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Active: 8856 users

TL Terran Unit Comp. - Voting!

Forum Index > Legacy of the Void
563 CommentsPost a Reply
1 2 3 4 5 27 28 29 Next All
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2015-04-09 01:45:27
March 23 2015 01:26 GMT
#1
[image loading]


New Terran Unit
We’re also in the process of exploring a second new unit for Terran. We’d like to avoid something from the Factory, as that building already has quite a few units already. Instead, we’re looking at adding a Barracks unit, Starport unit, or possibly even a new building altogether. Our initial idea is that we’ll see the interactions of various changes to the game, and try to locate something interesting and fun for this slot during the beta.

Blizzard stated in their LotV beta announcement that they are exploring options for a new Terran unit in addition to the cyclone. With the recent removal of the HERC and a lack of replacement, they have decided to invite the public to suggest a non-factory unit for the beta. This competition is not organized or supported by Blizzard, meaning that the winner may not get any recognition beyond TL; the purpose of the contest is to both organize community ideas and to give incentive towards creating new ideas.

[image loading]


  • Enter your idea into the competition by posting a summary of what the unit is and how it works in this thread. Exact unit stats are not necessary but we should have a rough idea of what they should be like.
  • All entries will have the opportunity to win one of two categories:
    • Best idea: This award will go to the idea we feel is the most suitable unit design. Although your unit may not get tested in the LotV beta, we are offering a $100 voucher to the overall winner of this contest. This voucher can exchanged for any of the items in the TL store.
    • Most entertaining idea: We want to give people an opportunity to show off some of their hilarious ideas. An example of such an entry would be the hydraroach (please do not enter the hydraroach into this competition). Bonus points will be given for artistic effort. The winner of this category will receive a $50 voucher.

  • You may make your entry a factory unit if you so choose.
  • Don't copy other people's ideas. We reserve the right to disqualify anyone we catch stealing unit concepts.
  • In the event that two people claim the same idea, credit will go to the first one to post it in this thread.
  • The deadline for entries is Monday, Mar 30 2:00am GMT (GMT+00:00)


[image loading]


+ Show Spoiler +
Entries are closed.

