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I feel that people are complaining that protoss air play is very weak and hard to use, even with micro, the stats make the protoss air very weak in many circumstances. With the addition of the Tempest, and with the revival of the Carrier and Mothership, I thought of a great idea!
The Mothership, an expensive and high tech unit, should have a passive spell, you should be able to choose whether to have the existing cloaking field OR a buff for all air units in a certain radius! (You may only choose one or the other on the menu screen similar to scv autorepair) This will work out great since protoss air units take a lot of time to build but die so easily to mass anti air units or marines currently, the buff will make protoss air in large numbers harder to beat but will still small amounts of protoss air still weak as it currently is. The buff may be +1 Armor +1 Attack or +100 shield hp. I'm not that picky with the actual stats of the buff, but the idea of the buff within a radius is important. I think this is a great and fair way to make Protoss Air a more viable option in play.
Any ideas on how this idea may work? Opinions?
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@kdanze:
I do feel like the main problem with Skytoss is the Voidray. Like the Stalker it is an allrounder, which means it mustn't be too strong so as to not completely break the balance. Stalkers still can be very strong in many circumstances, because of Blink and Forcefields and later on Immo.-/Colo.-/HT-support. There is nothing comparable for the Voidray anymore. Getting back the speed-upgrade might one way to reinvigorate the unit. Especially coupled with a reset of the damage. At this point it is 6+4 into 8+8, while before it was 5 and 10+15. Harder to use, but obviously a very potent harass-tool. Maybe some kind of damage-upgrade or -change could also be an upgrade on the Fleet Beacon. Thus fully upgraded Voidrays would require some time. Kinda like Ultras.
Carriers and Phoenixes already make Protoss-air relatively viable. Carriers can deal with stimmed Marines and with Vikings reasonably well. They are also good against Hydras and Mutas and they profit from weapon-upgrades a lot. Phoenixes obviously good at harass, against Hydras, Mutas and Vikings. Against Vikings, just a few can suffice to buffer damage for Carriers/Voidrays.
Which means, that Voidrays don't need to be good against the listed stuff. If it was to be good in areas of harass, which are not covered by Phoenixes or Oracles, this could help out the Voidray a lot. Speed alone would make it a lot better at the things its already good at: Killing buildings, killing Broodlords. Speed might make Voidray harass safer, would make splitting against Fungal easier and might even give them a chance to flee from unfavourable engagements (against units, that are usually faster).
Oh and cutting 20-30 seconds from the build-time of the Carrier is an absolute must. This could fix so many issues. Coupled with the possibility to go for faster Carriers Voidrays should probably be even worse against light units, than they are now. It's probably better for SC2 if the Voidray never becomes massable in professional matches. Then again, Voidrays would become worse against Marines before Stim. Same against Mutas. Phoenixes and Cannons, or simply transitioning off the back of a ground force, might be able to fill some of the holes with SG-play, but I don't know.
I could go on for much longer, but I guess for now, I will stop here and maybe somebody else will point out some of the problems with my ideas. Which, I'm sure, are there ;-)
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OK here's one for Zerg I just came up with:
how about this big snake like creature that slithers over the ground being all nasty and evil like. A bit like the Dune Sandworm, it has a big mouth.
It's main feature is like the Warcraft 3's Kodo Beast: it can devour a ground unit.
The Zerg player has a variety of options. The primary one is to race back to base with this snake unit. Back at the base you can unload your captured unit, and quickly cast neural parasite on it, or simply kill it to smithereens with your base defenses.
Another option is to choose "digest" in which case the snake like unit becomes immobile and will deal damage to the trapped unit inside, until it dies, at which point the snake unit becomes usable again.
The enemy player has to choose whether to direct all his attention to tracking down these snake worm things and destroy them, freeing the trapped unit within. Or say bollocks you can have my unit lol.
Imagine an Overlord drop, dropping a couple of these snakes, eating up a couple SCV's and then speeding back to base.
Units that can be eaten would be:
Terran = SCV, MULE, Marine, Marauder, Reaper, Ghost Protoss = Probe, Zealot, Stalker, Sentry, High Templar, Dark Templar Zerg = Drone, Zergling, Baneling, Roach, Hydralisk
Because the units it can devour are the small infantry types, this unit shouldn't be much more than Lair tech.
I feel this unit isn't kinda complete without some sort of Yuri's Revenge Grinder feature. Sure, by devouring you instantly remove a unit from play which is incredible powerful by itself, but I kinda like the idea of these snakes having to rush back to base with their captured unit, with the enemy deciding whether to try and rescue their trapped unit or not. Perhaps some sort of mechanic to infest the captured unit and make it permanently yours, or drop the unit off at the Infestation Pit for a sum of quick cash :- )
Secondary abilities for this unit would be the ability to produce Baneling like eggs and store up a number of them, making this unit behave a bit like the Reaver. Another cool ability would be a chameleon like skin upgrade, that makes this snake unit invisible while idle.
This unit is specifically designed to behave different and not add to the A-click deathball, although I assume with the fast paced nature of SC2, devour should be some sort of automatic auto-cast feature, as it would be too tiresome to manually click single marines in a big fight.
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I was thinking, what if they gave Protoss something similar to the predator from the WoL campaign? Robotic animal with a small aoe is pretty cool imo. Build it at the robo and maybe adjust the cost to something more like 150/75. Make the aoe do a small aoe in front of them instead of all around (so it can't just take out a group of lings that surround it). Tweak the stats in such a way that it's better in smaller engagements so you couldn't lump a bunch in with a deathball to have insane aoe damage. I literally thought of this like 10 minutes ago so I haven't put too much thought into it yet, but it seems like it would be fun.
