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TL Terran Unit Comp. - Results! - Page 3

Forum Index > Legacy of the Void
84 CommentsPost a Reply
Prev 1 2 3 4 5 Next All
Musicus
Profile Joined August 2011
Germany23579 Posts
Last Edited: 2015-04-09 11:19:11
April 09 2015 11:18 GMT
#41
Hm I'm sorry but I don't want more forcefields and don't think something as immobile as a wall unit fits terran bio and is not needed for mech. But the design looks great and you really deserve the 100 bucks for all the effort . Great ideas everybody!

Edit: Also I want Dustin Browder in the game now!
Maru and Serral are probably top 5.
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
April 09 2015 11:27 GMT
#42
On April 09 2015 19:50 Teoita wrote:
Show nested quote +
On April 09 2015 19:34 Ovid wrote:
On April 09 2015 19:16 Teoita wrote:
On April 09 2015 13:05 ROOTiaguz wrote:
The fact that the Guardian won and gretorps unit didn't makes me happy the community has no real say in what the new Terran unit is going to be.

Yea ok that's harsh, and I suppose it's nice that your effort that went into making a model and a mock up is a pretty good level of dedication, 100 (sort of) bucks well earned I'd say, but I think it's good that unit doesn't exist in Starcraft 2. I don't see why Bio, a composition that tends to move around a lot, would require the ability to set up walls, nor why it should pay 250 gas for the ability to do so. I don't understand how you're supposed to set up the arc for the wall, especially since it's on auto cast. Does it just rotate towards the direction the shot came from?. I also dislike that it's a melee unit, as I feel melee goes against the Terran identify of mass firepower.


Ironically enough Blizzard seems to like Gretorp's idea


The only problem I have with Gretorps unit is that forcing the zerg off ling bling muta seems fine and logical but the problem is transitioning from that was next to impossible when the zerg was even or behind and if the zerg was ahead you'd just go mass muta and kill them. The second problem is we saw how screwed the percentage for ZvT was when the thor change happened (another AOE air killer)
If this idea went through then zerg would need an easier way to transition to mid/lategame.


I agree, but Lurkers are much more accessible than Infestors or anything at Hive tech, so eh, it might work.


The problem is Lurker isn't along the traditional tech path so before you can make them (assuming you need the range upgrade for them to be viable) it's 100/100 for the Hydra den, 50/100 for the Lurker 200/150 for hive 200/200 for the range 150/150 for every lurker. So it's 550 gas before you can even build them and then assuming 6 is the magic number to mix in that's another 900 gas needed.

I think the should make the Lurker range to 8 as standard and remove the upgrade. I think streamers and the like just aren't transitioning fast enough, they should probably start prepping the transition to lurker after the first batch of muta or the 4th base.

I will make Yogg Saron priest work...
Musicus
Profile Joined August 2011
Germany23579 Posts
Last Edited: 2015-04-09 11:37:51
April 09 2015 11:37 GMT
#43
On April 09 2015 20:27 Ovid wrote:
Show nested quote +
On April 09 2015 19:50 Teoita wrote:
On April 09 2015 19:34 Ovid wrote:
On April 09 2015 19:16 Teoita wrote:
On April 09 2015 13:05 ROOTiaguz wrote:
The fact that the Guardian won and gretorps unit didn't makes me happy the community has no real say in what the new Terran unit is going to be.

Yea ok that's harsh, and I suppose it's nice that your effort that went into making a model and a mock up is a pretty good level of dedication, 100 (sort of) bucks well earned I'd say, but I think it's good that unit doesn't exist in Starcraft 2. I don't see why Bio, a composition that tends to move around a lot, would require the ability to set up walls, nor why it should pay 250 gas for the ability to do so. I don't understand how you're supposed to set up the arc for the wall, especially since it's on auto cast. Does it just rotate towards the direction the shot came from?. I also dislike that it's a melee unit, as I feel melee goes against the Terran identify of mass firepower.


Ironically enough Blizzard seems to like Gretorp's idea


The only problem I have with Gretorps unit is that forcing the zerg off ling bling muta seems fine and logical but the problem is transitioning from that was next to impossible when the zerg was even or behind and if the zerg was ahead you'd just go mass muta and kill them. The second problem is we saw how screwed the percentage for ZvT was when the thor change happened (another AOE air killer)
If this idea went through then zerg would need an easier way to transition to mid/lategame.


I agree, but Lurkers are much more accessible than Infestors or anything at Hive tech, so eh, it might work.


