Could we have a "community winner" decided through a poll? No price, just pride.
TL Terran Unit Comp. - Voting! - Page 17
Forum Index > Legacy of the Void |
Xamo
Spain874 Posts
Could we have a "community winner" decided through a poll? No price, just pride. | ||
Ignorant prodigy
United States385 Posts
On March 24 2015 05:48 Crownlol wrote: This is almost as overpowered as the Thor Trex. dude.. t-rex thor will eat your children | ||
Charoisaur
Germany15866 Posts
-Lategame bio unit -produced at the barrack -Requirement: fusion core, techlab -Cost: 100/50 -HP: 100 -supply: 2 -DPS: twice as much as a normal marine -speed: twice as much as a normal marine Abilities: Auto-split: the marines split themselves into groups of 1 dodging: the marines dodge 50% of all incoming shots for a duration of 10 seconds | ||
LuckyFool
United States9015 Posts
shouldn't be too hard, just tweak my favorite unit of all time (warhound) and we'll be set. | ||
EndOfLineTv
United States741 Posts
Thank you, the more I think about it, the more I like it. | ||
Yorkie
United States12612 Posts
Type: Armored, Biological Production Facility: Barracks (Tech lab required) Description: The Hades is a relatively slow-moving, heavily armored demolitions expert. Using its shoulder-mounted RPG the Hades is capable dealing heavy damage to armored units from long range, albeit with a slow rate of fire. The Hades's ability is Adhesive Bomb. This ability has a shorter range then the Hades's primary attack, but allows the Hades to fire a skillshot projectile that will stick to the first enemy unit it hits. After a few seconds, the bomb detonates, dealing moderate single target damage and heavy splash damage to all enemy units within a small radius around the targeted unit. This ability has no energy cost, but like the ravager's Corrosive Bile it has a ten second cool down. Both the Hades's auto attacks and Adhesive Bomb can hit air and ground targets. Role: The Hades fills a niche in late game bio terran play, giving the composition added splash damage and a way to deal with "death ball" compositions. It fits with the vision for Legacy of the Void regarding rewarding micro and adding more skillshots/abilities into the game. Potential uses: The Hades can be used for a multitude of purposes. Muta cloud constantly flying into your base and sniping your turrets? Position one or two Hades in your base and stick those suckers with some adhesive bombs. The zerg will need to immediately react and spread his mutas or risk heavy casualties. If a protoss death ball is marching inexorably across the map towards your base, buy time by dropping adhesive bombs on your foe as you stim away. For some early harass, load up some Hades into a medivac (two by two) and adhesive bomb some workers. In large engagements, use adhesive bomb on smaller, lower priority targets while focusing your auto attacks on the enemy's heavy units (colossi, ultralisks, siege tanks, battlecruisers). Opponents will be forced to prioritize the Hades to prevent it getting off too many auto attacks on their priority units while spreading their army to protect themselves from Adhesive Bomb's splash damage. Likewise the terran will have to carefully position his Hades to hit adhesion bombs consistently on the correct targets and land auto attacks when needed. One way to do this would be to have your Hades on the front lines to guarantee hits from the low range Adhesive Bombs before quickly picking them up in medivacs and repositioning them in the back. Requirements: Barracks, Tech Lab, Armory. I'm not thrilled about requiring the armory, but I feel that not doing so makes it available too early in the game and making it require the Ghost Academy makes it too late for harassment uses to be viable. One other option is to make it the first unit that requires the engineering bay in order to be produced. Stats: - Cost: 50/100 same gas investment as a banshee to prevent too much early strength but with a lower mineral cost as bio terrans often float gas and are low on minerals in the mid and late game. - HP: 150 - Range: 9 (auto attacks) 6 (Adhesive Bomb) - Sight: 10 - Movement Speed: 2 (slower than most units, but faster than a thor ![]() Just spitballing ideas here. I would really appreciate feedback about anything that jumps out at you. | ||
Survivor61316
United States470 Posts
