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TL Terran Unit Comp. - Voting! - Page 12

Forum Index > Legacy of the Void
563 CommentsPost a Reply
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Isualin
Profile Joined March 2011
Germany1903 Posts
March 23 2015 14:05 GMT
#221
This is the most constructive thread i've seen on TL I will try to create a unit this night
| INnoVation | The literal god TY | ByuNjwa | LRSL when? |
excitedBear
Profile Joined March 2015
Austria120 Posts
March 23 2015 14:22 GMT
#222
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
...
Vexin
Profile Joined August 2010
Romania84 Posts
March 23 2015 14:23 GMT
#223
Well it's nice to see all the excitement for the new expansion.

Here's my take of a new Terran unit I'd like to call the HERC. No it's not a joke this is the Hovering Emergency Response Command, an automated manned or unmanned ground vehicle.

Basic concepts:
  • Is built from a CC (limited to 1/CC?) giving the Terran their own versatile spin on a queen/m.core while encouraging and scaling with multiple bases.
  • Sturdy hovering ground vehicle with decent HP and armor that acts as both an offensive and defensive support. Is fast & nimble.
  • Can be loaded with a single marine, marauder, scv, reaper or ghost.
  • Has 2 regular abilities + 1 that changes based on the type of troop is loaded.
  • Can be incorporated in both bio and mech, offense or defense.
  • Cannot attack unless manned but can still use the 2 non-changing abilities. When manned it takes on the attack of loaded unit.
  • The loaded unit can be ejected at any time or is automatically ejected upon death.


Abilities based on the unit loaded:

  • All units give it their regular attack minus the scv.
  • SCV - gives the HERC the ability to repair, either regular without energy usage or accelerated using energy while channeling.
  • Marauder - small aoe concussive grenade that slows for a very short time
  • Ghost - EMP grenade
  • Reaper&Marine - cluster grenade which is just small aoe damage


The two static abilities:

  • Interference - targets a single unit, ground or air, and renders it unable to receive further instructions from its owner for a short period of time. The unit will still be hostile to you but it will first complete whatever command it was issued prior to being intercepted. So if a unit is issued a move command and is then interfered it will continue to move to that location and only then start engaging enemies. If it is cast on a unit that is just still the unit will just stand there and attack anything that comes in range but its owner won't be able to move or select what to attack for the duration of the interference.

  • Last Stand - the HERC overloads its propulsion engines fortifying it and emitting a medium radius blast after a short delay that melts enemy armor reducing it to 0. Depletes all remaining energy when used.

    OR

  • Reinforce - a spell similar to Defense Matrix or just boosts the armor of a single unit.



I didn't want to go into numbers or cost because I feel like that is a little above my head.
Don't be so humble, you're not that great.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 23 2015 14:23 GMT
#224
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
...

Wow. This is the most impressive unit idea so far.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
avilo
Profile Blog Joined November 2007
United States4100 Posts
March 23 2015 14:33 GMT
#225
On March 23 2015 22:35 Big J wrote:
Show nested quote +
On March 23 2015 21:46 avilo wrote:
Unit: The Boomerang
The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.

Built In: Factory and/or Barracks
Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from.
Cost When Produced from Factory*: 100 minerals / 25 vespene gas / 2 supply
Cost When Produced from Barracks*: 25 minerals / 100 vespene gas / 2 supply
Life: 130 hp
Build Time: 30 (same as the hellion)
Build Requirements: Factory + Armory or Barracks + Ghost Academy
Important Note: Boomerangs can be produced from reactored Barracks/Factories
Movement Speed: Very Fast (same as the hellion/reaper)

Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.

Range: 6 (same as marauder iirc?)
Unit Size: Same as a reaper

A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.

This unit has two modes that the player must decide to transform between. One is anti-ground only, the other is anti-air only.

Design Goal of the Unit:
Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.

The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."

When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.

2nd Design Goal of the Unit:
Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply not units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.

The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.

When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.

Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air (as is the intention).

Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.

To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?

A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.


The costs in your describtion and design goal describtion differ! Is it 100/25 or 100/50 (and vis verca)?