Rogue by Lycangrope
Rage Inciter by JamesT
Mechahost by SetGuitarsToKill
Mech Commander by Cheren
Trojan by doihy
Truck by SnowStormer
Mother Fucking Drill Tank by Orcasgt24
Specialist by HTOMario
Brawler by arcane1129
Cyborgineer + Spotterbot by Pontius Pirate
Flame Turret + Assault Frigate + (upgraded) Battlecruiser by CannonsNCarriers
Angry Marine by Durzo1
Deekim by -NegativeZero
Mr Satan by Goibon
Combat Construction Vehicle (CCV) by soupholder
Rambo by HelpMeGetBetter
Misfit by devius26
Phalanx by Ectar
Assassin by icecon
Juggernaut by TheoMikkelsen
Battle Medic by coolman123123
Mobile Command by -Kyo-
Javelin by ElMeanYo
Berserker by SuperYo1000
SanRaesOs by Cricketer12
Space Engineer by ThunderBum
Badger by BronzeKnee
Vixen + Mercenary Outpost by cywinr
Intruder by Notintime
Phalanx by Nomorebirds
Combat Medic by purakushi
War Titan by vSTEELO
The Boys by rallying
Spider Drone by jdp216
Specter by Valon
Brute by AwesomeArchon
Infiltrator by vult
Un-named unit by Gretorp
Mortar Squad by Yurie
Egon by saltis
Raider by ClueClueClue
Thunder Wolf by Gfire
Field Repair Bot by Dumbledore
The Cap(tain) by boxerfred
M.O.L.E. + Combat Parasol by ClueClueClue
Maelstrom by Wild_l;oose_Comma
Kill Shard by ClueClueClue
Mauler by ClueClueClue
Trooper by ClueClueClue
Junkie by FrostedMiniWheats
Three un-named units by freakhill
Smolder by Ioerrge
Nukular M.U.L.E by Micro_Jackson
Chuck Norborg by Big J
Hunter by ClueClueClue
Siren by User15937
Tactical Bomber by VyingsP
Pounder by bduddy
Spartan by SecondSun
Bombarder by Adonminus
InvizO by Faraday
MegaMagnetMan by excitedBear
Skyhawk by ilikeredheads
Handyman + Attack Jeep by KatatoniK
Sniper by ClueClueClue
Grenadier by Shuffleblade
Dwarf by BloodyKOTEX
Strategist by Tyrhanius
Field Engineer by ICT
Disintegrator by
Mortar by Penev
Asgard by 404AlphaSquad
Scientist by Gathorisx
Platform by DinosaurPoop
Commando by FrozenProbe
Mobile Aegis by Porfyra
O.P.N.E.R.F. (Organized Phantom-Nightmaker Equipped Reactionary Force) by Orcasgt24
Immediate Mobile Barrack Artillery (I.M.B.A.) by algue
Hercules by Sumadin
Desolator by Odowan Paleolithic
Sentinel by Thezzy
Warhound (Reboot) by YyapSsap
Rover by `dunedain
Mini Tychus by nOtanAcC
Hero by Garm
Drill Sergeant by AxiomBlurr
Nospell by TsogiMaster
Rocket Launcher by KalWarkov
Combat Engineer by Sacade
Razor by RoomOfMush
Dragon by JamesT
MegaMaliciousMan by excitedBear
Exterminator by ejozl
Field Defence Upgrade Kit by shin ken
Special Forces by Meavis
Hoplite by Incognoto
Blaster by EnPo
KennyS by neptunusfisk
Baldur by Markwerf
Sonic Tank by Xaos
Un-named Unit by Beastyqt
Metalhead by Rider
Thunder by Incognoto
Minotaur by _indigo_
Drekkar by Startyr
Combat Engineering Vehicle (CEV) by Loccstana
Psi Operative by nOtanAcC
Mechanical Enhancement Suit (M.E.S) by 2stra
Rioter by raKk
Hovercraft by Geisterkarle
Boomerang by avilo
Wallaby Infantry Carrier by Loccstana
Ranger by Kal HuN
Spectre by mau5mat
Pilot by IMplying
Hercules Tower by Insidioussc2
Multi Use Marine Marauder Assist (MUMMA) by Kiwan
Sunrise Insurances by excitedBear
Secret Agent + Drone by Cazimirbzh
Chemist by kaluro
Ronin by mythandier
Hobo by Supersamu
Poltergeist by darkscream
Drone by Hoesa
BoxThor by Koesader
Scientific Assault Vessel by royalroadweed
The Shifter by Blind Io
Mega Monk by excitedBear
HERC by Vexin
Un-named unit by Gravepact
Cyborg by MagnuMizer
Blackbird by ETisME
Adept Medic by Damogron
Goliath + Odin by GravityFlip
Jump Jet Infantry by sander2901
Assembler by Darkdwarf
Launchpad by alpenrahm
Combat Utility Vehicle by Destructicon
Sonic Vortex Tank by EndOfLineTv
Scythe by mythandier
Lock by TsogiMaster
Grenadier by AyuReady
Terratron by SixStrings
Cattlebruiser by Cricketer12
MERC by dBdOmega
StarShark by lolistic
Electrocutioner by mythandier
Hel by thetaoptimus
Electrocutioner by marpis
