Orbital Commands.
Abilities provided are meant to bridge the gap of production and reinforcement in lategame, providing terran with options to directly reinforce the armies, providing he has the required resources.
Uses 50 energy to call down a squad of 4 Marines in a pod. Marines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 200 minerals (same as building 4 Marines). Same as MULE, Calldown needs vision.
Uses 50 energy to call down a cache of 2 Mines in a pod. Mines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 150 minerals, 50 gas (same as building 2 Mines). Same as MULE, Calldown needs vision.
Uses 50 energy to call down Neosteel Frame upgrade on bunker. Bunker is not provided and must already be built - the upgrade of Neosteel frame is dropped directly on the bunker, providing the given upgrade. As this upgrade cannot be exploited given the requirements and cost of Battle Command Center, cost requires only energy (same as Calldown: Extra Supplies). Requires built bunker.
* I would argue bunkers should either get +1 additional armor or +1 range with this upgrade (called down or not) to truly be worth it.
Hephaestus (or Hef for short): An alternative to standard artillery
Cost: 50 minerals, 200 gas Built from Barracks with Tech Lab Requires: Starport
MMM and even mech has problems when needing AoE against deathballs. The Hephaestus allows Terran players to quickly set up ambushes on map choke points, without needing to commit a huge chunk of the army.
Abilities: Set marker: Huge range. Ability is a 7-second channel that creates a transparent line-shaped marker over a small region of the map. The marker is completely invisible to the enemy (even with detection). Setting a new marker cancels the previous one. Clear marker: Deletes the marker Calldown/Rearm: Calldown: Long range. Calls a stream of explosive barrels that after 2 seconds start landing in a line over the previously set marker, with a small cooldown (0.3s) between landings. No smartcast. Rearm: 25 gas, 20 seconds. Rearm is used instead of calldown if the barrels have been expended. Prepares a new load of barrels. After Rearm completes, the ability changes back to Calldown and a new delivery can be made.
Explosive barrel: low health, small, stationary building. Friendly to all players. Visible to all players if having vision (not visible through for of war). Explodes on death, dealing more damage than its total health. Explosion causes other nearby barrels to explode, which can lead to huge chain reactions.
The idea is to prepare an area when expecting enemies by setting markers. Preparation should happen outside of normal combat, which allows a player to micro MMM/Mech armies when needed. By building specific patterns using multiple Hefs and the markers (like in the picture), you can forge huge chain reactions that exploit map features like chokepoints. No smartcast helps in building synced chains.
The barrels do not explode by themselves, and need someone to start the chain reaction (either you, or your opponent can start the reaction) by destroying one of the barrels. Barrels deal friendly fire. Barrels are friendly to all players to prevent accidental detonation; each detonation needs to be performed manually or via AoE effects.
In subfigure 1 there is an example of a two way chain reaction, set by the two remote Hefs (the blue circles). After the 8 barrels are dropped, simply blowing up one of the barrels marked (1) will blow up all of them. A Terran player needs to send a strike force to pop the chain. Whether the strike force completes the mission successfully, or the deathball kills them before, could be an interesting source of excitement for players and viewers alike.
Players need to decide on the optimal time to start the chain reaction. Too soon and not all barrels might have landed, which will break the chain, which means less damage on the enemy army. For example, in subfigure 2 a chain is popped too early, before barrels 3 and 4 have landed. The dotted lines represent AoE size. Too late and your enemy will micro out of the way and destroy your barrels from a distance.
Hefs can help against ground deathballs. For example, if you expect a Protoss army to pass through a choke, set the markers to a double explosion (like in the diagram), calldown right when the army approaches, wait for a second and hit one of the barrels with a small MMM squad. Enjoy the fireworks.
Calldown use cases: - over a choke point, during enemy army movement - during a large engagement where the opponent’s APM is tied in microing, and you focus a small part of your army on exploding landing barrels - in a mineral line right before a medivac lands units to explode the barrels
Even if Terran players manage to call barrels down directly on the enemy deathball, the opponent has several options to react: - stop the Terran strike force from igniting the chain reaction - split army - pop barrels before they can be chained together
I think there needs to be emphasis on mech or at least give Terran a siege tank esque bio unit. buff emp radius? Mech transition. Maybe mass siege tank is key.
A-SAM (Aerial Surface To Air Missile) The name can be changed.
All mineral/gas costs, ability costs, cooldowns, cast times, and any other variable are subject to change. These are just base numbers, that can be tinkered with in balance testing.
This Unit is a large unit it is built by the SCV. It is manned by a SCV. The unit is like any other unit except of how it is made and the armor type. The Vehicle is fast and very manoeuvrable, with its delta wings and ion thrusters. The unit is a mobile SAM system within an high-tech jet. The look of the jet is both morden and sci-fi at the same time. The craft can land on zergling and marines and pushes larger units over, also workes on burrowed units. Easy to micro just change modes. The turret for the missiles is revolving. The unit can only attack when landed. This unit chips away health from air unit by changing unit constantly (8 target once) but can also be targeting a single unit. All the parts are retracted back in during flight. The unit uses vectored thrust to lift it off the ground and land. This jet is large so it can easy fit all the weapons and ammunition and support systems and high-tech computers to operate its systems. The missile turret can out dps the unit, so that means it needs support to protect it and can be cheese or defend cheese or drops by it self. The unit also has a higher vision radius in the air then when it is landed. It would need other units for vision.
Built by SCV Requires: Starport Cost: 100 min 100 gas Supply: 2 Build Time: 20 sec Hp: 200 Armor Type: Armored, Structure, Mechanical Movement: 4.5 Weapons: 8 small missiles (5-8 range 6 damage Cooldown 2.5) 2 large missiles (5-13 range 20 damage Cooldown 2.0) Lander Pulse Weapon 60 damage 2 range pulse (Predator Attack Animation) Only when crushing small units. (attack upgrades do not effect this unit)
I wanted to create something that is distinctly terran, and doesn't really have overlap with the other races. From this I decided that terran don't use enough explosives/flame. From this I present a new building that will serve as an upgrade station for multiple units throughout the terran army.The upgrades will focus on explosives,and incendiary weapons. The researched is tier'd so not all upgrades are open to be researched from the beginning.
