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I saw this idea on the SC2 Beta Forums and loved it so much that I had to post it here to see what you guys thought of it.
Basically, it resembles the "Spider Mine" but with it's own originality and theme well fitting to the Hellion. I took the liberty of naming the ability.
Hellfire Canister Each Hellion can drop three Hellfire Canisters into the ground. Basically, these are cloaked things that drill into the ground, with some type of orb on top holding some special type of super-flammable oil.
When lit on fire, these Hellfire Canisters ignite, creating a field of flame that lasts for 9 seconds, doing DoT to all units within the flame. They can be ignited by Hellions or other Hellfire Canisters (yep, chain reactions), but if killed by anything else they are simply destroyed with no extra effect. They can be used excellently as traps, or just for control of the field, making the enemy double think about charging in with his MMM.
The ability would have to be researched: And all numbers changed for balance and gameplay.
It could have tons of potential uses, from denying retreats, to a quick and strong hit/run, to field control.
What do you guys think?
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Australia7069 Posts
sounds like too much effort to control ^_^ cool idea tho
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It's creative, but I don't think it will open any new line of strategies for Terran
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hellions are fine as is, this would put T as so imba you would have to nerf them big time else where to make up for it
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I don't think hellion needs a special ability since it's already insanely cost effective(hello workers, lings zealots) and you can consider it's attack a special ability already. You can harass with it while the enemy attacks or retreats in a single line and do a ton of damage. Also, it is very mobile. However, I would like to see a change of look because it looks like one of those toy cars that I used to play with when I was a kid(not suited for starcraft universe in my oppinion)
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That reminds me of the excellent idea from this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=92694
I think either idea could help spice up Hellions, but whether they need such spellcasting to be interesting, fun, viable units is a different story. I personally feel that while they're not completely vapid, they're not quite as exciting or technically demanding as vultures.
Hellfire Canisters may honestly be more exciting than Napalm Trails since they commit Hellions to locations closer to the enemy in order to activate the Canisters. With Napalm Trails, Hellions can run circles around the enemy army, but with Hellfire Canisters they need to get up close and personal.
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I like this idea. Terran desperately needs something like this to make the classic terran push viable again. Ignitable walls = very good idea
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Wow I like it. I think it will really make the hellion a more effective late game unit similar to the vulture. And it will bring a little of the old personality back that Terran is lacking.
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its nice but it would be super imba
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A field of flame for 9 seconds?! How big is the radius and damage? Considering that hellions are relatively cheap and can be double-pumped the entire map could be covered in these very quickly. On top of that, this is a researched upgrade right?
I don't know, the effect seems to be overpowered and it doesn't seem to fit a real niche in the Terran army.
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good concept, but too late to be making such drastic changes imo. Plus Blizzard doesn't want to just take old abilities and modify them a little and call em new.
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When I first started reading this I was thinking "oh great another guy who wants vultures mines back" but then when i finished reading that I was thinking something along the lines of "This skill has got more potential then spider mines ever had"
I really do think though that these could add a lot to the Hellion which kinda is a great unit already but it doesn't shine in large scale battles all to much. These canisters though could promote the kind of positional play that mech in sc1 displayed and that most people miss in sc2. (my humble opinion as a biased terran player without the beta)
Also how long would this field of napalm stay on fire? because this could just negate any ling or baneling attack with no losses at all. (assuming it does reasonable damage to units trying to go through the fire)
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Just give the Hellion x-key detonate like Banelings which explodes all their flamethrower fuel and creates area denial. Oh wait, this would be way too good D: 75 minerals got you a unit that was a half-decent counter to Ultralisks thanks to those mines. They could also rape light with the speed upgrade. Hellions are basically half of the Vulture for 33% more cost, but very fast from the get-go with a linear splash attack. I doubt they will step far outside their worker harass\zealot\zergling duties without also gaining a gas cost, and you probably don't want that. :O
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Anything that increases the skill cap is a good thing really, watching that recent Artosis interview with the coach saying how sc2 needs to be more complex to be a true e-sport.
If this was implemented I'd say give the individual canisters a small gas cost and have them built in the hellion, maybe holding 3 at a time. I could imagine them being excellent denial of early expansions, specially as you could lay some in the predicted path of mining and detonate them later when you come back to harass. Positional play like flanking is really fun to watch. There needs to be more.
And this should be fine for less skilled players too as they could just use the normal attack, not worrying about getting the most out of the splash.
*shrug*
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On March 20 2010 13:52 Irrelevant wrote: hellions are fine as is, this would put T as so imba you would have to nerf them big time else where to make up for it qft, i mean they are no real force but hellion drops (like in check vs plot recently) are so fucking annoying and good
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well - just give 'em mines.... -.-°
Oh yes - and fix that stupid attack-delay so u can actually micro them... If I'm totally honest: kick the hellions and give us Vultures back! So much better, more versatile and fun to play.
Btw. Hellions are good against Z if he early-expands or goes for mass-lings and also for harrassing, nonetheless they're kinda lame and controls like a dumbed down vulture without mines. You don't need the flamethrower: Vulture-Control would be good enough against lings and Mines would actually give the Terran more opportunity's to defend against counterattacks and do decent timing-push strategies.
I really really really want the mines back! ^^'
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Its a great idea, but to me it just seems to complicated for starcraft units. They are suppose to be simple and disposable unlike WC3. I would still like to see it implemented though.
The thing is blizzard is pretty much done with the game and the only thing they are probably gonna change right now is bugs and numbers.
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Sound like the dwarf dudes in Myth
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On March 20 2010 14:26 Flames wrote: A field of flame for 9 seconds?! How big is the radius and damage? Considering that hellions are relatively cheap and can be double-pumped the entire map could be covered in these very quickly. On top of that, this is a researched upgrade right?
I don't know, the effect seems to be overpowered and it doesn't seem to fit a real niche in the Terran army.
Well if the ability has to be researched in the same building as seige mode than it would be slighty more difficult to quickly cover the map with hellions. This could provide opponent to find their counter/solution.
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On March 20 2010 14:26 Flames wrote: A field of flame for 9 seconds?! How big is the radius and damage? Considering that hellions are relatively cheap and can be double-pumped the entire map could be covered in these very quickly. On top of that, this is a researched upgrade right?
I don't know, the effect seems to be overpowered and it doesn't seem to fit a real niche in the Terran army.
I wanted to have as few numbers in the OP as possible, because all would be changed for balance and gameplay.
They definitley would have to be researched though, from the Tech Lab.
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