Jammer by SC2Toastie
Grim Glider by dysidea
Thumper by berkston
Command Fortress by KaZeFenrir
Mumi by etsharry
Space Combat Engineer (SCE) by y0su
Bomber by Kal HuN
MERC by Superouman
White Walter by Pureaqua
Gunner by Jonnyryba
Warhound by mythandier
Rotti + Rotti Co-Caster by Obsi
Monk by dukegrieve
Human Shield by shabby
Firebathero by OtherWorld
Lost Viking + Thor Nuklear Thrower (TNT) by Zulu23
Tumbler by Oddball
Scrambler by Thezzy
Strategic Gunship by Elendur
Corporal by Prugelhugel
Tactical Frigate/Wyvern by KaZeFenrir
Dustin Browder by Superouman
Guardian + Hawk/Falcon by IeZaeL
Taurus by DSK
Goliath Suit by Mortarion
Neural Shreder by Silvanel
Grenadier by Zithax
Mecha SCV by Modernist
Envoy by BaneRiders
Korean Marine by Charoisaur
Heavy Assault Demolitions Expert Soldier by Yorkie
Engineer by Survivor61316
Valkyrie + Dark Knight by neverlose9999
Battle SCV by Numnumnuts
Combat Engineer by monkeyfetus
Falcon by Koektrommel
Veteran by devius26
Pyroglider + Jammer + Saboteur + Mauler by Estraizher
Ragnarok Siege Suit by shin ken
Space Construction and Destruction Vehicle (SCDV) by xYc
Rampart by calh
Phantom Cruiser by reps)squishy
Bombadier by Smegface
HERC/Engineer + lots of other changes by MyNameReallySux
Adjutant by Qntc.YuMe
Luna Moth by Pontius Pirate
Screaming Demon by eScapegoat100
Convict Labor by HewTheTitan
Annoying Civilian by purakushi
Reanimated Zergling by Kazahk
Semi AirBourne Altercation Reinforcement (S.A.B.A.R) by HieiSC2
HERC mk2 by bakemonoda
Valkyrie Missile Frigate by epi
Utility Vessle by Tzam
Giant Hidden Hen by excitedBear
AutoMobile by RookerS
Fury by Sprouter
Atlas by The3rdCatalyst
Sludger by saltis
Science Vessel by StarscreamG1
Saboteur by excitedBear
Reflector by ChoboAvenger
Demolitions "Expert" by Resonance
Terran Balance Whiner by temporary1
Commando by Pandt
Taurus Transport by TwiggyWan
Mobile Radiation Station by Sidhoum
Constructable rocks by Pandt
Antimatter Rifle Agent by mantequilla
C.A.S.T.E.R by FeuledUpAndReadyToGo
Combat Engineer by Athenau
Patriarch by SpeaKEaSY
Titan by DazH
Battle Commander by Tactical
Spy by Mosha
Battlefield Utility/Light Infrastructure (BULI) by KaZeFenrir
Volt by mythandier
MegaTriangulator by excitedBear
Sexy Motherf*cker by Mosha
Static Protection and Recon Information Tethering Entity (SPRITE) by Crownlol
Bar Bar Jinx by BaneRiders
Assault Drone + Repair Drone + Barrier Drone by Djangoobie
Duelists by ThomasjServo
Ventriloquist by nidhogg11
Sentinel by Sc2hc
Advanced Combat Vehicle (ACV) by Apoteosis
David Kim by Cazimirbzh
Commander Raynor by JorSharky
Cyborg by NyxNax
Cerberus Drone by Omen
Terraforming Expert by excitedBear
Stryder by Obeast96
Attack Platform by Tentative
Stoic by LNMK
Flame Glider by excitedBear
Prototype X units by eScapegoat100
Suicide Squad by TheAnarchy
Battle Bulwark by MarlieChurphy
Eradicator by Sinaster
Good/Bad Manner Commander by Mallidon
Juggernaut by Smartrio
Horse Shaker by excitedBear
Ferris Wheel by excitedBear
Judge + Mask + BeeFly by TsogiMaster
C.O by RogerChillingworth
Prydz by Skynx
Meteorite Thrower by excitedBear
Un-named unit by Mike Morhaime
Tunneler by lpunatic
Soil Breaker by excitedBear
Armatus by Strateeg
John Rambo by Stetkaer
Spectre by dreadlordx
ByuN by Valiver
Battle SCV by Zwijn
Smoker by volucame
Death Race 2000 by Falling
New Reaper by Stetkaer
Chem Striker by Pugfarmer
Un-named unit by _fool
Hera by necrogon
Ranger by RenSC2
Heimdall by Umpteen
Jackal by threnickelsandadime
Fencers by excitedBear
Aether by Seadogsc2
Archangel by professional_Noob
Ascetic by Justinian
Disposable Personnel Transport (DPT) by xxEndlessxx
Hephaestus by nidhogg11
Aerial Surface to Air Missile (A-SAM) by Miniboy4
Dernio by Allred
Cowboy by shin_toss
Un-named unit by juswow
Pawn + Cruise Control + Manner MULE by SeeKeR
Juggernaut by pure.Wasted