The problem is Lurker isn't along the traditional tech path so before you can make them (assuming you need the range upgrade for them to be viable) it's 100/100 for the Hydra den, 50/100 for the Lurker 200/150 for hive 200/200 for the range 150/150 for every lurker. So it's 550 gas before you can even build them and then assuming 6 is the magic number to mix in that's another 900 gas needed.

I think the should make the Lurker range to 8 as standard and remove the upgrade. I think streamers and the like just aren't transitioning fast enough, they should probably start prepping the transition to lurker after the first batch of muta or the 4th base.



I think Hydras should be hatch tech so it doesn't take that long to get a lurker tech out on lair. Hydras would also be a solid choice for the early game to help zergs defend allins. The Ravager should be Lair tech instead since it's too powerful early on and crushes any wall. Then allow Zerg to tech to hive with Spire and Lurker Den too and I think the race will feel much more balanced and tech transitions will be more natural.
Maru and Serral are probably top 5.
Lomo
Profile Joined September 2010
Germany137 Posts
Last Edited: 2015-04-09 11:56:33
April 09 2015 11:55 GMT
#44
The Guardian is only reliable agains melee Units , is way to expensive and will not fit the lotv Meta (more spellcaster , range Unit Composition). I dont understand at all why people think this is a good idea ??
http://www.youtube.com/watch?v=8pOEvN9n9MI&feature=related
Startyr
Profile Joined November 2011
Scotland188 Posts
April 09 2015 11:55 GMT
#45
With the new economy terran can not use these to just sit back on a low number of bases.

The guardian would also force each race to continually tech up and tech switch, further increasing the need to take and deny bases.
LDaVinci
Profile Joined May 2014
France130 Posts
April 09 2015 12:07 GMT
#46
For those who complain about the balance of this unit, it costs 4 supply. I like the idea of this unit and think it paradoxycally fits with the Terran mobility a lot. I also really like that it has a almost reallisitic design.
Bunkers or ebay (as I read before) are not practical at all to build in the middle of a fight. This however can help T to take better positionnal fight.
However, in that way, it cannot stay like this. with mines, tanks and marines this is way to powerfull. As a Z I couldn't ever engage this. I dunno it could reduce the vision range of units, so that unit behind see let's say in a range of 2 or 3 (so melee unit would still be attacked) or reduce the vision range by something and the wall can be attacked by ranged unit without too much problems.
My idea is probably bad, but I think something like this would be needed.
Those who refuse to become better, already stop being good
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
April 09 2015 12:11 GMT
#47
On April 09 2015 20:27 Ovid wrote:
Show nested quote +
On April 09 2015 19:50 Teoita wrote:
On April 09 2015 19:34 Ovid wrote:
On April 09 2015 19:16 Teoita wrote:
On April 09 2015 13:05 ROOTiaguz wrote:
The fact that the Guardian won and gretorps unit didn't makes me happy the community has no real say in what the new Terran unit is going to be.

Yea ok that's harsh, and I suppose it's nice that your effort that went into making a model and a mock up is a pretty good level of dedication, 100 (sort of) bucks well earned I'd say, but I think it's good that unit doesn't exist in Starcraft 2. I don't see why Bio, a composition that tends to move around a lot, would require the ability to set up walls, nor why it should pay 250 gas for the ability to do so. I don't understand how you're supposed to set up the arc for the wall, especially since it's on auto cast. Does it just rotate towards the direction the shot came from?. I also dislike that it's a melee unit, as I feel melee goes against the Terran identify of mass firepower.


Ironically enough Blizzard seems to like Gretorp's idea


The only problem I have with Gretorps unit is that forcing the zerg off ling bling muta seems fine and logical but the problem is transitioning from that was next to impossible when the zerg was even or behind and if the zerg was ahead you'd just go mass muta and kill them. The second problem is we saw how screwed the percentage for ZvT was when the thor change happened (another AOE air killer)
If this idea went through then zerg would need an easier way to transition to mid/lategame.


I agree, but Lurkers are much more accessible than Infestors or anything at Hive tech, so eh, it might work.


The problem is Lurker isn't along the traditional tech path so before you can make them (assuming you need the range upgrade for them to be viable) it's 100/100 for the Hydra den, 50/100 for the Lurker 200/150 for hive 200/200 for the range 150/150 for every lurker. So it's 550 gas before you can even build them and then assuming 6 is the magic number to mix in that's another 900 gas needed.

I think the should make the Lurker range to 8 as standard and remove the upgrade. I think streamers and the like just aren't transitioning fast enough, they should probably start prepping the transition to lurker after the first batch of muta or the 4th base.