The Explosives lab
Unlocks after Command Center is on the Field Building Cost 125 Min, 50 Gas Building Time 50 Seconds Health (Armor) 800 (1) Building Does NOT lift off
------------------------------- Tier 1: Unlocked with CC *Explosive Building Armor (100 min, 100 gas, 120 Seconds) - Adds 2 armor to all structures Notes: This would replace the engineering Bay Upgrade, also decrease cost and time to encourage researching. I Feel like this gives move of an incentive to upgrade this
----------------------------------- Tier 2: Unlocked with Barracks *Incendiary Grenades (100 min/100 gas/60 seconds) - Reapers gain old ability D-8 Charges which 20 damage to structures
Notes: Old ability did 30 damage, with the new health regeneration, the damage needs to be reduced. Allows reaper to become more round in terms of use both in in early and late game raids
--------------------------------- Tier 3: Unlocked with Factory *Possibly move Blue flame here (increase stats to +7 vs light)..... and replace tech lab research with upgrade for cyclone new unit OR just have a new cyclone upgrade here in along the lines of explosives This exchangement goes more in line with what the building does and tech lab accomplish , at least makes sense ln my mind
*Firestorm (150 min/150 gas/115 seconds): Doubles thor air attack splash range This ability helps deal late game mass air compositions numbers , it also give the thor a more a role in the terran army. --------------------------------------------------- Tier 4: Unlocked with Starport *Flame Turret (75 min/125 gas/60 seconds) : Allows Raven to use a Flame turret option for deployment (
Flame Turret - Cost 25 Energy Health - 200 Health (1 armor) Ground attack: 20 + 4 vs light Range - 4 Cooldown - 1 Rest infomation all the same properties as Auto Turrets (e.g. Experation time)
This provides another way for the ravens to be useful vs late game biological units (either as a meat shield for lack of a better word, or to be used for defensive defensive run bys --------------------------------------------------- Tier 5: Unlocked with Fusion Core *Hydrogen Bomb (100 min, 150 gas, 100 seconds) - Upgrades Nuke to Hydrogen Nuclear bomb - Increase damage to structure and units by 200. Reduces cost to make to 75 min, 75 gas, 50 seconds ;
Note: Orginal Nuke (100/100/60sec)
This Give the nuke a more viable option for late game terran. The reduction in cost allows for this upgrade to pay for itself as well. -------------------------------------------
All of the cost and timer can be manipulated. I just gave a general idea of what each would cost and do.
Hi. My Serious unit (New Reaper) is not on the 'List of Entries'. It is on page 24 and I just did a final big edit before deadline Only my 'entertaining unit ' 'John Rambo' is on the List. I have now clearly divided the 2 units into 2 different posts!
Unit: Dernio Cost: 100/25 Supply 2 Health100 Built from Barracks. Biological Attack: 7 (+2). Has 2 attacks. Speed: 2.25 Range 6 Type: Armored movement speed - 2.2
Requirements: Requires reactor Upgrades: Combat Shields. Unit gains 20 life Upgrades: Concussive Shells - Gives Dernio concussive bullets which travel further. Resulting in +1 range Upgrades: Dragons Armor: researched at ghost academy. Unit gains a protective armor which reduces the amount of damage taken from AOE attacks
Note * Unit does not have Stim upgrade which makes it a distinct unit from the marauder.
This Unit will allow Bio to viable late game and will give Terran more possibilities in the early game.
With the new rage effect in LOTV, facing early stalker pressure will give Terran problems. Once the reactor is built, The Dernio can be produced, which has the same attack range as the stalker. Because the Dernio Does not have stim, producing them early game will weaken mid game pushes, but production late game (with the upgrade at the ghost academy will give Bio more suitability). This unit will not replace marines and marauders, since both are much better for drops. This will allow terran player more choices in the early and mid game, and make Bio more viable in the late game.
A Terran Bio Player can effectivly open marines only- while teching to stargate (think 1-1-1 builds), Or go Marine Maurader. This new unit will allow for different compositions in the early and mid game. 1) Marines and Dernios, Getting Combat Shield to Benefit both units, and either stim, or concussive shells 2) Marines and Mauraders, Getting Stim, and either concussive shells or combat Shields 3) Dernios and Mauraders, Getting concussive shells, and either Stim or combat shields.
If a Player goes for all 3 units, with all three upgrades early in the game, It will become all in, since tech wise the player will be too far behind in getting medivacs / vikings / ghosts etc.
The Dernio will be a great late game bio unit since the Dragons Armor upgrade will allow the unit to effectively last through High AOE attacks, making it stronger against banelings, fungal, collosi, etc. In addition, its high range attack (7 with the upgrade) in combination with it's +2 for each attack upgrade (and 2 attacks) will allow skilled players to target key enemy units. Of course, the downside will be it's relatively slower movement speed compared to stim on marines and marauders.
This unit will help make Terran bio force a more viable late game composition, and allow skilled players focus fire key enemy units to show off there skill. Placement will also be important to absorb opponents AOE attacks.
On March 30 2015 09:23 Stetkaer wrote: Hi. My Serious unit (New Reaper) is not on the 'List of Entries'. It is on page 24 and I just did a final big edit before deadline Only my 'entertaining unit ' 'John Rambo' is on the List. I have now clearly divided the 2 units into 2 different posts!
Name: Cowboy built from: Barracks requires:Engineering Bay
description: This man is built from barracks riding in his hovering bike (as seen on pic) is a support unit for the terran army, Has a grenade (reaper-like, vulture-like) weak attack, its main purpose is the unit's ability:
Zap (low energy based): Like a forcefield, zap is a channeling ability that can be casted on ground and after 1 o~ 2 secs all ground units that is in the area are zapped movement and attack speed are decreased by a good amount. and also deals weak damage while being zapped
Electric Field: Like broodwar's defensive matrix, electric field is an ability that can be casted to any ground or air unit (friendly and hostile) for defense and deals low damage to all units within the area of the field.
pros good vs clumped and slow units good vs baneling bust good defence for chargelots can be used from early game to late game
New unit Name: N/A HP: N/A Movement:Similar to mothership core Unit: Mechanical flying unit Passive: increase nearby units speed, attack and defenses Active (Purification sweep): Temporary remove's area of debuffs/ or terrain affectors. (e.g creeps, forcefield, that stupid slow zone by the mothership core) and give a radar vision (similar to sensor tower) of units for 15 seecond. does not reveal map (Cooldown: 30second) Cost: 250 minerals, 150 gas limited to one on the map
Unit Name: Pawn Unit Cost: 50 minerals Supply Cost: 1 Type: Melee (attacks with a bayonet) Ground Attack: 5 Hit Points: 60 Game Speed: 20 seconds Building: Barracks Stimpack? Yes
The role of the pawn is very simple. Die for the big units behind it. My idea for the pawn is that its role is very similar to the game of chess. Pawns will be the front linemen so that the back linemen can do their thing as the pawns die. They can take on zerglings, banelings, zealots, other pawns, etc. etc. They're not very strong and they don't have range so you can't really micro with them. The whole purpose of pawns is to buy the other units time as they sacrifice themselves.