I think your concept is interesting, but I feel like the costs are too far from each other, regardless which ones. I can't see this unit working for both styles, even a bio player would most likely just build a reactored factory to produce those, in particular with the very low production time. It's a unit that is perfectly set up to be massed if you have 3-5factories and might even be able to put pressure on from just 1factory+starport set ups. As a transition unit from early bio however, you wouldn't be limited by production to begin with and even though bio banks gas lategame if they don't transition into anything, an 1:2 ratio (with a base giving you ~3-4:1 ratio) is way to high even for bio to be of greater use.
I think the concept could be more interesting for both styles if the unit was like 100/50 regardless, but it either needed factory+armory or barracks+techlab+academy. Though 2:1 ratio might be quite unforgiveable for Mech already, as this again leaves you with lots of spare minerals from the 3-4:1 mining.


100/50 and 50/100 for mech and bio respectively.

Doesn't matter if a bio Terran wants to build more factories to build them from the factory - they still had to spend the money and gas to get the factory...a bio Terran isn't going to build 3-4 factories early/mid-game as it's not possible to afford that + bio upgrades.

Remember, the unit is affected by Mech upgrades, NOT bio upgrades, meaning if a bio player wanted to do that they still have to get the armories + upgrades...not feasible so the scenario you think could be a problem isn't a problem because a bio player is not going to mass 0/0 units vs 2/2 or 3/3 units.

i think i have your concern covered
Sup
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 23 2015 14:34 GMT
#226
On March 23 2015 13:55 Headnoob wrote:
So blizzard have absolutely no other things possibly ready after the removal of a single awful unit?

That is pathetic beyond words.

Blizzard said that they wanted to wait for gaps in LotV terran to show up so they could fill it with a unit.

Terran has always been the most well rounded race with the most options for varied gameplay, so it only makes sense they wait a bit and see where to go with it.

They are accepting suggestions from the community.

We thought it would be fun to have a little competition for community ideas, thats all.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Gravepact
Profile Joined March 2015
Germany1 Post
March 23 2015 14:35 GMT
#227
Hello,
I`m thinking of an Barracks unit. I think Terran is struggling against a lot of the Aoe damage sources(like banes, colossus and storm) in the Game and against some tactics like ling bane muta.
So as an addition to the roster the unit should have/be:
Ground Unit from the Barracks
A tech lab or a builded factory as a requirement.
A passive ability that reduces the damage its taking from aoe sources
A slow splash attack that is targeting only ground units and with low range but good impact.
the unit could be slightly slower than normal barracks units
And the unit should be expensive so its an bigger commitment to build this unit
stats:
about 150 hp
1 Armor
about 12 dps

This unit alone or in groups comprising only of itself won´t be effective, because of its low moving speed its easily kittet and because of its way of dealing damage its won´t be good against many other units.

So in what way its different then the Hellbat or which different role its fitting in. Both units playing a tank role, but this unit should be a good tank even in the late game there Terran is missing some big things that are not mech units.
Hellbats are often used as a tank against light units in the early game in bio and mech strategies, but as the game goes on Terran is switching to widow mines. They are also switching because the Hellbat becomes less effective as a tank in the late game, because they also dying fast to aoe damage(in only mech strategies the hellbat is still used in the late game).
Another advantage of this unit would be that it is benefiting from the bio upgrades.

Another way of implementing this unit would be as an upgrade for ghost(in some way)and then great some other unit also.
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
March 23 2015 14:42 GMT
#228
On March 23 2015 21:02 Beastyqt wrote:
Terran lacks production in late game compared to other races and tanks are unusable currently in TvZ and TvP due to map terrain, I got idea for this unit based on that and some other contributions in the thread.

Name: " insert something cool here "

Production Facility: Command Center.

HP: 80 - biological unit, armored.

Energy: 200 max.

Movement Speed: same as SCV.

Requirement to build: Factory.

Cost: 100 minerals 25 gas.

Armor: 1.

Attack damage: 0

Emergency Wall: 75 energy, create a barricade that lasts for 60 seconds and has 300-500 hp (?) - it would help terrans making more siege tanks and making their own terrain against zealots and lings.