Edit:
On April 05 2015 10:31 The_Templar wrote:
We have determined the top five unit designs in both the serious and the entertaining categories. While Blizzard has already announced a second new Terran unit for LotV, we'd still like to recognize the ideas with the best effort put into them. Voting in both categories will be open until Thursday, Apr 09 1:30am GMT (GMT+00:00), which is in .

Best Ideas

  • Exterminator by ejozl
Show nested quote +
On March 23 2015 20:12 ejozl wrote:
Name: Exterminator
Made from Barracks (Tech Lab)
Stats are roughly:
100 min/125 gas/ 3 supply/ 40 sec
attack: 1 range, 1.8 cd, 30 dmg
160 HP, 1 Armour, 2.75 movespeed
Tags: - Bio - Light - ground

+ Show Spoiler +
[image loading]


  • Guardian by IeZaeL
Show nested quote +
On March 24 2015 04:50 IeZaeL wrote:
Custom mockup model : http://i.imgur.com/uZZMyMb.jpg

Melee terran units that gives refuge and help to other terran units with its big armor and shield. Synergies with all ground units , making it a powerful tool in the terran race.

Stats:
- Unit Cost : 150M/250V/35s
- Available at : Barracks and reactor
- Stats : 200hp , 2armor , no energy
- DPS : 5damage /melee( this is very low as the main purpose of the unit is not to deal damage)
- Movement speed: 2.15 ( slightly slower than marine)
- Supply : 4

Passive ability :In autocast mode,If the unit takes damage from an enemy unit , it automatically transforms and uses its shield to cover itself and unit near it , effectively modifying the map terrain and pathings. The unit cant move while having the shields up , but can still attack. If the Guardian dies , the barricade gets destroyed.If there are no enemies , the unit automatically returns to the moving state. Morph time is approx. 1 real-time second. Cooldown to morph again to moving-state is 30second. Can be activated manually.

Closeup shields up : http://i.imgur.com/SyDUFwb.png
Ingame mockup : http://i.imgur.com/MCrfkzX.jpg
Example on real map 1 : http://i.imgur.com/MhxPTgv.jpg
Example on real map 2 : http://i.imgur.com/ozCza5U.jpg

Advantages of having a unit like this in the game :
- It fulfills the role blizzard wanted "combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army"
- Modifies terrain and map pathing indirectly , with a huge number of "abusable" spots that could be discovered in every map.
- Creates exciting positional play
- Its a terran melee units!!
- Has synergy with both barracks and factory units , tanking for them to deal the maximum amount of damage possible and reducing the surround surface
- Introduces new mechanics
- Enemy can use it at its advantage with proper planning ahead.


  • Jackal by threnickelsandadime
Show nested quote +
On March 29 2015 21:36 threnickelsandadime wrote:
Jackal
+ Show Spoiler +
[image loading]

The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab.

Specifications

Look: Bionic/Ecotoskeleton-suit/psionic/agile
Required Tech: Barracks—>Tech-Lab—>Ghost Academy
Cost: 200-minerals/150-Gas/40-Seconds/2-Supply
Attributes: Biological, Psionic
Attack: None
Speed: 3.75
Health: 125
Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed.
(Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit.
Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted)

Abilities:

Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy

Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy.

Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy.

The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit.

At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition.


The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile.


Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.


  • Javelin by ElMeanYo
Show nested quote +
On March 23 2015 13:26 ElMeanYo wrote:
The Javelin:
A long-range mobile missile crawler built from a factory with a techlab.