Tech Lab Upgrade: Deflection Wave Game Speed: 150 seconds Cost: 150 minerals / 150 gas Radius: 3 Deflection Wave is an ability that can be researched for the pawn. A pawn can shoot out a wave towards incoming units and push them backwards for 2 seconds. This ability can affect air units as well. The ability has a 15 second cooldown afterwards. Also, when pawns enter bunkers, they can use deflection wave as well just like stimpack from inside the bunkers.
Unit Name: Cruise Control Unit Cost: 50 energy Hit Points: 100 Building: Orbital Command Repair? Yes
Cruise Control is a unit that you can call down from the OC just like a mule. It can attach itself to any mech unit and increase its movement speed and acceleration to 4.0 for 10 seconds (does not affect hellions, medivacs, or banshees while cloaked). Afterwards, there is a cooldown of 30 seconds. While the cooldown is going on, the unit dislodges itself from the mech unit but still continues to follow it. Once 30 seconds is up, players can hit a hotkey and reattach the cruise control to the mech unit again. Once attached to the mech unit, the cruise control is attached to that unit forever until it is killed (it can be individually targeted). When cruise control dies, whatever mech unit it was attached to becomes inactive for 5 seconds. After 5 seconds, players can control that unit again.
Okay, now let's have some fun Unit Name: Manner Mule
You only get 1 manner mule per game. You are eligible to call it down from your OC after 20 minutes of game time has passed. There is no energy cost. The manner mule is just like a regular mule only it has no hit points so you can't actually kill it. It's also much bigger in stature and it's colored red. It is transparent so everything goes right through it so you can't use it to wall off someone or to tank damages. Whenever the manner mule enter enemy territory, whatever unit it runs into it will taunt it. It can go to any opponent's building and do the repairing motion. But instead of repairing the opponent's building, it will take a chunk of it off so it can run around and taunt the opponent even more. The final ability of the manner mule is that it can disintegrate itself just like mules do when time's up, but then it can reassemble itself and act as if nothing is wrong. What a dick right?
Magnetic Backlash - the Juggernaut deals 100% of received damage to all enemies in a 1.5 radius. (Possibly starts weaker, with an upgrade.)
The Juggernaut is a powerful bio option against Ling/Bane and Protoss deathballs. Its weak attack is compensated for by its high HP, ability to be healed, and strong AOE against melee/unmicroed units.
In TvZ, the Juggernaut is a bio alternative to the WM. It punishes Ling/Bane misplays, but gets shut down hard by Mutalisks without Overseer support. Hopefully, 4 Marine+Juggernaut drops would be very fun for the T and Z (Mutalisk) to micro.
In TvP, the Juggernaut can be dropped on top of a clumped Protoss deathball to devastating effect. A single Immortal hit on a Juggernaut surrounded by Stalkers/Colossi/Zealots will deal 20+30 (vs Armored) damage in an AOE around the Juggernaut slightly less than a Baneling detonation. The Juggernaut is countered by Phoenixes, splitting clumped Protoss units, sniping Medivacs, and potentially Feedback. One Juggernaut can serve as a great deterrent against unmicroed Zealot runbys.
In TvT, the Juggernaut is a pure bio alternative to the Hellbat drop, capable of causing a lot of damage to clumped tanks. In mostly bio vs bio engagements, the Juggernaut could act like a very expensive, very powerful Baneling.
On March 25 2015 22:54 _indigo_ wrote: BATTLE COMMAND
Building - UPGRADE TO COMMAND CENTER Built on "naked" Command Center; a third option of CC upgrade such as Orbital Command and Planetary Fortress.
Requires Armory Cost: 0 minerals, 150 gas
Battle Command Center cannot lift and store units (similarly to Planetary Fortress), but has energy.
This building unlocks new abilities that can be used with energy. Energy is universal, meaning you only need one Battle Command and can benefit from it + other Orbital Commands.
Abilities provided are meant to bridge the gap of production and reinforcement in lategame, providing terran with options to directly reinforce the armies, providing he has the required resources.
Uses 50 energy to call down a squad of 4 Marines in a pod. Marines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 200 minerals (same as building 4 Marines). Same as MULE, Calldown needs vision.
Uses 50 energy to call down a cache of 2 Mines in a pod. Mines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 150 minerals, 50 gas (same as building 2 Mines). Same as MULE, Calldown needs vision.
Uses 50 energy to call down Neosteel Frame upgrade on bunker. Bunker is not provided and must already be built - the upgrade of Neosteel frame is dropped directly on the bunker, providing the given upgrade. As this upgrade cannot be exploited given the requirements and cost of Battle Command Center, cost requires only energy (same as Calldown: Extra Supplies). Requires built bunker.
* I would argue bunkers should either get +1 additional armor or +1 range with this upgrade (called down or not) to truly be worth it.
Missed this one in the List of Entries.
That's not a unit, though.
- "we’re looking at adding a Barracks unit, Starport unit, or possibly even a new building altogether."
On March 30 2015 09:07 Miniboy4 wrote: A-SAM (Aerial Surface To Air Missile) The name can be changed.
All mineral/gas costs, ability costs, cooldowns, cast times, and any other variable are subject to change. These are just base numbers, that can be tinkered with in balance testing.
This Unit is a large unit it is built by the SCV. It is manned by a SCV. The unit is like any other unit except of how it is made and the armor type. The Vehicle is fast and very manoeuvrable, with its delta wings and ion thrusters. The unit is a mobile SAM system within an high-tech jet. The look of the jet is both morden and sci-fi at the same time. The craft can land on zergling and marines and pushes larger units over, also workes on burrowed units. Easy to micro just change modes. The turret for the missiles is revolving. The unit can only attack when landed. This unit chips away health from air unit by changing unit constantly (8 target once) but can also be targeting a single unit. All the parts are retracted back in during flight. The unit uses vectored thrust to lift it off the ground and land. This jet is large so it can easy fit all the weapons and ammunition and support systems and high-tech computers to operate its systems. The missile turret can out dps the unit, so that means it needs support to protect it and can be cheese or defend cheese or drops by it self. The unit also has a higher vision radius in the air then when it is landed. It would need other units for vision.