Stats: Quasi spellcaster produced from the barracks; moderate gas and mineral cost, similar build time to ghost; requires e-bay and tech lab; 70 hp; speed, 2.25 Spells/Abilities: Perdition Turret: Constructs a perdition turret at the target location; Cost, 100 minerals; Build time, 25 seconds; No cooldown, however the Engineer must channel construction for the duration similar to an scv, can build on creep Turret Stats: Cone shaped area based flame attack; Range 4; Damage 19 (+1 vs light); Cooldown, 1.5s; 80 hp, Able to be upgraded by mech air and armor upgrades, as well as blue flame, Immobile; When not attacking, most of the turret is burrowed underground, and it takes half damage from all attacks; Size, 1x1 Recon Drone: Constructs a recon drone at the target location; Cost, 200 minerals; Build time, 20 seconds; No cooldown, however the Engineer must channel construction for the duration similar to an scv, Can build on creep Drone Stats: Small aerial drone; Detector; Sight range, 10; 50 hp; Speed, 3.75 Cloaking Generator: Constructs a cloaking generator at the target location; Cost, 125 minerals; Build time, 30 seconds; No cooldown, however the Engineer must channel construction for the duration similar to an scv, Can build on creep Cloaking Generator Stats: Cloaks everything within a range on 2.5 from the center of the generator; 60 hp; Size 2x2; Immobile; The generator itself is not cloaked, nor can it be cloaked by another generator; Cannot cloak air units Offensive Matrix: Spell; 125 energy; Range 5; Diameter 10; Reduces the attack cooldown of all allied biological units in the matrix by 50%; Duration, 20s; instant cast Blinding Flare: Spell; 100 energy; Range 11; Diameter 1.5; Reduces the attack range of all enemy units caught by the flare by 50%; Duration, 15s; instant cast | ||
neverlose9999
Canada21 Posts
Unit Name: AP (Anti Protoss) Valkyrie Attributes: Mechanical Description: This unit can only used against Protoss. Cannot attack against biological unit. Role: Mech Air Support. Reasoning: Vikings are worst cost efficient unit to deal against Air Protoss. Usually when Terran goes Mechanics against Protoss, often times terran showed its weakness to deal against Air protoss such as tempest, and carriers. To deal against Air protoss, Terran had to gain more air units to meltdown the Air units. While Tempest supply cost 4, vikings supply cost 2 which means 2 vikings are equivalent to 1 tempest and this is such a terrible supply cost efficient to make vikings. Even if terran gains stacks of vikings, they are very unware of splash damage such as psionic storm and archons and terran have to micro to split vikings and use ghosts to snipe the high templars at the same time (Air units stack into one easily) This makes terran require a lot of micro compare to Protoss where protoss can just a move the air units and shoot the psionic abilities on terran units. Therefore, adding Anti Air Valkyrie can counter the tempest and carriers without using vikings and terran do not need to spend tones of supplies to air units and do not need to give up the ground unit control. ( Often times Protoss can just suddenly switch unit composition into ground units once their air units get melt while terran has only vikings left and takes forever to build factory units again) Attacks: It can only attack Air Shoots multiple missiles at once. deals great against shield armor unit. (Protoss) Cannot attack to biological units such as chunk of mutas Abilities: Auto split - no more stacking into one chunk of air units ( counters psionic storm, archon) Other Notes: Supply costs 1 because terran requires a lot of supplies on both factory and starport units. To gain effectiveness, we need to cut down the supplies of air units and to do this, we need to set the valkyrie supply into 1. Requirments: - Armory - require starport and tech lab Stats: - Cost: 200/100 or more - HP: 200~ 250 - Range: 7~8 - Speed: same movement speed with battlecruiser ( affective to mix with battlecruisers) - Supply : 1 - Sight: 8 Lets hope to see Mechanics Terran more viable against Protoss in LotV as this was our #1 priority concern back in HotS Beta. 2nd Idea Unit name : D.K ( Dark Knight not David Kim) Requirements: Barrack, techlab Attributes: Balance Designer a.k.a Justice Cost : 1000/1000 HP 10 Attack: TaekWonDo (1) Supply : 10 Ability: it can change any units/structure stats. (example: change the Command center health point to 9999) | ||