Meh there's too many factors at play to make that claim right now. The upgrade path was similar in BW yet it worked because of a lot of other factors. Obviously if it becomes an issue things can be changed.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 09 2015 12:35 GMT
#48
meh, the idea's that had images or came from more known person's basically came out on top.

The guardian is ok but it's just too similar in functionality to the sentry. Mobile slower support unit that let's your more ranged army kill melee armies by screwing with their pathing. It's not bad but it's already in the game :<.

The jackal is the idea I like best for gameplay although unexciting because it's just a mix of the BW science vessel & ghost. Still this is where the niche for a new terran unit should be, a gas intensive support caster. Basically a second ghost or raven that has use in bio armies and perhaps mech/air too. The current raven is more a lategame air vs air unit and the ghost is TvP exclusive and not overly exciting. The unit being an air or ground unit is not that incredibly relevant, it should just be higher end tech for bio to help counter the other higher end tech.

The exterminator i'd call the best overall of these. Not as good for gameplay I'd say as another caster but a nice idea of a melee unit leaving a trace of damaging material.

The javelin is a boring idea, just a super siege unit. The ravager already does this kind of effect in LotV already albeit perhaps with slightly different stats.

The unit from gretorp is fine too but I'd like the jackal idea more then. I don't think air aoe is especially neccesary for terran as they have the thor and raven already providing that sort of.


Basically I hope to see blizzard add a gas heavy caster that would compliment bio play specifically. Doesn't matter too much if this is airbased (techlab starport) or groundbased (techlab barracks perhaps with ghost academy). Possibly retool some abilities between ghost, raven and the new unit. At the moment ghost is too much a anti-protoss exclusive unit and the raven has to limited use being so lategame mass air battles exclusive kinda. It's a shame bio play has no lategame followup and gas frequently just piles up or isn't mined in the first place.

Startyr
Profile Joined November 2011
Scotland188 Posts
April 09 2015 12:45 GMT
#49
Instead of adding another gas intensive caster unit like the jackal it would make more sense to adjust the existing ghost which currently does not see much use. Similarly the Viking could be given a new ability instead of its ground to ground transformation.
Aquila-
Profile Blog Joined April 2011
516 Posts
April 09 2015 12:49 GMT
#50
I like Gretorps idea better since it helps vs many Terran problems. I would never build a Guardian for 250 gas, 4 supply that has only 200 hp and does basically nothing.
royalroadweed
Profile Joined April 2013
United States8301 Posts
April 09 2015 12:52 GMT
#51
Not sure how much I like the guardian. It seems like it'll have the same problem that sensor towers have. Its immobility doesn't seem to have much synergy with bio play.
"Nerfing Toss can just make them stronger"
Icekin
Profile Joined December 2014
88 Posts
April 09 2015 12:56 GMT
#52
italians do it better
Ramiz1989
Profile Joined July 2012
12124 Posts
April 09 2015 13:09 GMT
#53
Yup, the community didn't think for 10 seconds before voting for this one.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
SuperHofmann
Profile Joined September 2013
Italy1741 Posts
April 09 2015 13:20 GMT
#54
GG , another italian at the top
Vasacast always in my <3
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
April 09 2015 14:43 GMT
#55
On April 09 2015 21:11 Teoita wrote:
Show nested quote +
On April 09 2015 20:27 Ovid wrote:
On April 09 2015 19:50 Teoita wrote:
On April 09 2015 19:34 Ovid wrote:
On April 09 2015 19:16 Teoita wrote:
On April 09 2015 13:05 ROOTiaguz wrote:
The fact that the Guardian won and gretorps unit didn't makes me happy the community has no real say in what the new Terran unit is going to be.

Yea ok that's harsh, and I suppose it's nice that your effort that went into making a model and a mock up is a pretty good level of dedication, 100 (sort of) bucks well earned I'd say, but I think it's good that unit doesn't exist in Starcraft 2. I don't see why Bio, a composition that tends to move around a lot, would require the ability to set up walls, nor why it should pay 250 gas for the ability to do so. I don't understand how you're supposed to set up the arc for the wall, especially since it's on auto cast. Does it just rotate towards the direction the shot came from?. I also dislike that it's a melee unit, as I feel melee goes against the Terran identify of mass firepower.


