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I hope a thread like this is ok.. I just think it's fun to think about this kind of stuff, while trying to remain realistic with the constraints of the game.. so this is a thread for those of you who have ideas for units etc. I know Blizzard aren't soliciting for ideas, but on the other hand they really seem to be struggling with coming up with new stuff.
Oh, and I think anybody who posts ideas should also link to some kind of image to give a general idea of what it'd look like.
Here's one idea to start it off:
Terran Name: something norse... Vídar (a god in Norse mythology. He is the son of Odin and the giantess Grid. He is the god of the forest, of revenge and of silence. In Ragnarök, his father, Odin, will be killed by Fenrir. Vidar will take revenge, by killing Fenrir. He will either do this by stepping on his jaw and tearing the wolf apart, or by driving a sword through the heart of the wolf.) Visuals: + Show Spoiler + this ![[image loading]](http://1.bp.blogspot.com/-8TDN3OG3Ods/T9rE3HcgRZI/AAAAAAAACUk/rGAfcXBC7ps/s1600/mech_jp3.jpg) mixed with this ![[image loading]](http://3.bp.blogspot.com/-FMhS5XDzrhE/Tkph7dT93DI/AAAAAAAAB10/P2kBNa4n0-E/s1600/mech_3.jpg) and a pinch of this ![[image loading]](http://2.bp.blogspot.com/-ixkygtn38qU/TYUGov8A_ZI/AAAAAAAABm0/6IWwTz6id9U/s1600/mech_jp.jpg) Tech requirement: factory+tech lab Role: ultrahard support unit for positional play Description: a unit with the same mobility as a siege tank. It deploys in much the same way as a siege tank, but it has two unique deploy modes, each one corresponding to a different channeled ability - meaning it has to redeploy if it wants to use the other ability. Both abilities are channeled in a narrow aoe path/field from the unit and out to about range 9 and effects both ground and air. The path is set by clicking on the ground and can only be reset after stopping the channeled ability + a short cooldown. Ability 1: an aoe beam that silences units: Prevents all casting of abilities and reduces energy by a small amount per second to any unit within the field (also protoss shields) Also does damage over time per armory weapon upgrade level (4/6/8 dps) Ability 2: A complex ability consisting of two elements. "Vidar" emits a field of energy around itself and attunes itself to the bonus damage of whatever friendly units there's a majority of within the field. It also channels an aoe field outward in a line, like Ability 1. Any units caught within this field will have its armor type morphed into the attunement of "Vidar." For example, if the majority of friendly units around "Vidar" are siege tanks, zerglings and zealots that run into the offensive field will have their armor type transformed from "light" to "armored" when hit by specifically the tanks within "Vidar's" attunement field. The damage of Siege tanks outside of the attunement field does not have a special effect. An enemy unit can be effected by two differently attuned fields at the same time and take bonus damage according to the units around the different "Vidars." It can also attune to an ability like "snipe," meaning that if there are mostly Ghosts around the unit, the field modifies targets to be both "light" and "psionic" (and maybe "biological" if you want to get crazy) If the units around "Vidar" are for example marines, enemy units within the field will have all armor types removed, along with their armor bonus. Example: An Immortal is armored and has +1 armor innately. This +1 armor is removed while within the field. The offensive field also increases damage taken by 6/12/18% per armory weapon upgrade level It has a special command that allows channeling to be switched off and on after having set channeling targets, without having to reset the targets each time. This means that a player can set up a good position and only start channeling when a fight happens. It also has an upgrade at the armory which triples energy regeneration rate, and slows down energy drain. This allows it to channel longer, but also makes the unit much more at risk of being feedbacked. (yes, I know it's a very complex unit. But that's the point - not every ability in a game has to have a 15 words-or-less tool-tip. Dota is an example of how this is absolutely not the case, and games can have complex abilities and be better off for it)
mod edit: this is where your new ideas for HOTS should go. Otherwise, they should go in the battle.net forums
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-1 range attacking from low to high ground.
Really wish there was better hga in SC2
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On October 04 2012 11:46 SarcasmMonster wrote:-1 range attacking from low to high ground. Really wish there was better hga in SC2  Not saying this would be balanced but giving it a shot seems like a good idea, might fix pvp but could really hurt tvz, has this idea ever been tested?
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I have an interesting one it is kinda just an idea
Terran Name: Cobra idk something intimidating fast and deadly
+ Show Spoiler +
Tech: I am thinking Factory, Tech lab, Armory
Description: It would be a fast mobile unit used like the Vulture from BW It would have no basic attack but would have a variation of the haywire missile ability and could use it while moving like the phoenix It would target air and ground air an increased range and would have the ability to drive down cliffs but not up
This unit would give Terrans fun alternative harass that could also fill the AA roll for mech The reason I like this is it gives and interesting new weapon against Brood Lord and Colossus
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On October 04 2012 11:54 TheLunatic wrote:Show nested quote +On October 04 2012 11:46 SarcasmMonster wrote:-1 range attacking from low to high ground. Really wish there was better hga in SC2  Not saying this would be balanced but giving it a shot seems like a good idea, might fix pvp but could really hurt tvz, has this idea ever been tested?