Stats:
Supply: 4
Cost: 200 min, 200 gas
Damage: 200 single target with splash (see below).
Range: 18 (upgrade to 24)
Speed: 1.8
Cargo Space: 8

Basic Usage:
- A mobile missile crawler with no regular attack.
- It uses resources to construct missiles in it's silo (think interceptors), up to 4 may be constructed and each costs 75 mins, 50 gas, and 10 seconds to build.
- Missiles are launched and targeted on a spot on the ground manually by the player, at a max range of 18 and min range of 5.
- Missiles may be fired into fog of war.
- Firing animation is about two seconds, where the unit can not be moved or re-targeted as the missile launches. Missile does not launch if the unit dies during that time.
- After firing the unit can move, but a cooldown of about 5 seconds exists before the next missile can be fired.
- Once in the air the missile takes 3 seconds to reach its target.
- The place where the missile will land is clearly marked to all players allowing for some opportunity to avoid the target area.
- Any unit/structure hit directly by the missile suffers 200 damage. Does not affect air units in any way.
- All other units and structures within a fairly large radius take splash damage.
- Size of this unit is slightly larger than that of an un-sieged tank.
- The cost of any missiles in the silo plus any that are currently being constructed is lost if the unit dies.

Upgrades:
- Benefits from standard armor/attack upgrades, with attack at + 20 each level.
- Upgrade at the fusion core that increases range to 24.

+ Show Spoiler +
[image loading]


  • Unnamed Unit by Gretorp
Show nested quote +
On March 23 2015 15:19 Gretorp wrote:
I built the unit on stream and have notes on it here:
https://docs.google.com/spreadsheets/d/1NUjOjdG46MdMAeIigFpuTEwu-vpaMlq-256a9vmMT9g/edit#gid=0

Here are the highlights:

Air units
Speed 4/5
Requires Tech lab.

Is a support AOE air to air damage dealer with ability utility to help out ground.
It does bonus damage to armored.

Abilities
Disabling Field: Units that are inside or walk inside this field are unable to attack or cast.
Grenade: shoots a grenade charge that slows and reduces armor of all units inside.

Here's the reason why it should exist.

TvZ: seeing muta ling bling the whole game makes the matchup very linear. We want it to move past tier 2 units for zerg while maintaining their viability. If terran techs up to this unit we can force them to lay off the mass mutas, else this AOE unit will be able to eventually be amassed in larger numbers, and it can deal with the heavy muta counts in larger numbers with the grenade + light AOE dmg.

Lurker ling/bling seems unreasonable to attack into. This allows bio to be viable.

TvP Bio needs help in late game. Not in early game. This unit can be a helping solution to the constant problem of HT/Collo. That combination is so good at end game stages. With this unit, zoning sides and not having to worry about them against hts makes the match a lot more interesting

TvT Nobody likes raven/viking. It's random. It's silly at times, and it's a very unrewarding feeling when you're playing it/playing against it/watching it. because of its burst AOE against armored units, I hope to remove the capacity for the raven to be the go to AOE air unit. Thereby giving a more expected result when we see these armies collide.

In summation, we have a utility spell casting unit that's a splice of the valkyrie/queen/corsair/Devouruer from BW that is tier 2.5ish and can live in mid game to late game. It forces other races not to just defend, else they'll get
punished with the disabling field, while still being expensive enough to be of high opportunity cost. It forces zerg to end game compositions, strays the TvTaway from RNG wins, and gives bio a potential way to deal with HTs and blink stalkers killing all our vikings and our units.





Funniest Ideas

  • Cattlebruiser by Cricketer12
Show nested quote +
On March 24 2015 01:25 Cricketer12 wrote:
Cattlebruiser

Building: scv/battlecruiser

Health 350
speed: 2.21
Atk: none

Upgraded by using scv to build on a battlecruiser somewhat like msc to mothership. The cattlebruiser will shout Mooo...when created both players hear it. It can mind control a unit preferably an ultralisk. When it mind controls a unit, the scv that built it becomes the other players scv as compensation. Go bruise some cattle and shit.


  • Dustin Browder by Superouman
Show nested quote +
On March 24 2015 04:44 Superouman wrote:
Unit name : Dustin Browder

HP : 100
Attack : none
Speed : 2.0
cost : 75/75

Ability : Turns the unit into destructible rocks. The process cannot be reversed.