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On October 16 2012 10:47 Jaegan wrote: I was thinking, what if they gave Protoss something similar to the predator from the WoL campaign? Robotic animal with a small aoe is pretty cool imo. Build it at the robo and maybe adjust the cost to something more like 150/75. Make the aoe do a small aoe in front of them instead of all around (so it can't just take out a group of lings that surround it). Tweak the stats in such a way that it's better in smaller engagements so you couldn't lump a bunch in with a deathball to have insane aoe damage. I literally thought of this like 10 minutes ago so I haven't put too much thought into it yet, but it seems like it would be fun. Protoss doesn't really need more melee though, a ranged infantry would be more appropriate for them I think.
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I got this idea when watching some TvPs.
Impetusphere (because I'm bad at names) Tech Req.:Factory, Tech lab Role:Micro-intensive meatshield, long-range AoE
+ Show Spoiler +
A very immobile mech unit. Microing this mechanical ball is similar to an Archon being morph where you have to move it around with other units. It's high HP and Armor can easily withstand shots and can keep melee units away from the army and would so small damage. You can also shoot it with marines and marauders in order to push it a bit further. If a Sieged Tank targets the ball, it would shoot the ball forward a long distance, it would do a large amount of AoE damage in a straight line and do an additional splash damage at the end of the travel (or maybe it would just fly in the air and do large amount of splash damage as it lands, dunno).
Upgrade: Circuit Control Passive ability that allows the Terran play to manually control the movement of the Impetusphere (cannot be control as it's shot by a Siege Tank).
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On October 16 2012 11:18 -NegativeZero- wrote:Show nested quote +On October 16 2012 10:47 Jaegan wrote: I was thinking, what if they gave Protoss something similar to the predator from the WoL campaign? Robotic animal with a small aoe is pretty cool imo. Build it at the robo and maybe adjust the cost to something more like 150/75. Make the aoe do a small aoe in front of them instead of all around (so it can't just take out a group of lings that surround it). Tweak the stats in such a way that it's better in smaller engagements so you couldn't lump a bunch in with a deathball to have insane aoe damage. I literally thought of this like 10 minutes ago so I haven't put too much thought into it yet, but it seems like it would be fun. Protoss doesn't really need more melee though, a ranged infantry would be more appropriate for them I think.
Actually that was the other thought that I had. A templar-esque unit with a ranged attack, but I don't want to add just another a-move unit to put into an army and haven't come up with a way to make it unique yet. Now that I think of it, the predator as it stands would be fairly similar to the hellion (fast, not too much hp, small aoe), but I'm more in favor of adding fast units as they require more micro. Toss as a race isn't that fast outside of phoenix. Stalkers are moderately fast and with blink can get around pretty quick. Maybe having a fairly low tech alternative fast unit could help diversify play a bit. Maybe phoenix fill that role for some people, but I don't care for toss air in general so maybe I'm the only one that thinks this way.
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I have been thinking alot about lategame defence for protoss, zerg can just throw down some spores and spines and they are very good. Terran make planetary, which is (with repair) incredibly strong against light harrass(like zealot drop or zergling runby), protoss doesn't really have the same defence, pylons+cannons is good, but not nearly as good as the other races static defences, and this is reasonable as cannons are ground+air and cannon rushes are very strong.
I though of an upgrade on twilight council for 150/150 that makes nexuses have a warpfield, like a pylon. This will not buff cannons offensively and will just take down the cost for defending expansions. This will also make the protoss player able to defend an expansion with warp ins without having to build a pylon, and to remove the warpfield you need to kill the nexus, and maybe not just one pylon.
What do you think?
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I would love to see a zerg worm like creature. something that is burrowed most of the time. I've been thinking for it to have a melee attack that stuns its target. Like a grapple or something. While attacking it would be visible, but not while moving. Perfect for taking out solo targets. and worker harass. Then at hive tech or so you could upgrade them to a bigger worm capable of a kodo beast like attack against non massive units. Basically it swallows the unit and disappears again underground. It can't attack again until the current unit is digested.
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Baneling: Upgrade (at Lair Tech): +10 Armor when Burrowed Speed Upgrade moved to Hive Tech
It just makes sense that a unit under several feet of dirt is harder to kill: "Never figured on having to shoot through dirt! Best goddamn bullet stop there is." Burt Grummer, Tremors (1990)
The extra armor when burrowed allows the baneling to be used positionally to hold chokes and ramps. Does your opponent spend precious seconds destroying a few banelings with his entire army while your army gets into position to flank?
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On February 28 2013 05:47 SciFiSaint wrote: It just makes sense that a unit under several feet of dirt is harder to kill: "Never figured on having to shoot through dirt! Best goddamn bullet stop there is." Burt Grummer, Tremors (1990)
Nice quote. I can tell you are a true afficianado of fine cinema :p.
Terrans have the Sensor Tower. I always thought it would be a neat idea for the other two races to have something similar.
Zerg Spore Seer - Requires Lair, morphs from Spore Crawler (100/100) - Can no longer shoot or detect. - Can see moving air or hovering units from range, showing as blips on mini-map. Zerg Spine Feeler - Requires Lair, morphs from Spine Crawler (100/100) - Can no longer attack. - Can see moving ground or burrow-moving units from range, showing as blips on mini-map.
Protoss Psi Monument - New building, cost (300/300) - Requires a Twilight Council - Has max 200 energy. - Two abilities: - Psi Prescience (50en) - Cast on a friendly unit, which gives 10 seconds of mini-map blip detection on that unit. - Psi Reveal (200en) - Reveals the entire map (full vision) for 10 seconds. Does not detect cloaked/burrowed.
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Tremors is such a good film
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