Taco1234
1 Post
Reasearch an engineering bay to put it into All Terrain mode. One allowed per army. Load up a bio unit to choose mode. Hellbat/marine/maurader. The concept of this unit turns one engineering bay into a mobile attack unit. It has the walker ability like colossus and allows a unit to be a forefront of the terran army due to the excessive building heath. Or a harassment unit being able to force it's way into the main by walking up cliffs and summoning mules down for repairs. this allows for engineering bay wall offs while adding a bunker mode to an engineering bay. | ||
Numnumnuts
1 Post
-Late game support unit, built from the PF, indirectly buffed by underused upgrades from the engineering bay. -Giving the terran the ability to create obstructions to the terrain quickly. -Helping Terran compositions against units that close distance quickly (zealots, lings). -Bringing back the Tank and the Thor to late game compositions in all matchups. -No offensive abilities, instead abilities allow terrans to quickly siege up against all three races. -Players with good multitasking can use their idle time to build turrets, sensor towers and bunkers on the frontline. Design Battle SCV Produced: Planetary Fortress Cost: 50M/100G, 2 Supply, 40 second build time Attributes: Mechanical, Biological, Armored Attack: Same as SCV (or None) Defense: 80HP 1 armor (+1) Energy: 50/200 Speed: Same as SCV Abilities: Build It can construct terran buildings just like the SCV. Repair Same as SCV except it depletes energy, not resources. Calldown: The Battle SCV calls down one of the following 3x3 structures similarly to the Raven's auto-turrets. These are also affected by the Engineering Bay structure upgrades! Cost: 75 energy Duration: 180 seconds (+60 with Durable Materials) Defense: 400 HP, 1 armor (+2 with Building Armor) Structure 1: Earth Shaker Slows down Ground Units within a certain radius much like the Psi Disrupter in the WoL Campaign. Structure 2: Weapons Platform Works much like the Bunker but it can hold one tank (which sieges up upon entry), one thor or one cyclone. Also increases range of unit inside by 1. Structure 3: Bunker Just like the regular bunker, except on a timer. | ||
monkeyfetus
United States350 Posts
Concept - in addition to helping bio compositions, synergizes with and supports mech/air effectively, while still benefiting heavily from Bio upgrades, in order to aid tech switches out of Bio, into Mech and/or Air. The whole design philosophy behind this unit is to keep the massive investment in bio upgrades and production facilities relevant to a Terran player during and after a tech switch into mech or air. Overview - A sort of tanky combat-SCV with melee attack and useful support skills, most notably the ability to create temporary vision-blocking smoke-screens. It would be constructed from a Barracks with attached tech-lab. Health/armor - Base health/armor similar to a Marauder, but benefits from the combat shield upgrade alongside marines. Should be able to tank for marines. Attack - Melee range attack with either a drill or advanced fusion cutter that does additional damage to structures. Damage should be pretty low against most enemy units, as this is primarily a support/tank unit. Move Speed - Just fast enough to keep up with the other bio units. It needs to be able to tank for marines, after all. Cost - When determining the cost, it's important to note that this unit's repair and construction abilities cost minerals, and that it shouldn't be so valuable that players are afraid to use it to tank. Not sure what the exact price point should be, but it should probably be unusually low for a "caster". Supply/Transport size - 1 supply, 1 dropship space -Special abilities- Stim pack - Increases move/attack speed, while also boosting its support skills. This could aid in tech switches by keeping stim useful for mech/air players. Repair - Can repair structures and mechanical units at the cost of minerals and gas, just like an SCV. Great for supporting both mech pushes, and healing any Medivacs/Siege tanks that accompany bio. Repairs faster when stimmed. Battlefield fortification - Can build bunkers and missile turrets at the cost of minerals just like an SCV. Constructs slightly faster