UPGRADE! : 150 energy, increases permanently unit's stats by 25-30% (damage, health, energy) , can be cast on any Terran unit and can only be cast once on the same unit - this would help Terran in the late game because Terran lacks production compared to the other 2 races and it would also force protoss and zerg to attack Terran if they see that Terran is making this unit so it would allow Terran to sit back and defend (unlike the current meta).

Mechanical Drone: 50 Energy, small flying unit that has no damage and it lasts 30-60 seconds. Terrans can use it in the mid game to scout the opponents and it would have about 50 health. It has an ability to "siege up" and act as a mini sensor tower for the Terran and it becomes invisible which would allow terran to have more map control.

Repair: Pretty much what SCV's do to buildings/mechanical units except it wouldn't cost minerals/gas, it would cost energy for repair (same amount like medivacs to heal bio units).

You wouldn't be able to rush this unit out because it isn't exactly cheap in the early game and it will halt your SCV production.

We need something like this boyz!

EDIT: added repair

OMG O_O

Awesome idea, its a terran "mothership core" but cheaper with forcefields, permanent stim that boosts health, halucinations and free repair =D

It sounds cool but as a zerg I don't want to see this xD
Imagine the "insert something cool here" drop with triple emergency walling the ramp lol =P
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
MagnuMizer
Profile Blog Joined February 2012
Denmark384 Posts
March 23 2015 14:52 GMT
#229
Unit Name: Cyborg

Cost/Production
150 minerals
50 gas
2 supply
15-30 seconds
Barracks Unit

Specifications
175 health (A bit more tanky than the marauder, but doesn't have armor)
Mechanical, Biological
Standard move speed
Has a minigun that has a super fast rate of fire with medium damage and medium splash, attacks ground and air
50% chance of missing its attacks
Stim

Reasoning
This unit is meant to add to the normal bio army of terran. Since it is already hard enough to micro as terran, the Cyborg should not have any complex ability mechanics. Stim could be OP, but I think the unit would feel too clunky if it was unable to move at the same speed as the rest of the bio army.
mythandier
Profile Joined January 2011
United States828 Posts
March 23 2015 15:01 GMT
#230
On March 23 2015 23:52 MagnuMizer wrote:
Unit Name: Cyborg

Cost/Production
150 minerals
50 gas
2 supply
15-30 seconds
Barracks Unit

Specifications
175 health (A bit more tanky than the marauder, but doesn't have armor)
Mechanical, Biological
Standard move speed
Has a minigun that has a super fast rate of fire with medium damage and medium splash, attacks ground and air
50% chance of missing its attacks
Stim

Reasoning
This unit is meant to add to the normal bio army of terran. Since it is already hard enough to micro as terran, the Cyborg should not have any complex ability mechanics. Stim could be OP, but I think the unit would feel too clunky if it was unable to move at the same speed as the rest of the bio army.

This sounds similar to this. Not the same, just similar.

Though not having read through every post here, I imagine there are many similar ideas.
ETisME
Profile Blog Joined April 2011
12351 Posts
Last Edited: 2015-03-23 15:07:50
March 23 2015 15:02 GMT
#231
Blackbird
Starport Unit
Can be produced without any add ons.
100 minerals/25gas
2 supply - building time 40seconds
Main role: Detection; Support; standard WEAK Air to Air/Ground

Movement speed is slightly faster than corruptor.
Can place three weak timed life stationary drones that provides detection and also a small scanner range like sensor tower.
non energy based

detailed thoughts:
Why this unit and my thoughts on LotV terran:
TvZ:
with the lurker, I believe there is more incentive for terran to get something than 4M.
I am hoping bio cannot poke and draw aggro as easily as they do now and they cannot snowball as easily after an engagement.

Plus I would love terran to have the ability to transition out of Bio, so we can have good bio players (which most are), good mech players (which have been missing) and good bio into mech players (which we saw glimpse in TvZ when WM was nerfed)

A light air unit that can attack both air and ground can solve a lot of issue of transition, which is mainly the muta issue.
I can also see this being fun with the new viper ability.

TvP:
We desperately needs something more than just another bio ball WoL style.
HotS terran in TvP honestly did not change much at all.
There is also another problem of snowballing based on early to mid game harass so much.
Mech is looking slightly more possible with the immortal nerf and the warp gate nerf.
There is also a distinctive lack of air unit for TvP

A light air unit that can provide some supportive fire can become less of vikings numbers vs colossus numbers.
It will also deal with the new weird tempest.