  • Hobo by Supersamu
Show nested quote +
On March 23 2015 22:35 Supersamu wrote:
The Hobo

Unit Type: Light, Biological
Production Facility: Barracks with Techlab
Requirement: Armory
Cost: 25 Minerals, 75 Gas
Attack: None
Health: 60
Movement speed: 2

Passive Ability: Hobophobia

All biological Units instantly move away in a 90 degree angle relative to the Hobo's direction of movement (from the perspective of the biological unit!!) and then act as if they were given the hold position command, as soon as they enter a 1.5 radius of the Hobo, because of the smell and the social stigma.

Banelings are still able to suicide on the Hobo, but they have to be given a manual command (right-click/a-click directly on the hobo before entering the 1.5 radius) to do so.

Dropships are not allowed to contain a Hobo and a biological unit, the same is true for a bunker.

The hobo can be used by terran players intelligently in different fashions:

- They can be used to control ramps against zerglings.
- They can be dropped on top of a MM ball for quick splitting
- They can be used against Terran as protection for Tanks
- They can be used against Protoss to prevent clumping of units.

The exact numbers may need tweaking



  • Megamonk by excitedBear
Show nested quote +
On March 23 2015 23:22 excitedBear wrote:
MegaMonk

Can cast a time-shift spell on units:
=> Transforms all units within the area to ancient/medieval units

Marine -> Swordsman
Zealot -> Pikeman
Zergling -> Wolf
Hydralisk -> Centaur
Phoenix -> Pegasus
Ghost -> Crossbowman
Marauder -> Elf
Archon -> Ogre
Stalker -> Horse archer
Ultralisk -> Gnome
Tank -> Trebuchet
...


  • MERC by Superouman
Show nested quote +
On March 24 2015 03:16 Superouman wrote:
Name: MERC
Produced at: Barracks
Supply Cost: 2
Mineral Cost: 125
Gas Cost: 50
Movement Speed): 2.75
Damage : 30
Cooldown : 1.8
Range : 1
Defense: 160 Hp, Armor: 1, Biological, Light
Collision Size : Same as Marauder
Cargo Size: 2

Description: It has a special ability called grapple which allow the MERC to jump onto an other unit (ally or enemy or rocks) It will enable a lot of creative plays.



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Moderatorshe/her
TL+ Member
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 23 2015 01:26 GMT
#2
Excited to see what the community comes up with!
Administrator~ Spirit will set you free ~
JamesT
Profile Blog Joined October 2014
United States681 Posts
March 23 2015 01:29 GMT
#3
are we allowed to submit multiple entries?
How are you doing today?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 23 2015 01:40 GMT
#4
On March 23 2015 10:29 JamesT wrote:
are we allowed to submit multiple entries?

Yes, you are.
Moderatorshe/her
TL+ Member
JamesT
Profile Blog Joined October 2014
United States681 Posts
March 23 2015 01:41 GMT
#5
On March 23 2015 10:40 The_Templar wrote:
Show nested quote +
On March 23 2015 10:29 JamesT wrote:
are we allowed to submit multiple entries?

Yes, you are.

I've already got one on the way and will make more then
How are you doing today?
Apoteosis
Profile Joined June 2011
Chile820 Posts
March 23 2015 01:50 GMT
#6
On March 23 2015 10:26 The_Templar wrote:Most entertaining idea: We want to give people an opportunity to show off some of their hilarious ideas. An example of such an entry would be the hydraroach (please do not enter the hydraroach into this competition)


The hydraroach is the most epic and golden unit proyect to this date.
You should change the award from "Most Entertaining Idea" to "2nd Most Entertaining Idea", in honor to baller rank hydraroach.
Life won like 200k and didn't hire a proper criminal lawyer.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 23 2015 01:51 GMT
#7
Most Entertaining Terran Unit Idea is probably accurate.
Administrator~ Spirit will set you free ~
sM.Zik
Profile Joined June 2011
Canada2547 Posts
March 23 2015 01:52 GMT
#8
The hydraroach was so ahead of its time! Definitely wouldve make him 50$. This contest shall be interesting!
Jaedong Fighting! | youtube.com/ZikGaming
Brutaxilos
Profile Blog Joined July 2010
United States2624 Posts
Last Edited: 2015-03-23 01:54:28
March 23 2015 01:54 GMT
#9
On March 23 2015 10:26 The_Templar wrote:
[*]Most entertaining idea: We want to give people an opportunity to show off some of their hilarious ideas. An example of such an entry would be the hydraroach (please do not enter the hydraroach into this competition). Bonus points will be given for artistic effort. The winner of this category will receive a $50 voucher.