Never tested. HGA in SC2 has been very weak, and almost nonexistent by mid-late game. Maps feel very "flat" because high-low terrain doesn't make a difference as the game goes on.
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On October 04 2012 11:46 SarcasmMonster wrote: -1 range attacking from low to high ground.
Really wish there was better hga in SC2 This sounds interesting, but also seems to be a very major change. Do you think somebody can create a custom map with this change and ask some semi-pro players to test it?
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About the High ground advantage
Imagine a Zerg attacking a Terran base terran has high ground when roaches come to try to push they are easily repelled because each roach just loses one range then when the Terran comes to push back all his marines must come closer just to be able to shoot same thing again with cannons bunkers or siege tanks on the high ground wouldn't that make defenders advantage just that much stronger as well as in the case of elevated ground mid map you would be limiting map makers because many of typical Wol maps would suddenly lend themselves to aggressive players getting this larger advantage in mid
wouldn't a better option be (even though it is a bit more complex) + 1/2 range for units on a cliff - 1/2 range for units below this may not seem very different but it means units below don't lose out so much on the ability fire and the ability for units above to fire would increase this would effect the later stages of a match more directly in my opinion
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On October 04 2012 13:17 AzraelArchontas wrote: About the High ground advantage
Imagine a Zerg attacking a Terran base terran has high ground when roaches come to try to push they are easily repelled because each roach just loses one range then when the Terran comes to push back all his marines must come closer just to be able to shoot same thing again with cannons bunkers or siege tanks on the high ground wouldn't that make defenders advantage just that much stronger as well as in the case of elevated ground mid map you would be limiting map makers because many of typical Wol maps would suddenly lend themselves to aggressive players getting this larger advantage in mid
wouldn't a better option be (even though it is a bit more complex) + 1/2 range for units on a cliff - 1/2 range for units below this may not seem very different but it means units below don't lose out so much on the ability fire and the ability for units above to fire would increase this would effect the later stages of a match more directly in my opinion I think that in general simply +1/2 range on the high ground would be enough. No need to make this advantage that huge.
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![[image loading]](http://1.bp.blogspot.com/_OSRxcps24X4/S8NIbsuFCYI/AAAAAAAAAE0/k4clvROSvNk/s400/Apc.jpg)
APC
120 Minerals 75 Gas Movement speed: Same as Hellion 180 HP 1 Armour Mechanical Armored
Load Marines, Marauders, ghosts and all kinds of infantry units so they can shoot on the move!!! When it dies it takes all the units inside, same as Dropship. Can load up to 4 slots, upgradable to 6 slots.
Ability: Deploy
APC Deploys like a Cardbox, while not carring units, it gets static and cant move, it shows a Flak cannon at the middle. Damage: 18 Small AoE of 6 damage Recharge time: 0.85 seg Range: 7 (upgradable to 8)
![[image loading]](http://lo.genso.perso.neuf.fr/images/flak88.jpg)
Good infantry Assault unit. Fast Ground Transport for slow moving units. Good Mech Support Anti air unit.
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On October 04 2012 13:57 KevoVargas wrote: APC120 Minerals 75 Gas Movement speed: Same as Hellion 180 HP 1 Armour Mechanical Armored Load Marines, Marauders, ghosts and all kinds of infantry units so they can shoot on the move!!! When it dies it takes all the units inside, same as Dropship. Can load up to 4 slots, upgradable to 6 slots. Ability: DeployAPC Deploys like a Cardbox, while not carring units, it gets static and cant move, it shows a Flak cannon at the middle. Damage: 18 Small AoE of 6 damage Recharge time: 0.85 seg Range: 7 (upgradable to 8) Good infantry Assault unit. Fast Ground Transport for slow moving units. Good Mech Support Anti air unit. Make it able to cast haywire and I'm in! Lol, even though these ideas will never see the light of day, they are fun to imagine, keep em comming!
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The new Terran mech unit should be the Terratron XD
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I don't like the idea of a range modification being used for a high ground advantage - properly exploiting it would require inhumanly precise positioning which I don't think is really possible from players. A simple % damage reduction when attacking from low to high would be sufficient I think (sort of like BW miss chance, but without the element of randomness).
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i really like apc idea :D
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Throwing out ideas so BCs don't straight up die. Battle cruiser spell: enhanced Bio-steel regeneration Based on WoL campaign ability, but consumes 1 mp for every HP regenerated. Can regenerate in battle. This enhances the BC's role as tank for the Terran army allowing it to survive longer in battle while being kited.
Battle cruiser spell: short distance Hyper-jump Based on the movie Space battleship Yamato, this ability with range of 25, when activated will cause the battlecruiser to instantly teleport to the selected location. 200mp cost. -alternatively- When activated, will cause the battle cruiser to teleport into the location with vision. The ability has same activation time as Nydus worm so it is used as kamikaze.