Overall
I believe Cyclone is a good start, but it looks better suited as a unit for early mid game.
Bio play is honestly a bit dull by now, plus starport for bio is exclusively for medivac (and vikings in TvP)
We need a unit that is more fun to watch and play for terran players, this will be a standard a move unit but have some interesting micro interaction imo.
The only race without a more standard (not so all in and not T3) AtA and AtG is Terran.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Damogron
Profile Joined June 2012
United States6 Posts
March 23 2015 15:06 GMT
#232
Adept Medic

Type: Caster

Building: Barracks

Requires: Tech Lab and Starport

Abilities:

Pulse Heal: A pulse (EMP Range) that emits from the Adept Medic. Each pulse heals biological units touched.

Restore Tower: Constructs (requires both Adept Medic and SCV) an energy based tower. Units can touch the tower to instantly restore health. Each touch costs energy.

Pilot Training: Allows the Adept Medic to pilot a medivac. Medivac piloted by an Adept Medic decreases the boost cooldown and increases the rate of healing of the medivac. Once an Adept Medic pilots a Medivac it cannot disembark. Researched at Barracks Tech Lab.

Role: Provide strategic healing points on the map, as well as supplemental/alternative healing to the Medivac. Can be used to increase the strength of the Medivac.
GravityFlip
Profile Joined March 2015
Norway1 Post
March 23 2015 15:07 GMT
#233
I think what the Bio army needs is an anchor unit that you can have a few of! Like the collosus works in a protoss army.

Goliath
Simply re-instate the goliath as a viable terran ground-to-air option. This is also a good and less clunky addition to any mech composition.

Odin
I would suggest removing the AA-attacks from the Thor and make it synergize better with the bio army as a strong tank and small AoE damage dealer. This unit should only attack ground as marines do a good job versus air, and you can now even get goliaths to join you.
Make it have a AoE spell like in the WoL campaign that can be used to space out banelings etc.

The Odin must be built, not from a production facility, but by an SCV like a building.

Cause what does the Terran race really need?
A strong high-tiered unit that can be the anchor of the volatile bio army, and at the same time make the mech compositions less clumpy. I think the Odin/Goliath combo would be an interesting way to try to make that happen.
Jampackedeon
Profile Joined November 2010
United States2053 Posts
March 23 2015 15:09 GMT
#234
Wow, that is a TON of submissions! Very happy to see it and hopefully I'll get to poke around in the ideas. Although, it would be great if someone could highlight a few of the best :D
sander2901
Profile Joined March 2015
Netherlands1 Post
Last Edited: 2015-03-23 15:22:07
March 23 2015 15:11 GMT
#235
Jump Jet Infantry

Zerg and Protoss are 2 races that can use different tech trees in different situations. After the cyber core, the Protoss can choose between a Robo, Stargate or Twilight, each opening very different unit options. Most of these options are viable in different scenarios. However, in professional play, we only see 2 options for Terran as base army composition: bio or mech (or a combination). Going solely air-heavy (like spire-heavy or stargate-heavy) is by far less viable as Terran.

Therefore I suggest that the Terran will have a basic air unit, just like the Marine is for bio and the Hellbat is for mech, to enable Starport-heavy strategies.

The unit that I am suggesting is what we would be able to call the 'air-marine', based on its function. The design could be loosely inspired by the jump jet infantry, as seen in Tiberian Sun (http://goo.gl/jH4meP).

Just like the Marine and the Hellbat, it should be:
- Cheap
- Low supply
- Heavily upgradable
- Relatively high damage, relatively low hitpoints
- Average speed

I think it is REALLY hard to assess attack and HP values, since the balance of the game is so fragile, but here is an attempt:
- ~6/7 DPS (vs ground and air)
- ~50/60 HP
- Sight 9
- Range 6
- Speed: ~2.8
- 1 Supply
- 75/100M and 25G

The big question with this unit is: what tags/upgrades will it carry. I think it should be: biological (spore crawler defence), armored (Viking defence) and light (Phoenix defence). This way, every race should have a hard counter to the jump jet infantry. If stim would apply to these units is very debatable, since we have no indication of the strenght of the jump jet infantry so far. There should be something to increase its micro potential however, but I'm not sure how to implement that.