Question: Am I still allowed to submit a MarineAuder?
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
Spect8rCraft
Profile Joined December 2012
649 Posts
March 23 2015 02:04 GMT
#10
Well, we have the factory-based hellion, the more infantry-like hellbat... can someone make it fly? Make it the one unit that's great with everything!
Dismay
Profile Blog Joined February 2011
United States1180 Posts
March 23 2015 02:05 GMT
#11
Whatever the best one is, rename it to the Mvp.
In every age, in every place, the deeds of men remain the same.
TheSkunk
Profile Joined September 2010
82 Posts
March 23 2015 02:05 GMT
#12
When does the competition end?

How important is it to explain our reasoning behind the design in addition to describing the unit itself? Extra points for explaining thought process?
Durenas
Profile Joined March 2010
Canada45 Posts
March 23 2015 02:08 GMT
#13
So I have this idea, I have no idea how it would fit into the metagame, nor do I particularly care! So there!

I am imagining a very large(thor sized) force field projector that can be placed in any location and project a force field barrier in any one direction. The projector itself is flimsy and can be destroyed easily, so it must be defended. It must also be relatively close to the area being blocked. The force field is narrow, only just large enough to block off a narrow ramp. However, due to how close it must be to the projector, late game units can easily snipe it. The force field has all the standard limitations of the sentry's force field, with one exception: you cannot fire through it. It acts as an impassible barrier to weapons and line-of-sight in both directions.

I welcome thoughts on how ridiculously stupid it is, but ideas on how to make it better are even better!
Behold, wonderous rapidity!
Cheeseling
Profile Joined March 2012
Ukraine132 Posts
March 23 2015 02:08 GMT
#14
It's gonna be hard. Bio-mines are so "well rounded" and if you're looking for something more tanky you can add hellbats.
Lycangrope
Profile Joined October 2013
United States110 Posts
March 23 2015 02:09 GMT
#15
Unit: Rogue
Production Facility: Factory
Tier: II
Cost: 200m/100g
Supply: 4
Vision: 11 (+5 w/ Enhanced Vision - see below for more info)
Speed: 2.9
Health: 175 | 1(+1)
Description: A mobile, mechanical unit that grants field expedient intelligence gathering and tactical aid for the Terran.

Abilities

Aside from Detect Cloak, ALL abilities can ONLY be used when the unit is stationary and must be manually activated. Abilities are on individual cool downs, can be activated and deactivated by the player, but cannot be active simultaneously. Activating one will immediately deactivate the other.

Enhanced Vision: Researched at Tech Lab. Increases units vision by 5. However, the presence of friendly units decreases the units visibility to the original 11.

Cloak: When stationary, the unit can cloak for 30 seconds w/ a 60 second cool down. Players with excellent mini-map awareness can capitalize on the high vision of the unit to keep map control in a particular area and hide as enemy units pass. However, being too greedy with your Rogue's scouting will result in an expensive and valuable loss should it uncloak with enemy forces near by.

Detect Cloak: Provides 8 seconds of mobile detection with a 50 second cool down. (I like this one the most. It's just slightly faster than a DT, but your units would still have to catch the DT.

Radar: While the Rogue is stationary, it acts as a field expedient sensor tower, granting awareness for 12 vision. 30 second duration, 60 second cool down.