Ironically enough Blizzard seems to like Gretorp's idea


The only problem I have with Gretorps unit is that forcing the zerg off ling bling muta seems fine and logical but the problem is transitioning from that was next to impossible when the zerg was even or behind and if the zerg was ahead you'd just go mass muta and kill them. The second problem is we saw how screwed the percentage for ZvT was when the thor change happened (another AOE air killer)
If this idea went through then zerg would need an easier way to transition to mid/lategame.


I agree, but Lurkers are much more accessible than Infestors or anything at Hive tech, so eh, it might work.


The problem is Lurker isn't along the traditional tech path so before you can make them (assuming you need the range upgrade for them to be viable) it's 100/100 for the Hydra den, 50/100 for the Lurker 200/150 for hive 200/200 for the range 150/150 for every lurker. So it's 550 gas before you can even build them and then assuming 6 is the magic number to mix in that's another 900 gas needed.

I think the should make the Lurker range to 8 as standard and remove the upgrade. I think streamers and the like just aren't transitioning fast enough, they should probably start prepping the transition to lurker after the first batch of muta or the 4th base.


Meh there's too many factors at play to make that claim right now. The upgrade path was similar in BW yet it worked because of a lot of other factors. Obviously if it becomes an issue things can be changed.


Broodwar zerg didn't rely on banelings to hold terran pushes before lurkers since the lings/muta/colonies could hold things meaning the same amount of gas wasn't tied up so a transition was more natural.
I will make Yogg Saron priest work...
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-04-09 15:10:12
April 09 2015 15:09 GMT
#56
Gretorp's idea certainly sounds more helpful and powerful than winner's idea. But it seems almost too convenient. Like, it solves too many Terran problems, and Gretorp didn't talk about what problems it creates for P and Z at all.
On the other hand, the guardian doesn't seem to be worth its cost :D
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
April 09 2015 15:42 GMT
#57
On April 09 2015 19:16 Teoita wrote:
Show nested quote +
On April 09 2015 13:05 ROOTiaguz wrote:
The fact that the Guardian won and gretorps unit didn't makes me happy the community has no real say in what the new Terran unit is going to be.

Yea ok that's harsh, and I suppose it's nice that your effort that went into making a model and a mock up is a pretty good level of dedication, 100 (sort of) bucks well earned I'd say, but I think it's good that unit doesn't exist in Starcraft 2. I don't see why Bio, a composition that tends to move around a lot, would require the ability to set up walls, nor why it should pay 250 gas for the ability to do so. I don't understand how you're supposed to set up the arc for the wall, especially since it's on auto cast. Does it just rotate towards the direction the shot came from?. I also dislike that it's a melee unit, as I feel melee goes against the Terran identify of mass firepower.


Ironically enough Blizzard seems to like Gretorp's idea


I had noticed that.
ProgamerAustralian alcohol user follow @iaguzSC2
virpi
Profile Blog Joined August 2009
Germany3599 Posts
April 09 2015 16:03 GMT
#58
Please make Dustin Browders happen. Just imagine the possibilities!
1. Browderdrop: Drop 4 of these badboys into your opponent's mineral line to turn mining into what it's supposed to be: Digging through thick layers of stone to get the precious ores.
2. Browderblock: Block naturals, ramps, units, building exits, other rocks...block everything!
3. Browdershock: The psychological aspects of heavy Browder usage must not be neglected. If I were to see a huge army of Browders approach my base, I'd consider tapping out of the game instantly. The pure sight of Dustin Browders makes enemies shiver and empires crumble.
4. Blue Flame Browders: Once blue flame is researched, rocks spawned by Dustin Browders emit blue flames. They don't deal damage, because of design consistency issues, but they look very cool. And that's what the game needs.

Overall, I think the Dustin Browder is a rock solid unit. Hopefully Blizzard will listen to the community. #terribleterribledamage
first we make expand, then we defense it.
Cazimirbzh
Profile Joined February 2014
334 Posts
April 09 2015 17:17 GMT
#59
Guardian in shield mode is so redondant with bunker/ hellbat/ widow mine
can my zealots/zerglings do some dmgs plz ?

a unit that allows to camp for the ranged race, really are you serious ?

"Hopefully Blizzard will [never] listen to the community"
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
April 09 2015 17:22 GMT
#60
On April 09 2015 21:49 Aquila- wrote:
I like Gretorps idea better since it helps vs many Terran problems. I would never build a Guardian for 250 gas, 4 supply that has only 200 hp and does basically nothing.


Changing terrain at will is kind of good. Its easy enough to zero out their threat priority so only things the guardian is attacking hits back while everything else is forced into tight chokes that Hellbats and Siege tanks can take advantage of.
Hark, what baseball through yonder window breaks?
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