Built by SCV Requires: Starport Cost: 100 min 100 gas Supply: 2 Build Time: 20 sec Hp: 200 Armor Type: Armored, Structure, Mechanical Movement: 4.5 Weapons: 8 small missiles (5-8 range 6 damage Cooldown 2.5) 2 large missiles (5-13 range 20 damage Cooldown 2.0) Lander Pulse Weapon 60 damage 2 range pulse (Predator Attack Animation) Only when crushing small units. (attack upgrades do not effect this unit)
An Aerial Surface to Air Missile would just be an Air to Air Missile.
LODS (Low Orbit Defense System) Starport Unit (requires tech lab)
Cost: 200 min and 125 gas 3 supply 200 HP with 50/200 Energy (no armor) No basic attack
Thermal Imaging: Autocast can be used manually with 5 second cooldown Every 5 seconds the LODS takes a thermal image of the area around it (Range 15). This ability acts like a sensor tower only it updates every 5 seconds. So the red dot in the fog of war won't move with the unit. I want this ability to act like a early warning system but still be avoidable if the opponent times his attack right.
Diagnostic & Maintenance Drone: 75 energy with range 4 -Launches a drone that attaches itself to a targeted mechanical unit or structure. Every 4 seconds the drone runs a diagnostic scan (takes one second animation) and will start repairing if the unit has been damaged at the same speed as one SCV. These repairs do not cost minerals or energy. The drone last for 60 unless the unit it is attached is destroyed.
Orbital Strike: 125 Energy with range 7 -Launches a flurry of rockets that take 1.5 seconds to land. These rockets deal 100 damage to anything in the target area over 5 seconds. The target area is the same size of Psi Storm.
Unlocked after a Research at the Tech Lab Realign Solar Array: 60 second cooldown -Doubles the energy regeneration rate as long as the LODS remains stationary. Once the PODS moves the cooldown starts.
I know I was late but I still wanted this idea out there.
Should (re)introduce the spectre, as someone already wrote, with the lockdown spell. Would be nice in both TvT and TvP. Great possibilities for harassment as well as support unit in bigger fights.
On March 31 2015 08:30 Ake_Vader wrote: Should (re)introduce the spectre, as someone already wrote, with the lockdown spell. Would be nice in both TvT and TvP. Great possibilities for harassment as well as support unit in bigger fights.
Introducing a biological psionic unit would have the bonus effect of making ghosts more viable in tvt. I can't say if the spectre or my own suggestion 'New Reaper' is the right thing for LotV. We all just want what is best for the game.
I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
I suggested this for a new unit but it would also be a great fit on the Ghost and would help against warp prisms and could even be used in battle.
Interference
Targets a single enemy unit and prevents it from receiving further command instructions for a short (5sec?) duration. The interfered unit remains hostile.
So if a Protoss move commands his prism into your base and you interfere it, it just keeps going in but if you cast it on a unit that is still and can attack it will still fire at anything coming in range but won't be able to retreat until the spell expires. A sort of a spin on mind control that fits Terran.
On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
Agreed, the ghost needs some love! But honestly none of the races desperately needed new units. It's about spicing things up, having new visuals and some twists in the mechanics of each race because ultimatly an expansion is more than a balance patch, right?
I like the drop pods, would be fun to just call down your reinforcements behind the enemy.
On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
Agreed, the ghost needs some love! But honestly none of the races desperately needed new units. It's about spicing things up, having new visuals and some twists in the mechanics of each race because ultimatly an expansion is more than a balance patch, right?
I like the drop pods, would be fun to just call down your reinforcements behind the enemy.
Drop pods are another good mechanic on paper like Warp In. But ingame it will be boring like hell.
Also, nukes are a BM thing for Terran, not the thing you would do in a competitive game except the super late game.
But i agree that Ghost could be better somehow because Snipe and EMP are quite the same abilities.
On March 31 2015 19:49 excitedBear wrote: 285 entries is quite impressive. It takes a couple of hours to comprehend what each unit does and give it a score.
You can scratch 90% of the troll entries, it will be fast to go though the real suggestions.
On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
How about a bunker upgrade turning it into a "cammo pillbox" a la RA95, but with less range and no neo steel upgrade usage. The whole idea is to have a bunker that would allow units to travel on top of (think of it like a supply depot). I'd imagine parking siege tanks on top of them would be a bit overkill *shrug*
On March 30 2015 09:07 Miniboy4 wrote: A-SAM (Aerial Surface To Air Missile) The name can be changed.
All mineral/gas costs, ability costs, cooldowns, cast times, and any other variable are subject to change. These are just base numbers, that can be tinkered with in balance testing.
This Unit is a large unit it is built by the SCV. It is manned by a SCV. The unit is like any other unit except of how it is made and the armor type. The Vehicle is fast and very manoeuvrable, with its delta wings and ion thrusters. The unit is a mobile SAM system within an high-tech jet. The look of the jet is both morden and sci-fi at the same time. The craft can land on zergling and marines and pushes larger units over, also workes on burrowed units. Easy to micro just change modes. The turret for the missiles is revolving. The unit can only attack when landed. This unit chips away health from air unit by changing unit constantly (8 target once) but can also be targeting a single unit. All the parts are retracted back in during flight. The unit uses vectored thrust to lift it off the ground and land. This jet is large so it can easy fit all the weapons and ammunition and support systems and high-tech computers to operate its systems. The missile turret can out dps the unit, so that means it needs support to protect it and can be cheese or defend cheese or drops by it self. The unit also has a higher vision radius in the air then when it is landed. It would need other units for vision.
Built by SCV Requires: Starport Cost: 100 min 100 gas Supply: 2 Build Time: 20 sec Hp: 200 Armor Type: Armored, Structure, Mechanical Movement: 4.5 Weapons: 8 small missiles (5-8 range 6 damage Cooldown 2.5) 2 large missiles (5-13 range 20 damage Cooldown 2.0) Lander Pulse Weapon 60 damage 2 range pulse (Predator Attack Animation) Only when crushing small units. (attack upgrades do not effect this unit)
Why does your unit feature an overtly large testicle under-slung it's fuselage? :D
actually i would love to have the "merc compound" wich was in the wol campaign. with the slight upgraded versions of units, i think that would create a good gameplay mechanic where u care a bit more about those slightly better units. i know its not a unit but i would love to see that in multiplayer to... they could fix the costs aswell as the stats for those units and it would help terran in late game szenarios also but for a cost...
Concept: First class ghosts in a cyborg suit, flying very fast to hit enemies with a psionic hammer which deals a lot of damage and stuns them, however with a very high cost compared to its health.
Air unit, from barracks with tech labs, requiring fusion core.