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On October 04 2012 13:17 AzraelArchontas wrote: About the High ground advantage
Imagine a Zerg attacking a Terran base terran has high ground when roaches come to try to push they are easily repelled because each roach just loses one range then when the Terran comes to push back all his marines must come closer just to be able to shoot same thing again with cannons bunkers or siege tanks on the high ground wouldn't that make defenders advantage just that much stronger as well as in the case of elevated ground mid map you would be limiting map makers because many of typical Wol maps would suddenly lend themselves to aggressive players getting this larger advantage in mid
wouldn't a better option be (even though it is a bit more complex) + 1/2 range for units on a cliff - 1/2 range for units below this may not seem very different but it means units below don't lose out so much on the ability fire and the ability for units above to fire would increase this would effect the later stages of a match more directly in my opinion
even now a zerg will usually drop roaches in the enemy base, not try and snipe stuff from the edge. I don't think this change would do much except nerf roach-allins a bit.
I think it's a good point though, high ground advantage becomes meaningless once there are air units in the game (also why the Ms Core is problematic now)
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1. Ok. First an idea for the Hellion. While I believe it already has enough flexiblity with BH-mode, I didn't really know where else to put this:
Auto-turret: So far, we don't see it used very often. So, my suggestion would be, to move it from the Raven to the Hellion. Probably as an upgrade. Hellions would then come out of the factory with a single Turret, which would be free to deploy. In case the Widow-mine works out, this wouldn't be really needed though. The thought-process behind this idea was, that Bunkers, which could be used to buffer for Mech, would have to be manned with unupgraded infantry. Also, I'm not sure if Terrans can afford the Infantry-production, while going all out Mech.
2. At the moment I'm still a bit leery of Phase-Shield. To me it sounds like an anti-Fungal or maybe anti-Zerg spell. Maybe somebody can help me with this. Is it likely, that we will see it in PvT or PvP ??? In addition Entomb is a rather uninteresting spell, so the idea, that is laid out below, is meant to replace both spells. Instead, I would love to see a single-target spell on the Oracle, which would either work as Stasis or as a Teleport. In both cases Energy-cost would be based on the hitpoints of the target. Like 50-70 %. This would hopefully let it be effective against workers, but not to powerful against casters. Stasis would just disable the target for a short while, while the Teleport would simply move a unit a short distance. This could be useful to temporarily mess up mining or get rid of casters.
3. Last, but not least, I have thought about Protoss-Stargate-tech for a while. Obviously I want both the Oracle and the Tempest to see a lot of use and to hopefully make this tech-path a bit more viable. Other then that I'm having a hard time deciding what Stargate-tech actually needs. Voidrays are already quite strong against Corrupters, but easily get chain-fungaled by Infestors. Phoenixes are fine for some uses and Graviton gives them enough flexibility. Carriers could need a reduction in build-time. The Tempest should be available on plain Stargate. It should be cheaper and more fragile and its range and damage should be balanced accordingly. Whatever is needed to make it viable for the late-game should be added through an upgrade on the Fleet Beacon.
A very simple idea to make Stargate-tech more viable in PvT and PvT would be to have some kind of weak splash-damage or splash-damage spell on the Oracle or the Tempest. I believe, that Phoenix-suppport can deal with Vikings, but stimmed Marines still constitute a problem. Having splash-damage on the Protoss' 3rd tech-path might be a simple but elegant solution. I guess it would have to be relatively weak.
Anyway, just a low-level-player theorycrafting here. :-)
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I really think that Zerg should get Hydraroach
![[image loading]](http://imgur.com/Q0yLW.jpg)
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On October 04 2012 20:49 Rimak wrote:I really think that Zerg should get Hydraroach ![[image loading]](http://imgur.com/Q0yLW.jpg) Hahaha. I forgot about that. Golden.
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I wish Terran units had more spells that are sorta micro-ish.
Like, for example, the Hellion getting a "drift" ability that, when cast, the Hellion does a boosted drift that curves so it can avoid enemy damage or get around mineral lines quicker or just be fashionably awesome. Maybe you could cancel it mid-cast, but also re-cast it very quickly so you're wavedashing with the Hellion. Something straight out of Melee. xD
Or, for the Viking, it gets a spell in which the Viking "divebombs" from air to ground into its Ground Mode but goes forward and down rather than just down and does damage to whatever unit it may connect with while divebombing but also takes damage to itself, too. So that way when Vikings are on the verge of death, it can divebomb for last-second damage.
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Protoss Name: Not sure Image: couldn't find a good one
Tech: Stargate(produced) twilight council
Description: Just under the size of a carrier it would deploy allowing it to slowly regenerate allied shields healing all shields withing a radius below it When not deployed it would heal its own shields but would have no basic attack
This would allow for more area control (P.S. with this it would require minor changes to recall and various other changes to prevent deathball but I would love a healing unit for Protoss)
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