when stimmed. Could possibly be changed/expanded to allow for unit-specific battlefield fortifications, such as a short range constructable version of a Xel-Naga watchtower for gaining high-ground vision/seeing through the unit's own smoke-screens. Smoke Screen - Launches grenade which creates a temporary vision blocking smoke screen, like the map feature. Useful for escape, deception/ambush, and synergizes well with Orbital Command scans for offensive purposes. Could bring a whole new dimension to siege tanks. Duration and energy cost would be heavily subject to balance concerns, but I'm thinking the energy cost should be extremely high, offsetting the relatively low cost of the unit by requiring more of them to be built in order to use the ability frequently/effectively. Note: Any of these abilities could be reworked, so long as the unit still benefits from stimpack research. Edit: Clarified that the construction/repair costs resources, not energy. Expanded on damage and resource cost. Edit2: Added a bit more on the resource cost to build the unit, and the energy cost of Smoke-Screen, and how they interact, balance wise | ||
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Plexa
Aotearoa39261 Posts
On March 24 2015 06:26 Xamo wrote: OMG this thread is awesome, so many cool ideas. Could we have a "community winner" decided through a poll? No price, just pride. We'll choose the entries we think are the best and have the community vote for a winner. | ||
Koektrommel
Netherlands47 Posts
Stats Flying, mechanical, light Built from: Starport (no tech lab needed) Health: 100 Armor: 1 (+1) Speed: 4 (same as mutalisk) Cost: 100/50 Supply: 2 Attack: none Ability Drop bomb: Drops a bomb, taking 1.5 seconds to land and then dealing 100 splash damage versus ground units only (AoE similar to that of a seeker missile). The bomb is affected by momentum, meaning that if the Falcon is standing still when the ability is used, it falls straight down. If the Falcon is moving, the bomb flies along in the same direction with the same speed as the Falcon when it activated the ability. As the Falcon has a high movement speed of 4, the bomb can fly a range of 6 in the 1.5 second it takes to land. With good micro (moving towards the army, dropping the bomb and turning back immediately after), a player can "fire" the bomb towards an army while maintaining some distance. The ability costs no energy, but has a cooldown of let's say 30 seconds. Use It can be used as a more micro intensive (but also more powerful and mobile) alternative to the widow mine in TvZ. If microed well, it can force bio armies and protoss death balls to spread out. It might help mech players to be more aggressive as it gives them a fast flying harass unit like protoss and zerg have with the phoenix and mutalisk. But most of all: the high movement speed, low health and very microable ability makes it hard (and fun) to use and makes for a unit that players can use to really show off their skill. | ||
DinoMight
United States3725 Posts
Personally I think after the Immortal nerf and Swarm Host redesign Terrans probably don't need a new unit (especially if Cyclone can shoot air...). | ||
y0su
Finland7871 Posts
On March 24 2015 08:54 DinoMight wrote: This thread is hilarious. Personally I think after the Immortal nerf and Swarm Host redesign Terrans probably don't need a new unit (especially if Cyclone can shoot air...). That's why you'll see a LOT of support for a barracks caster ("sentry") that can act like a non-mining SCV | ||
Predominance
Italy5 Posts
I can't really read all the ideas, even if I've seen some cool ones, so if I say something already said by someone else please don't get offended ![]() So I'd like to sum up the principles that should be at the roots of the idea of a new unit for Terran instead of giving stats or something similar. Considering that: - There's already a new unit, a Mech unit. - Upgrades are supposed to get back to WoL (Bio, Mech Ground, Mech Air). - New units should fit and/or revolutionize gameplay without destroying the nature of being Terran. I think they'd probably add a bio unit, so that they boost both mech and bio builds. The huge issue is that you should make viable both mech and bio without giving too strict choices to players for the sake of variety and freedom of choice and exploration of ideas. I