Cost: 50/200
psionic/bio/mech, 200 health, 4.5 move speed. Immune to magic.
melee attack, 30(+20 against light) damage, with 2.0 attack speed. (affected by bio upgrades)
ability: whenever enemy was hit, it is stunned for 0.2 seconds. (this happens only once every 0.5 seconds.)
Strong against: quick air units, magic units, and seige units with 2-3 supplies Weak agisnt: ground anti air units, units with long range, air units with much supplies, anti air towers.
The new Terran unit should definitely be something high-tech or at least tactical based. It's actually SC2 lore that Terran took a slightly more high-tech turn. Not Protoss alien technology, but more high-tech compared to BW.
I remember in WoL beta that the Starport could upgrade into a permanently floating structure.
Agreed, the ghost needs some love! But honestly none of the races desperately needed new units. It's about spicing things up, having new visuals and some twists in the mechanics of each race because ultimatly an expansion is more than a balance patch, right?
Yup. Protoss already actually had the most units. Terran should definitely get as much as Z/P for the last expansion.
Ok well I was just going to sleep when I had this idea which I like quite a lot even if I don't play terran. The shield bearer This is a barrack unit and is a barefoot soldier who brings a big shield with himself. I think about it similiar to those swat policemen who carry those big antibullets shields into the battle to cover their comrades. That's how it works. The unit can not attack and it moves with your main army covered by his gun equipped buddies. While they shoot, the shield bearer gains a forward position and plants the shield which is a sort of mechanical/transformer shield in the terran-kind of style; this shield gives cover to a larger area behind itself, a sort of triangle. Now the rest of the army can siege the new position covered by the shield to engage in a more cost efficient way. The shield has a certain amount of hp before it breaks. The unit can then be repaired by scvs.
Ok what do you guys think? Cya, good luck and have fun!
On April 02 2015 22:28 Aianaros wrote: Ok well I was just going to sleep when I had this idea which I like quite a lot even if I don't play terran. The shield bearer This is a barrack unit and is a barefoot soldier who brings a big shield with himself. I think about it similiar to those swat policemen who carry those big antibullets shields into the battle to cover their comrades. That's how it works. The unit can not attack and it moves with your main army covered by his gun equipped buddies. While they shoot, the shield bearer gains a forward position and plants the shield which is a sort of mechanical/transformer shield in the terran-kind of style; this shield gives cover to a larger area behind itself, a sort of triangle. Now the rest of the army can siege the new position covered by the shield to engage in a more cost efficient way. The shield has a certain amount of hp before it breaks. The unit can then be repaired by scvs.
Ok what do you guys think? Cya, good luck and have fun!
On March 31 2015 19:49 excitedBear wrote: 285 entries is quite impressive. It takes a couple of hours to comprehend what each unit does and give it a score.
You can scratch 90% of the troll entries, it will be fast to go though the real suggestions.
But they need to find the best troll entry as well ^^
Building: Tactical Tent Available after building Fusion Core Maximum 2 available at the same time, which means you only can have 2 of those on the map at the same time.
Name: Tactical Tent (Building) Short Description: Tactical Bulding, trains Battleadjutant and can be morphed into Tactical Outpost to unlock Spell: Tactical Cloaking Field HP: 1000 Costs: 150/200 Buildingtime: 75 Seconds Armor: 1
Spells: Leadership(Passive): Increases dmg of all nearby barracks units +1 (or +2 it depends, i am no balance desinger). Does not stack! with that Hellbats don't gain the buff as it is only for rax units!
Paralyzer(Spell): Stuns an armored Unit for 1 second Cost: None decay time: 90 seconds maybe 120, as you are not limited by the amount of Battleadjutants on the field per se, but only on the production of them. Not sure if this should get autocast or not
Tactical Outpost (Building)
Name: Tactical Outpost Short Description: Tactical Bulding, trains Battleadjutant and casts Tactical Cloaking Field HP: 1500 Costs: 150/100 Morphingtime: 60 Seconds Armor: 3 Dmg: 20 with splash Attackrange: 8 Attackspeed: 1,5 Starting Energy: 50 Maximum Energy: 200
Spell: Tactical Cloaking Field
Costs 150 Energy Can be casted anywhere on the map Cloaks units on a map with a radius of 2 (maximum 4 Units at once) most costy units will be prioriticed to be cloaked Duration 5 Seconds.
Thoughts behind this suggestion:
I rly want Blizzard to introduce a new building in their last SC2 expansion, like THAT much And i would like to have it some impact on the battlefield. While i liked the Idea of the, i guess the unit was called Battle Engineer, i rly think SC2 doesn't need Speels which block micro. So i tried to get a spell, which is somehow new but not a whole new mechanic. The Tactical Cloaking Field is, imo, one of those spells. It shouldn't be game breaking, but can provide some advantage, also it's just for a very short duration.
With the limitation of the amount of Tactical Tents you can have, there will be no such thing like cloaking the whole army, as well as it slows down the production of the Battlecommander. As you can upgrade it to something which can deal dmg and got some nice HP and Armor you can place it out on the map as well, but there it would be vulnerable.
On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
2nd jinro's sentiments.
Nukes (cheaper gas?), ghost snipe, drop pods, reaper grenades vs buildings, the list goes on...lots of room to make things that are already in the game have more of an impact.
Reapers at one point in Wings had some grenade it would plant on buildings to detonate them for massive damage...imagine if blizzard brought something like this back so reapers had a use past the first few minutes of the game...would be amazing.
120 HP 100/50 cost 20 damage 2 range (large fusion cutter) Move speed slightly less than a stalker Attacks corrode armor by 1 to a maximum of -3 On death, it explodes into shrapnel, not dealing damage but lowering armor by 1, refreshing but not exceeding the maximum armor debuff. The explosion cannot stack with other explosions (so late game armies don't just put 3 in to die and reach -3 armor quickly). The debuff lasts 6 seconds.
Available upgrade: Combat Shields (+20 HP).
1 armor, armored, biological and mechanical, like SCVs.
I was also considering making the attack quick and repetitive so it would take more advantage of its armor debuff, but that negates the time it should take to fully debuff, overlaps with marines, and if the unit is strong enough by itself, it won't necessarily be the latest thing to add to MMM.
I also felt making the armor debuff a double edged sword would make it more interesting, with the aoe being just larger than maximum attack range.
This unit is designed to bolster the forward presence of the Terran army away from the defensive positions at home. I suggest that the unit be made at the Starport (it hovers over ground to move) but the Factory works just as well. This is a small cheap unit that has a few passive abilities and on the outset, works a bit like the widow mine in movement speed and the fact that it burrows. This is where the similarity ends.