Edit: the Jump Jet infantry can be built at the Starport without tech-lab, and double with reactor. Stim would come from the barracks, and other possible upgrades could come from Starport tech lab or Ebay.
Darkdwarf
Profile Blog Joined December 2012
Sweden960 Posts
March 23 2015 15:15 GMT
#236
The Assembler

This unit idea was mostly stolen from this reddit thread https://www.reddit.com/r/starcraft/comments/2zmu4g/new_terran_unit_idea_the_assembler/. Consider it his and not mine.

The Assembler is a bio unit built from a baracks with tech lab attached.

* 50 minerals and 100 gas
* 2 supply
* Light/Biological
* No attack
* 100 hp and 100 energy (starts with 0)

Abilities

Air Shield

Constructs a shield in the sky in blocks of 3x3, capable of being chained together to form larger shields. Building a shield takes 10 seconds.

The Air Shield blocks all incoming spells and attacks from the air, such as Storm, Collossi attack, mutalisks, etc.

The Air Shield absorbs 100 damage per block before disappearing. It costs 10 energy per block to be built.

Field Block

Constructs a wall on the ground in increments of 3 grid units. Wall sections have 50 hp. Wall sections take 10s to build. 10 energy per block.

Elevate Field

Constructs a ramp. Ramp sections have 50 hp and take 25s to build. 50 energy.

Power Battery

* Requires the Ghost Academy

Constructs a building that permanently cloaks all ghosts and banshees in the area, draining 1 energy per second and unit. The building is built with 500 (or something) energy and cannot be recharged.

Building cost: 100 minerals and 350 gas. 100 energy.

Description

The basic idea for this unit is to add a spell caster to the Terran bio army that is able to assemble obstacles on the field. It is a unit that shines between engagements, allowing the terran player to prepare ahead of time.

The Air Shield would be a spell to deploy shields instantly in the air, built in any hexagonal pattern. This would be used mainly during engagements to block air attacks. Useful against Protoss area of effect attacks.

The Field Block builds wall structures that have to be attacked to be removed from the map. Since they take 10 seconds to build, these would have to be built in anticipation of an engagement, not during.

The Elevate Field ability construct a ramp like structure, allowing your army to walk to the high ground. A higher build time makes this easier to scout by your opponent.

The Power Battery enhances the ghosts' capabilities and perhaps encourages more banshee play in the mid- and lategame.
Teams: IM, Jin Air, Invictus || Players: Maru, GuMiho, INnoVation, Ryung, sOs, Squirtle, NaNiwa, Has, Zoun, Life, Rogue, Dark
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
Last Edited: 2015-03-23 15:18:15
March 23 2015 15:16 GMT
#237
Unit: The launchpad

Its essentially a warpin mechanic for Terran that is build from the ghost academy.

It comes in pairs one part, lets call it the launcher, is typically to be deployed close to the production facilities but can be placed anywhere and launches any unit that steps onto it tp the reciever. The reciever is a relatively slow unit without any sort of attack or spells that can placed anywhere on the map and transported via medivac.

Units put onto the launcher will be send flying to the reciever and function normally once they arrived. During transit a Unit cannot attack, has reduced hitpoints and dies if the reciever is killed off before its arrival. The reciever and launcher can switch roles anytime. If a unit is in transit while the Launchpads switch directions, it dies, horribly.

For selection purposes the launchpad acts like a building, as such it won´t be selected by boxing if a combat unit is within the box.


Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2015-03-23 15:32:18
March 23 2015 15:16 GMT
#238
I came up with a concept of my own, drawing some inspiration from BW. I wanted a unit that would support bio units and allow them to combat big scary aoe deathballs late game, giving some aid for terran in late game TvP and TvT as well as give bio solutions vs Lurkers and SH in TvZ. I couldn't make it from Rax because there are already a lot of rax units, also couldn't add another bio support unit to the starport, so it had to be a factory unit.
So, here it is.

