TL Terran Unit Comp. - Results! - Page 4
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aRyuujin
United States5049 Posts
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KalWarkov
Germany4126 Posts
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. couldnt agree more. this unit would not work in reality. the pricing makes no sense at all either. it basically won cuz it looks cool/fancy and the post was well done. too bad most ppl's understanding of the game is too low to recognize ideas that fit and work :/ | ||
Thieving Magpie
United States6752 Posts
On April 10 2015 03:21 KalWarkov wrote: couldnt agree more. this unit would not work in reality. the pricing makes no sense at all either. it basically won cuz it looks cool/fancy and the post was well done. too bad most ppl's understanding of the game is too low to recognize ideas that fit and work :/ Cost, hitpoints, and stats are easy enough to change. Concepts are not. The concept is interesting. (Melee ranged, killable forcefields) That the stats don't fit well is changeable. | ||
KalWarkov
Germany4126 Posts
On April 10 2015 03:40 Thieving Magpie wrote: Cost, hitpoints, and stats are easy enough to change. Concepts are not. The concept is interesting. (Melee ranged, killable forcefields) That the stats don't fit well is changeable. true, but the cost are so far away from what would make sense. and the concept itself is interesting, but not particularly useful or good in the long run | ||
Thax
Belgium1060 Posts
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Thieving Magpie
United States6752 Posts
On April 10 2015 03:47 Thax wrote: Wouldn't his completely destroy Bio's mobility though? I mean the idea of the unit sounds fun at first, but I really don't see it working in the current game balance. Doesn't have to be built for bio builds? Like, it could be used with tanks and hellbats to hold back troops, clogging their chargelots/lings while siege tanks and Thors get the first volley off in peace | ||
DSK
England1110 Posts
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Loccstana
United States833 Posts
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Thieving Magpie
United States6752 Posts
On April 10 2015 06:07 Loccstana wrote: So how is this different or any better than bringing a couple of SCVs to build bunkers and engineering bay walls? Also, the 250 gas cost is ridiculous for a unit that does nothing except be a glorified obstacle. Speed? The idea is that it would take a few seconds to build. | ||
HewTheTitan
Canada331 Posts
Also: my asian father has much dissapoint in me. brb while i contemplate sepupuku It's spelled Sudoku. Noob ![]() | ||
HewTheTitan
Canada331 Posts
On April 10 2015 06:07 Loccstana wrote: So how is this different or any better than bringing a couple of SCVs to build bunkers and engineering bay walls? Also, the 250 gas cost is ridiculous for a unit that does nothing except be a glorified obstacle. Honestly, I'd love to see a lategame upgrade to the bunker that simply halved the cost and construction time. They take so long to build that they're obsolete by the time they finish, when used across the map lategame. I'm not even Terran, I think it'd be fun to clear them out like a terran clear out creep ![]() | ||
Kruxxen
United States149 Posts
I think it's a perfect idea because it adds options to the way bio can be played. Imagine a SC where bio had positional (Guardian) play or aggressive (current) play. And mech had positional (siege tank) and aggressive (cyclone). I think this sounds like a cool way to make terran really stylistic and diverse. | ||
Thieving Magpie
United States6752 Posts
On April 10 2015 07:08 Soldier92 wrote: The Guardian is a great idea. It gives bio a completely different style to play. There could be an aggressive/tempo based style that we use now, as well as a slower/positional style using guardians. I think it's a perfect idea because it adds options to the way bio can be played. Imagine a SC where bio had positional (Guardian) play or aggressive (current) play. And mech had positional (siege tank) and aggressive (cyclone). I think this sounds like a cool way to make terran really stylistic and diverse. I'm also assuming you can heal/repair the guardians and that they take up little to no threat so that opponent's have to manually force attack them otherwise their units ignore them like they do forcefields. It hinders chargelot swarming, ling swarms, allows for tanks to maintain strong positions. Sure the stats are not fixed yet, but its a pretty cool design. | ||
Kruxxen
United States149 Posts
On April 10 2015 07:45 Thieving Magpie wrote: I'm also assuming you can heal/repair the guardians and that they take up little to no threat so that opponent's have to manually force attack them otherwise their units ignore them like they do forcefields. It hinders chargelot swarming, ling swarms, allows for tanks to maintain strong positions. Sure the stats are not fixed yet, but its a pretty cool design. I agree, like you said, it's as good of a compliment to mech as it is bio. | ||
Karis Vas Ryaar
United States4396 Posts
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royalroadweed
United States8301 Posts
On April 10 2015 03:50 Thieving Magpie wrote: Doesn't have to be built for bio builds? Like, it could be used with tanks and hellbats to hold back troops, clogging their chargelots/lings while siege tanks and Thors get the first volley off in peace Pretty sure its intended for bio builds. Its a barracks unit and gets bio upgrades. Mech players can build hellbats. Which do the same thing except they deal splash, only cost minerals, cheaper in general, are built from factories, get mech upgrades and can transform into a mobile harass unit. Dunno why a mech player would get gaurdians over hellbats vs zerglings and zealots. | ||
Obeast96
United States106 Posts
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Thieving Magpie
United States6752 Posts
On April 10 2015 10:00 royalroadweed wrote: Pretty sure its intended for bio builds. Its a barracks unit and gets bio upgrades. Mech players can build hellbats. Which do the same thing except they deal splash, only cost minerals, cheaper in general, are built from factories, get mech upgrades and can transform into a mobile harass unit. Dunno why a mech player would get gaurdians over hellbats vs zerglings and zealots. Medivacs are built from starports--and look, bio builds use them anyway. Don't believe that where a unit is built defines how a unit is used. These are not meant to tank damage as much as change the terrain they are in. The goal is to use them *with* hellbats and siege tanks, and Thors and widow mines to channel the flow of enemy units, reduce the ability of surrounds, and to create defensive positions where open terrain used to be. The cost is arbitrary, the stats are arbitrary and both will be changed after testing. | ||
Obeast96
United States106 Posts
On April 10 2015 03:50 Thieving Magpie wrote: Doesn't have to be built for bio builds? Like, it could be used with tanks and hellbats to hold back troops, clogging their chargelots/lings while siege tanks and Thors get the first volley off in peace And who said that Bio had to be the fast, hyper aggressive style we see constantly? With something like this, it can throw the entire zerg or protoss off balance just because of one unit by having an army that is hyper aggressive and fast, to an army that is designed for slower, more methodical movement. Having another style of bio to play would be very fascinating. | ||
Thieving Magpie
United States6752 Posts
On April 10 2015 11:41 Obeast96 wrote: And who said that Bio had to be the fast, hyper aggressive style we see constantly? With something like this, it can throw the entire zerg or protoss off balance just because of one unit by having an army that is hyper aggressive and fast, to an army that is designed for slower, more methodical movement. Having another style of bio to play would be very fascinating. Could also be used for traps. Stutter stepping into tight chokes made out of guardians | ||
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