-Burrow a Beachhead anywhere on creep and the creep starts to slowly recede at the same rate and circumference as a creep tumor also exposing any creep tumors in the area. Once removed or killed, the creep resumes its normal spread pattern and rate.
-when planted against protoss, the Beachhead creates a circular area (also same circumference as a creep tumors' spread) of a de-powered zone where any pylons lose their powered ability and warp-prisms cannot warp in. Any warpins that are in progress when the Beachhead is planted are immediately canceled (not killed. Money returned)
-Any bunkers within range of a burrowed Beachhead gain +1 range (and maybe a slight building armor boost? idk)
-Any healing within the circumference of the Beachhead (repair, medivac healing, reaper regen) gets a slight boost in speed or healing-per-mana boost. (Emphasis on slight... like it's just a bit better)
-Ability: EMC. The Electro-magnetic-Coalescence, once activated, allows the burrowed Beachhead a short period of detection of the same circumference as the Turret. This is a timed event so you can unburrow (lose detection), move, and then re-burrow within the short time frame to reposition your detection area.
-Ability: ESO. Electro-Static-Overload is a one time ability causes the Beachhead to sacrifice (implode) itself in order to create a temporary field (idk how big) of static electricity which hovers over the area and reduces EMP/Storm/Fungal damage by half and nullifies any aoe spells that limit movement (fungal, timewarp).
So, you see the Beachhead has no offensive capabilities but can go a long way in bolstering the offensive capabilities of existing units and also provides a cheaper means of detection much like the oracle does and some more map view/presence like the creep tumor does. It also adds a new option to the terran army to deal with creep which can be a daunting advantage to zerg forces. As such, I suggest a cheap min/gas price and a supply cost of 1.
The reaper is pretty much useless for Terran in the late game, so maybe there could be a upgrade to gear up the reaper into a whole new armored up unit (the phantom) or just make the phantom a completely a new unit. I was thinking this unit could have a melee attack and a shooting attack that the user could change between (kind of like how the ghost can put his gun away or take it out). When the melee attack is selected two blades come out of his arms, and the shooting attack is similar to reaper's attack but it can shoot two units at once.
Abilities:
Jet Pack Ability
I was thinking its new ability would be to rocket up into the sky since reapers have jet packs. The phantom would be like a flying unit for a set period of time (timed kind of like the adept). Note: The phantom in the ground cannot attack air units. Once this is activated it can now shoot air units for a small amount of time. This ability can only be activated during shooting mode.
Sun Blade Ability
This ability can be activated during the phantoms melee mode at it is also timed. It turns the phantoms blades in flames and it gets a attack boost.
We have determined the top five unit designs in both the serious and the entertaining categories. While Blizzard has already announced a second new Terran unit for LotV, we'd still like to recognize the ideas with the best effort put into them. Voting in both categories will be open until Thursday, Apr 09 1:30am GMT (GMT+00:00), which is in .
Melee terran units that gives refuge and help to other terran units with its big armor and shield. Synergies with all ground units , making it a powerful tool in the terran race.
Stats: - Unit Cost : 150M/250V/35s - Available at : Barracks and reactor - Stats : 200hp , 2armor , no energy - DPS : 5damage /melee( this is very low as the main purpose of the unit is not to deal damage) - Movement speed: 2.15 ( slightly slower than marine) - Supply : 4
Passive ability :In autocast mode,If the unit takes damage from an enemy unit , it automatically transforms and uses its shield to cover itself and unit near it , effectively modifying the map terrain and pathings. The unit cant move while having the shields up , but can still attack. If the Guardian dies , the barricade gets destroyed.If there are no enemies , the unit automatically returns to the moving state. Morph time is approx. 1 real-time second. Cooldown to morph again to moving-state is 30second. Can be activated manually.
Advantages of having a unit like this in the game : - It fulfills the role blizzard wanted "combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army" - Modifies terrain and map pathing indirectly , with a huge number of "abusable" spots that could be discovered in every map. - Creates exciting positional play - Its a terran melee units!! - Has synergy with both barracks and factory units , tanking for them to deal the maximum amount of damage possible and reducing the surround surface - Introduces new mechanics - Enemy can use it at its advantage with proper planning ahead.
On March 29 2015 21:36 threnickelsandadime wrote: Jackal + Show Spoiler +
The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab.
Specifications
Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted)
Abilities:
Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy
Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy.
Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy.
The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit.
At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition.
The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile.
Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
On March 23 2015 13:26 ElMeanYo wrote: The Javelin: A long-range mobile missile crawler built from a factory with a techlab.
Stats: Supply: 4 Cost: 200 min, 200 gas Damage: 200 single target with splash (see below). Range: 18 (upgrade to 24) Speed: 1.8 Cargo Space: 8
Basic Usage: - A mobile missile crawler with no regular attack. - It uses resources to construct missiles in it's silo (think interceptors), up to 4 may be constructed and each costs 75 mins, 50 gas, and 10 seconds to build. - Missiles are launched and targeted on a spot on the ground manually by the player, at a max range of 18 and min range of 5. - Missiles may be fired into fog of war. - Firing animation is about two seconds, where the unit can not be moved or re-targeted as the missile launches. Missile does not launch if the unit dies during that time. - After firing the unit can move, but a cooldown of about 5 seconds exists before the next missile can be fired. - Once in the air the missile takes 3 seconds to reach its target. - The place where the missile will land is clearly marked to all players allowing for some opportunity to avoid the target area. - Any unit/structure hit directly by the missile suffers 200 damage. Does not affect air units in any way. - All other units and structures within a fairly large radius take splash damage. - Size of this unit is slightly larger than that of an un-sieged tank. - The cost of any missiles in the silo plus any that are currently being constructed is lost if the unit dies.
Upgrades: - Benefits from standard armor/attack upgrades, with attack at + 20 each level. - Upgrade at the fusion core that increases range to 24.
Is a support AOE air to air damage dealer with ability utility to help out ground. It does bonus damage to armored.
Abilities Disabling Field: Units that are inside or walk inside this field are unable to attack or cast. Grenade: shoots a grenade charge that slows and reduces armor of all units inside.
Here's the reason why it should exist.
TvZ: seeing muta ling bling the whole game makes the matchup very linear. We want it to move past tier 2 units for zerg while maintaining their viability. If terran techs up to this unit we can force them to lay off the mass mutas, else this AOE unit will be able to eventually be amassed in larger numbers, and it can deal with the heavy muta counts in larger numbers with the grenade + light AOE dmg.
Lurker ling/bling seems unreasonable to attack into. This allows bio to be viable.