Combat Utility Vehice (CUV)
Costs: 50 minerals, 100 gas
Produced from: Factory
Production time: 60 seconds
Note: Can build 2 at a time with reactor

Stats
Type: Mechanical
HP: 100
Armor Type: Light
Base Armor: 0
Speed: 3.00
Acceleration 2.25
Attack Value: 0
Starting Energy: 50

This unit is meant to be used in a regular bio rally push. You'll notice in TvZ that if a terran is doing a standard rally centered on 8 rax production with 7 reactors and 1 tech lab, 2 factories, 1 with reactor 1 with tech lab, and a reactored starport, they will usually only take 5 gases, since the last one will just be a waste given that you have nothing to spend it on. However due to the cost ratio of the CUV it can easily be incorporated into a rally push in TvZ. In TvT and TvP due to the costs of tanks, vikings, medivacs and ghosts it will be harder to incorporate CUVs, and you'll have to prioritize one or the other in certain scenarios. But I'm happy with that choice because it should given terran some depth in the decision making department, where as before it was mostly a matter of having the mechanics to just produce non stop.

Abilities
CUV's will start 2 abilities and a 3rd one can be researched, they will also have a energy upgrade from a factory tech lab.

Nanites
Perquisite: None
Cost: 75 Energy
Cast Location: Around the CUV
Cast Time: 0
Spell Radius: 2

Description and Effect: The CUV disperses nanites to nearby friendly biological units, reducing all damage they take receive from aoe attacks by 20% for 15 seconds. Bio is pretty fragile late game and it melts from mech and colossus and I suspect it will struggle vs lurkers.

Thought Process:
Bio also has no viable transition at the moment in late game TvP or TvZ, due to the nature of upgrades. And while part of the issue will be remedied in LoTV if Tempests lose part of their + damage vs massive air, it would still be nice if bio had a support unit from the factory to use in TvP.

In TvZ, lurkers could make terran struggle, while it is nice that tanks are getting some love with medivacs able to pick them up, I'm not sure it will be enough to help against muta packs hunting them. I suspect that a composition centered around lurkers to hold ground and delay, while using mutas to snipe key units or harass could be a serious issue. Terrans would have problems moving across the map quickly with marine tank without risking losing things to lurker ambushes, and if the terrans just slow push then mutas swoop in and pick off tanks.
Lastly zergs will have double ground aoe at their disposal with banes and lurkers, giving bio a real though time.

This is the niche where Nanites can help, it will give bio a fighting chance against all late game aoe's. Now if you've been paying attention you'll see in the description that I bolded aoe attacks. That means that this ability doesn't effect spells like storm, fungal or seeker missiles, because I want to preserve the interaction of bio with those spells, the emphasis on splitting, dodging and baiting those offensive spells.

Electronic Warfare Parasite
Perquisite: None
Cost: 75 Energy
Cast Location: At Mouse Cursor
Cast Time: 0
Cast Range: 8
Spell Radius: 1.75

Description and Effect: The CUV launches a EWP at a target hostile mechanical unit that will take 3 seconds to arm. Once armed the EWP causes hostile mechanical units in a 1.75 radius around the target to do 20% reduced damage for 10 seconds. The EWP host is immune to the damage reduction and the effect of multiple EWP don't stack.

Thought Process:
This is a niche ability to force micro against mech and protoss, the idea is to place a couple of these on the enemy's important units, either colossus or thors and tanks and, if the enemy doesn't micro and split his army then it will substantially reduce the damage output of these armies, especially in conjuncture with Nanites.

There is also a deeper reason for this ability to exist and it stems back from BW and I'll use a couple of analogies here. In BW macro was a lot harder mechanically. Blizzard realized this and realized that the streamlined UI would lead to easier mechanical demands on macro. Thus they invented the macro mechanics of Chronoboost, MULE and Larva Inject. We can all agree that in essence at least this was good.

Also in BW, aoe units were very strong, but had a lot of downsides. Due to the existence of overkill and the lack of smart cast, and proper pathing it was a lot harder for aoe units to be effective, despite being very strong. Take a tank line for example, to build a proper line was hard and intricate, if you spread them out too much they would be vulnerable to being picked off individually and wouldn't cover for each other very well. But the reverse was also true, if you clumped them too much they would not only be vulnerable to aoe from the enemy, but also to doing friendly fire to each other from zealot bombs and mine drags or worst, the tanks would overkill on a single zealot and a lot of the damage would be wasted.