EMP: Requires armory, researched at Tech Lab. The unit emits a violent wave of electromagnetic energy, revealing cloaked units and depleting the shields and energy of units within a radius of 10. This comes at the cost of disabling all Rogue abilities for 15 seconds and immobilizing the unit for 5 seconds. Terran will have to pick it up in a medevac or defend the unit until it can escape.
CommentatorConfucius say, "it is easy to make it over the hill when banelings lead the way."
JamesT
Profile Blog Joined October 2014
United States681 Posts
March 23 2015 02:11 GMT
#16
The Rage Inciter:
Requires Engineering Bay
The Rage Inciter is a barracks unit that has no regular attack, but it has 2 abilities/spells called the 360 quick-scope and 360 cross-map hammer. It will cost approximately 150 minerals and 3 supply and will accept the infantry armor upgrades in addition to the engineering bay upgrade that makes it turn in a quarter of a second instead of one second and the upgrade that turns the hammer into a skillshot.
Wait aren’t those call of duty things?
What are you talking about, call of duty has the 360 no-scope, the cross map throwing knife, and the quick-scope, as you can see these are the 360 cross-map hammer and the 360 quick-scope, it is completely different.
How on earth does this 360 quick-scope work?
It works like this, the spell, when activated, takes one second for the rage inciter to spin around and ½ of a second to take aim and then fires a fancy bullet that deals 200 damage to the first enemy ground unit in the line of fire unless a friendly ground unit is in the way with an approximate range of 10.
OMG, that is so OP!
Don’t worry this ability has a random 10% chance of missing, and if it does miss, the Rage Inciter starts yelling profanity and calls the opponent a hacker, while it is doing this, it is super vulnerable and will not respawn when killed, thus, shutting it up.
Well how does the 360 cross-map hammer work then?
This one is much simpler, the Rage Inciter takes on second to turn 360 degrees and then throws a hammer at the exact range of 50 (unless you get the upgrade) that will deal a very small aoe of .025 radius that deals 160 damage to ground only. The Rage Inciter also only gets one hammer per unit.
OMG, this will make the game so much more balanced!
Well, we can’t be sure of that yet, but I certainly think that that this a step in the right direction and hope that this will help defend against roach and blink all-ins.
How are you doing today?
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
March 23 2015 02:15 GMT
#17
I love this
@RealHeyoka | ESL / DreamHack StarCraft Lead
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2015-03-23 02:48:56
March 23 2015 02:19 GMT
#18
Okay, I have a fresh new idea for a unit.

THE MECHAHOST

A brand new never before seen factory unit, it doesn't have any normal attack at all. What it does have however, is a special ability to burrow, like a widow mine, and quickly mine the earth of it's resources to rapidly spawn two terperary smaller units known as "LOC-BOTS". This ability is called "Spawn Locbots", and is on a cooldown timer. This ability is autocast, but can only be used when burrowed. I believe this will help Terran break seiges that were otherwise unbreakable, as well as counteract the Protoss deathball that so many have struggled with in the past.


Here's an approximate visual design for the unit. Very fresh and original.
[image loading]
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Cheren
Profile Blog Joined September 2013
United States2911 Posts
March 23 2015 02:20 GMT
#19
Unit: Mech Commander

Ground Biological, Built from Barracks, Requires Tech Lab attached
Hero Unit (can only have one at a time like MSC)
Cost: 100 minerals/100 gas/2 supply. Takes 30 seconds to build.

Ground attack: 5 (+1 with infantry attack ups), 5 DPS (so 1 attack per second)
Can't attack air.

80 HP, 1 armor (+1 with every infantry armor upgrade)
Energy: Starts with 50, max of 200.
Sight: 10
Speed: 2.25
Cargo Size: 1

Spells:

Lay Electric Fence - 25 energy
Puts down a pole that connects to other poles in a 2.5 radius with electric beams. No friendly or enemy units can pass through the electric beams. The fence can be destroyed by killing a necessary pole or by using EMP.

Mechanical Targeting System - 50 energy
Adds a debuff to a unit, doubling all damage from mechanical sources for 5 seconds. Mech Commander cannot move while casting. Debuff is removed if Mech Commander dies.

Remote Drone - 75 energy
Creates a flying drone that can't attack, has 150 HP and no armor, has 4.25 move speed, and 10 sight. Drone lasts for 60 seconds or until destroyed. Unit is destroyed if Mech Commander dies.

Mech Commander's Portrait:
+ Show Spoiler +
[image loading]
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
March 23 2015 02:23 GMT
#20
Can't wait to see what everyone comes up with! ^^
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
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