TvP Bio needs help in late game. Not in early game. This unit can be a helping solution to the constant problem of HT/Collo. That combination is so good at end game stages. With this unit, zoning sides and not having to worry about them against hts makes the match a lot more interesting
TvT Nobody likes raven/viking. It's random. It's silly at times, and it's a very unrewarding feeling when you're playing it/playing against it/watching it. because of its burst AOE against armored units, I hope to remove the capacity for the raven to be the go to AOE air unit. Thereby giving a more expected result when we see these armies collide.
In summation, we have a utility spell casting unit that's a splice of the valkyrie/queen/corsair/Devouruer from BW that is tier 2.5ish and can live in mid game to late game. It forces other races not to just defend, else they'll get punished with the disabling field, while still being expensive enough to be of high opportunity cost. It forces zerg to end game compositions, strays the TvTaway from RNG wins, and gives bio a potential way to deal with HTs and blink stalkers killing all our vikings and our units.
On March 24 2015 01:25 Cricketer12 wrote: Cattlebruiser
Building: scv/battlecruiser
Health 350 speed: 2.21 Atk: none
Upgraded by using scv to build on a battlecruiser somewhat like msc to mothership. The cattlebruiser will shout Mooo...when created both players hear it. It can mind control a unit preferably an ultralisk. When it mind controls a unit, the scv that built it becomes the other players scv as compensation. Go bruise some cattle and shit.
Unit Type: Light, Biological Production Facility: Barracks with Techlab Requirement: Armory Cost: 25 Minerals, 75 Gas Attack: None Health: 60 Movement speed: 2
Passive Ability: Hobophobia
All biological Units instantly move away in a 90 degree angle relative to the Hobo's direction of movement (from the perspective of the biological unit!!) and then act as if they were given the hold position command, as soon as they enter a 1.5 radius of the Hobo, because of the smell and the social stigma.
Banelings are still able to suicide on the Hobo, but they have to be given a manual command (right-click/a-click directly on the hobo before entering the 1.5 radius) to do so.
Dropships are not allowed to contain a Hobo and a biological unit, the same is true for a bunker.
The hobo can be used by terran players intelligently in different fashions:
- They can be used to control ramps against zerglings. - They can be dropped on top of a MM ball for quick splitting - They can be used against Terran as protection for Tanks - They can be used against Protoss to prevent clumping of units.
On March 24 2015 03:16 Superouman wrote: Name: MERC Produced at: Barracks Supply Cost: 2 Mineral Cost: 125 Gas Cost: 50 Movement Speed): 2.75 Damage : 30 Cooldown : 1.8 Range : 1 Defense: 160 Hp, Armor: 1, Biological, Light Collision Size : Same as Marauder Cargo Size: 2
Description: It has a special ability called grapple which allow the MERC to jump onto an other unit (ally or enemy or rocks) It will enable a lot of creative plays.
It is probably too late, but I had this idea while on vacation:
Recon Unit: Unit has increased vision and little to no attack, with the ability to target an enemy unit with a tracking dart. A tracking dart looks like a sensor tower in fog of war by revealing the movements of the targeted enemy unit until that unit dies. As an upgrade the recon has the ability to call down a dropship with 4-6 marines, similar to how a ghost would call down a nuclear strike.
Flying unit (built with the starport). Air To Air high fire rate but low damage Ability : switch the damage to Air to Ground with big range (9) but unable to move (still in the air)
Idea behind the unit : defending against mass mutas/phoenix and forcing engagement
My idea suggests to implement a new terran factory unit, and at the same time change the thor radical. First of all, i think we all agree that the thor sucks. I mean its strong in tvz vs mutalisks and you need it in TvT if you go mech vs air terran. But other than that, its THE Tier 3 unit of terran, along with the BC. I d love to see the thor actually being a viable lategame unit, which makes the army stronger and is a good addition to the composition you go. Why is the colossus and the ultralisk such a viable lategame unit, while the Thor isnt? Its simply because the thor has such a strong Anti Air. You cannot make the thor strong while it has that anti air, that would be so fucking imbalanced.
My Idea:
Take the Anti Air, and give it to a new factory unit, something like the goliath used to be back then. So you can actually change at the same time the thor, as it doesnt shot air anymore and you could buff it a little in a good way against ground in lategame. At the same time thors should be less accessible, since only an armory would seem to be way to few tech to access it.
With this change you would safe lategame BIO as you could transition into a mix with thors as viable units (because in lategame bio will suck balls really hard)
AND you safe earlygame TvT
Because at the moment, TvT will be much more fucked than in Hots. The cyclone seemed to solve all the earlygame TvT problems, along with the turret from the barracks change. It counters Hellion Marine drops, it counters Banshees, while expanding at the same time.
But there is one thing that destroys TvT early game. THOR DROPP wrecks everything else than double gas early on (means no expand) Thor dropp wrecks cyclones as you can just load in the thor into the medivac as soon as the cyclone locked onto the thor, and you can micro the medivac away if the cyclone tries to lock onto the medivac, you can just boost out of the range. With making the Thor less accessible, but in exchange a viable lategame anti ground unit, you safe bio lategame and tvt early game in a very good way at the same time as i think cyclones will get a slight numbers nerf or accessibility nerf, terran mech could have a viable anti air unit, with just this as purpose
The exterminator seems to be simply a ridiculously powerful herc. I cant help thinking that this is more of comedy suggestion?
The javelin as a kind of artillery unit. Something with 18 range upgraded to 24 range and not even needing vision is far to strong for something that only requires the factory and a tech lab, in fact it is plain to powerful regardless of when it arrives. Imagine Protoss with the tempest dealing 200 damage, having up to 24 range, splash damage and not needing vision to fire? Is this really not another comedy suggestion? Terran already have the siege tank as well as the medivac being able to 'siege drop'. For a more powerful attack, terran do have the nuclear strike which could see more use if the ghost recieves some improvements.
The Jackals ability sound a bit too much like they belong to a different race. They are different currently however I think the kinetic shield would interesting for the immortal as its self cast ability. and the place shift as some further upgrade for the adept. Lockdown would be interesting to have. However lockdown is something that could be given to the existing ghost. In fact adjusting the existing ghost to make it a more desirable unit and then introducing something else for terrans new unit seems like a better idea.
Gretorps unit seems along the lines of the one David kim has mentioned. With the vipers aoe ability it is likely to see more use. To destroy/disrupt medivac healing, and blinding cloud/abduct thors/tanks. Also marauders suffering more against armour upgrades and the ultralisk gaining a massive increase in armour. Having a unit that could help deal with the viper as well as the new ultralisk sounds like something that could be particularly useful. The only question would be does it overlap with the existing Viking too much? or make the Viking obsolete?