Blizzard didn't realize the existence of this minute balance though and instead of introducing some mechanics to make using aoe units harder, they just reduced their damage and nerfed them all.

Thus I propose this ability EWP, to add back the intricate micro required to use aoe units effectively and to give bio another fighting chance. Though I conceded that it might be on the tad too strong in conjuncture with Nanites.

Incendiary Rounds
Perquisite: 100/100 cost upgrade at a factory tech lab, 110 research time
Cost: 50 Energy
Cast Location: Around the CUV
Cast Time: 0
Cast Radius: 2

Description and Effect: The CUV disperses incendiary ammunition to nearby friendly biological units and thors for 15 seconds, increasing aoe splash radius by 0.50 if available, and causing units to apply cauterize effect to all hostile biological units hit.

Note: The effect is meant to work like guardian shield, if units stray too far from the CUV they lose the incendiary rounds status effect.

Cautenize is a hostile status effect that prevents all healing and regeneration abilities on a target by 50% and causes afflicted unit to take an additional +1 damage from damage types they are weak too, (armored units will take 1 more damage from units with a bonus to armored etc). Lasts 25 seconds.

Note: If a unit doesn't have splash damage it will not receive the bonus, this is purely an aid to thors.

Thought Process:
This last ability is aimed to help against mass muta strategies and the mass transfuse strategies. The status effect is very strong and could potentially be broken early game, that is why it is hidden behind an upgrade, It should become active at the time a muta flock grows too big or when hive becomes available. It won't affect marines since they don't deal bonus damage to anything, but should greatly help thors against mutas and marauders against ultralisks (especially if they plan to go forward with making marauders have two smaller attacks instead of one big one).

I decided to include thors in this ability only because they could use a little love in combating mutas, but a flat buff to them might be bad. I didn't want to include tanks in this because then it would nullify the effect of the other CUV abilities and could make them way too strong. This should still help mech though, especially if you have some thors to spread cautenize to ultralisks and prevent them from receiving as much heal from transfuse.

Overall my design goals with this unit was to promote micro from the enemy as well as give bio a gas dump to help them against the trying times that lie ahead due to aoe.
Edit: I'm also fucking sick and tired of having support casters being massed due to their hostile spells, fuck ravens and fuck infestors.
At least with the CUV you won't want too many because while the abilities are strong they don't stack and they don't deal any damage at all.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
EndOfLineTv
Profile Joined February 2011
United States741 Posts
Last Edited: 2015-03-23 15:51:51
March 23 2015 15:22 GMT
#239
Unit Name: Sonic Vortex Tank

Descriptor: Large Zoning Unit. Creates a large circular AOE vortex. This Vortex creates an immense Solar flair, and acoustic sonic boom that Pacifies All units, including friendly for 30 seconds. Pacified units can not attack. However, they can move. This will include workers. They will not be able to build, or mine (including yours)

Purpose: To reduce the effectiveness of counter attacks. To reduce the danger of moving an army into wide open ground. To slow down all in timings. This will be a unit that should NOT be be in your main army. Will add complexity to how a terran prepares the mid game.

Specifications: 300 health
Mechanical
very slow move speed
No actual attack
High supply cost, to prevent turtle mech from being as effective (6?)
300 min, 50gas

Reasoning: Terran does not need any more attacking units. They have too many. The terran needs a supporting unit that does not synergize with the main army (raven, ghost)

I am think something like a giant movable tesla coil, that needs to set up to be used
mythandier
Profile Joined January 2011
United States828 Posts
Last Edited: 2015-03-23 15:57:37
March 23 2015 15:27 GMT
#240
This was a suggestion to Blizz before the Medivac received it's speed boost...so that ability may look familiar.

New Unit: Scythe
The PY-95A Scythe Advance-Strike Aircraft is a Terran air unit.