The Guardian. I have to say this is my favourite idea. A means of restricting movement against chargelots/disrupters or ling/bling Ultralisks, buy time for units that are under blinding cloud to pull back, useful for either bio or mech units. smart positioning with guardians/tanks/mines can create a well fortified area which can force an opponent to tech switch up to an air army using broodlords/carriers/battlecuisers. Maybe terran utilize nuclear strike to break the defenses. poor positioning could allow an opponent to trap the terran units in an unfavourable engagement. I feel like this has the most interesting potential for the game. I would also say that it could perhaps use some additional abilities, such as a means of repairing mech units. Perhaps the deployed guardian can prevent units from being abducted, or 'pull' friendly units behind itself.
This guardian along with improvements for the ghost seems like the best idea for terran. If a stronger air unit is required the viking could also recieve some changes, like instead of turning into a ground to ground unit it can turn into the immobile air to ground unit like the one david kim suggested, or an upgrade for it that allows it to deal small splash damage similar to the upgrade in the wings of liberty campaign.
On April 03 2015 22:00 Disciple7seveN wrote: My unit idea is called the 'Beachhead'.
This unit is designed to bolster the forward presence of the Terran army away from the defensive positions at home. I suggest that the unit be made at the Starport (it hovers over ground to move) but the Factory works just as well. This is a small cheap unit that has a few passive abilities and on the outset, works a bit like the widow mine in movement speed and the fact that it burrows. This is where the similarity ends.
-Burrow a Beachhead anywhere on creep and the creep starts to slowly recede at the same rate and circumference as a creep tumor also exposing any creep tumors in the area. Once removed or killed, the creep resumes its normal spread pattern and rate.
-when planted against protoss, the Beachhead creates a circular area (also same circumference as a creep tumors' spread) of a de-powered zone where any pylons lose their powered ability and warp-prisms cannot warp in. Any warpins that are in progress when the Beachhead is planted are immediately canceled (not killed. Money returned)
-Any bunkers within range of a burrowed Beachhead gain +1 range (and maybe a slight building armor boost? idk)
-Any healing within the circumference of the Beachhead (repair, medivac healing, reaper regen) gets a slight boost in speed or healing-per-mana boost. (Emphasis on slight... like it's just a bit better)
-Ability: EMC. The Electro-magnetic-Coalescence, once activated, allows the burrowed Beachhead a short period of detection of the same circumference as the Turret. This is a timed event so you can unburrow (lose detection), move, and then re-burrow within the short time frame to reposition your detection area.
-Ability: ESO. Electro-Static-Overload is a one time ability causes the Beachhead to sacrifice (implode) itself in order to create a temporary field (idk how big) of static electricity which hovers over the area and reduces EMP/Storm/Fungal damage by half and nullifies any aoe spells that limit movement (fungal, timewarp).
So, you see the Beachhead has no offensive capabilities but can go a long way in bolstering the offensive capabilities of existing units and also provides a cheaper means of detection much like the oracle does and some more map view/presence like the creep tumor does. It also adds a new option to the terran army to deal with creep which can be a daunting advantage to zerg forces. As such, I suggest a cheap min/gas price and a supply cost of 1.
I love this idea, though it feels more as they should be something dropped by a unit than a unit itself (i.e auto turrets)
Could make them non energy based to discourage spam (minerals or limited quantity a la spider mines).
Making it a unit itself can be made to work too of course, just feel it might be harder to fit it in than if it was an ability of an already useful support unit.
- A melee bio unit with a big shield that fights with his shield. - This unit has a spell named "stand ground". When clicked, you can let the unit jump towards a chosen location where it will put down it's shield on the ground, unable to "unsiege" for a certain amount of time.
Imagine you have a bio army and 10 barriers. To use them to their full potential, you want to place them all in a different spots. This means you will have to micro 10 units, and choose a tactical position for them. Meanwhile you also need to split your bio, so good micro and multitasking is required.
On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
Ay jinro you should check out my unit
On March 29 2015 21:36 threnickelsandadime wrote: Jackal The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab.
Specifications
Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted)
Abilities:
Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy
Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy.
Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy.
The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit.
At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition.
The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile.
Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
I wasn't thrilled with the ones nominated for voting, but of the ones that were, Gretorp's seems to be the only one that would have a good place in the game, although it would overlap a lot with the new unit that Blizzard is already planning to bring in. The Javelin was probably the coolest nominated idea, but that would overlap even harder with existing units, specifically the Siege Tank with the new Medivac pickup and the Ghost's nuke ability. Granted, I'd be pretty alright with it if it was tweaked a bit. I'm particularly partial to the notion of toning it down a lot in terms of raw stats and missile cost, but making it cloaked.
What if you think all the top options are bad? Seriously, there were good ideas but these aren't any of those I would like to see in game.
Exterminator sounds op as hell , either its aoe ability would suck and thus be pointless or it would be op effectively being a strong meele tank unit that can also restrict the map and do aoe. Too similar to the herc.
Guardian sounds tailored for all ins and abusive plays, are we seriously thinking sentry drop into ´FFing off the main being the kind of gameplay we want to see over and over. Finding which spots on which maps can be abused and then see it abused over and over, we've seen that before and it was not fun or entertaining. Not to play and not to watch. Abusive and lacks counterplay, T is already sick cost efficient having manual forcefields to boot just sounds too much.
Jackal, yeah because more spellcasters is what we need for terran. Ghost and Ravens already fill that role and are used rarely, increase bio viability late game also seems needless. Bio is insane early-mid game and works fine late game(maybe not against P but then they do have ghosts or vikings to supplement).
Javelin, among tanks, mines, homing missiles and nukes you want to add more aoe explosives?
Unnamed unit, I suppose it might be the best base idea of the bunch but I still thinks its very bad. There's a reason blizz hasn't made any hardcounters in the game, at least not any that doesn't require upgrades and micro. Aoe against air with range like that is just silly, it would make all kinds of mass air play unviable vs terran as soon as they are able to get 3-4 of these babies up. Not to mention T is a ranged based race and has tons of tools to protect their air units against spread out enemy air. Its a hard counter with no way to counterplay it which makes it a very bad idea.
Why are all the ideas picked either things that already exists, roles that are filled or increadibly op. I would like to see a new terran unit that is not just a gimmick but could actually get used as a combat unit in a standrad army as an option besides the marine->bio and the helions>mech.