Overview

During the Second Great War, the Dominion Armed Forces came to realize the effectiveness of the aggressive, hit-and-run tactics employed by its highly trained Reaper Corps. As a result, select Reaper veterans, usually those with more than three months of service, were given the opportunity to undergo pilot training to take their hit-and-run tactics to the sky. Contracted by the Dominion, Procyon Industries developed the PY-95A Scythe Advance-Strike Aircraft for this purpose. The jet has been fitted with six-engines and is constructed primarily from a cooled nickel-titanium alloy. To further reduce weight, the aircraft’s armament was limited to air-to-air Cerberus Missiles with and optional payload of Hellfire bombs used to suppress enemy ground forces before engaging. The Scythe’s powerful engines are capable of achieving supersonic flight and can operate both within and outside of an atmosphere.

Despite having a very high top velocity, the engines of the aircraft take a considerable amount of time to achieve full-power. As a result, the acceleration of the aircraft leaves much to be desired. In addition, in order to achieve such high speeds the lateral movement of the Scythe is greatly reduced leading to slow, gradual turns.

After entering service with Dominion Forces, the Scythe received an anti-matter engine upgrade that enables hypersonic capabilities to assist in evading the fast moving air superiority fighters of their Protoss and Zerg enemies. By activating their anti-matter engines, the Scythe can achieve a top velocity of Mach 8 while in an atmosphere. Due to the toll it takes on the aircraft, and the extremely limited supply of anti-matter, hypersonic flight is limited to short durations and generally functions as a last resort.

In addition, Wolfe Industries has developed an upgrade to the aircraft that can greatly reduce its radar signature, allowing the Scythe to travel undetected by most sensory equipment.

Unit Info:
+ Show Spoiler +
Role: Advance-Strike Aircraft
Armament: Cerberus Missiles

Properties:
Maximum energy: 200 (init. 50)
Energy regen/second: 0.5625
Sight range: 11

Production
Minerals: 250
Gas: 150
Supply: 4
Build time: 75
Produced from: Starport
Requires Tech Lab (attached), Fusion Core
Hotkey: S
Movement Speed:
4.5
Acceleration 1.25

Protection:
Hit points 175
Armor 0
Type
• Air
• Mechanical
Armor type: Light

Weapon:
Cerebus Missiles
Damage 14 (can fire while moving)
Attacks: 3
Targets: Air
Cooldown 3.5
Range 6
Upgrade/level +2

Closing Notes
A squadron of Scythes can quickly destroy flying targets, using their break-away velocity to perform flybys to snipe key air units. The Scythe is strong against larger air targets like Battlecruisers, Tempests, and Brood Lords. Opposing forces should deploy specialized anti-air units such as Mutalisks, Vikings, and Phoenixes to keep them in check. Ground unit counters include Marines, Thors, Hydralisks, Stalkers with Blink, High Templar with Feedback, and Infestors with Fungal Growth.

In addition, Scythes are often deployed from a distance to drop their Hellfire payload on the enemy’s front lines as well as to damage key tech structures and resource harvesters.


Abilities:
+ Show Spoiler +
Hyperdrive
Acquisition
Researched at: Already researched
Hotkey H

Usage
Energy 50
Duration 3 seconds
Speed Increase 2 (6.5 total)

Notes
Activating the ship’s anti-matter engines allows the ship to reach hypersonic speeds within the atmosphere. The Scythe greatly accelerates and reaches extreme break-away velocity for a short time.

Hellfire
Acquisition
Minerals: 100
Gas: 100
Research time 60
Researched at Tech lab attached to starport

Hotkey: F

Usage
Energy 100
Damage 5 dmg x 10 bombs (+4 dmg per bomb to buildings and massive ground targets)
Range 4
Hotkey B

Notes
Enables Terran Scythes to unload a payload of 10 Hellfire Bombs on a targeted area. Units caught in the area of effect take heavy damage. The Hellfire Bombs are specifically designed to inflict major damage on structures and massive targets.

Vanadium Plating
Acquisition
Minerals: 150
Gas: 200
Research time:110
Researched at: Fusion Core
Hotkey: v
Energy: Passive

Notes
Enables the Terran Scythe to fly undetected by radar. This will cause the unit to not be displayed on the minimap or be detected by sensor towers. The unit will, however, show on the minimap when within sight range of a unit with detection.
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