agree that Terran may need some AA better than massing marines or vikings, maybe with splash, but I suppose that the Cyclone should or will fill that role, even if with no splash. So I'm considering that maybe a new bio unit with the ability (at an energy cost) to reveal cloaked/burrowed units would be useful and can be a different option compared to scanning or building ravens. I see that you can also give that ability to the Reaper so that he does not become useless after early game without going back to grenades. Obviously my idea may be not the greatest, maybe a mech or a bio/mech unit that transforms like the Viking (or at this point rethink and revisit the unit) can be better and would fit more into the Terran phylosophy. In the end Terrans are survivors who learnt how to survive struggling and fighting as well trained marines but also with the aid of technology and smart engineers. Thanks for reading guys ![]() | ||
monkeyfetus
United States350 Posts
On March 24 2015 09:00 y0su wrote: That's why you'll see a LOT of support for a barracks caster ("sentry") that can act like a non-mining SCV Yup, that's like half the ideas in this thread, including mine. The difference is what twist you put on them. Like mine, for example, is meant to help players do a tech switch out of Bio, while others try to make Bio more effective in the late-game, especially in TVP Edit: On March 24 2015 09:04 Predominance wrote: So I'm considering that maybe a new bio unit with the ability (at an energy cost) to reveal cloaked/burrowed units would be useful and can be a different option compared to scanning or building ravens. I was considering, for my unit, adding an oracle-like thermal goggles ability that granted detection and the ability to see through smoke/tall-grass/other vision blockers, but figured it would be too powerful, as Terran already has the easiest time getting detection. | ||
devius26
Sweden15 Posts
Production Facility: Barracks Building Requirement: New building - The Old Boys’ Club (Concept Art) Build Time: Approximately [9] days Cost: 1 Golden Mouse Attack: Nada Armor Type: Biological Life: 100 Passion (+25 with the Tasteless Casting upgrade) Death: E-sports Trying to revive old units like the Goliath or the Medic is a lost cause, mere fantasy. Blizzard would never add an old BW unit to Starcraft 2, it goes against their entire design philosophy. Instead, we’ll have to make them ourselves. Introducing the Veteran, an experienced engineer with the ability to disassemble units and rebuild them into older designs with little effort. You get a fresh, new unit and ALL the old favourites you know and love. Ability Repurpose: Channel, no cost. The Veteran targets a friendly mechanical unit and begins to disassemble it for the duration of one bunker build time. The unit cannot move or attack while being disassembled. When the spell finishes, the target unit turns into a different one. Thor: Splits into two Goliaths. Medivac: Splits into a Dropship and a Medic. Banshee: Turns into a Wraith. Viking: Turns into a Valkyrie. Raven: Turns into a Science Vessel. Hellion: Turns into a Vulture. Hellbat: Turns into a Firebat. Siege Tank: Turns into the AAV-5 Arclite model. Battlecruiser: Turns into the Behemoth model. Widow Mine: Aborts out of the game. Researched Ability Spite-fueled Proto Bomb. A long range countdown spell, much like a nuke. However it does not explode upon detonation. In a flash, it opens a wormhole through time and turns some enemy units into their older counterparts. Collossus: Turns into a Reaver. Stalker: Turns into a Dragoon. Immortal: Has existential crisis. Phoenix: Turns into a Corsair. Void Ray: Turns into a Scout. Mothership: Turns into Several Arbiterrrrrs. Carrier: Becomes Playable. Queen: Turns into a Queen. Corruptor: Turns into a cloud of Scourge. Infestor: Turns into a Defiler. Swarm Host: Turns into a Lurker. Brood Lord: Turns into a Guardian. Zergling: Turns into its more powerful Brood War mutation strain, oh god why would you. This was a terrible idea. I’m so sorry. | ||
Estraizher
289 Posts
Pyroglider Unit Production : Starport with Tech Lab + Fusion Core Tier : 3 Cost : ~200 mineral/ 300-400 gas Classificiation : Mech HP : ~80ish Energy : 200 Move Speed : Shouldn't be too fast, around viking~banshee Attack : Can't Attack Pyro wall : Using napalm-bomb like that cost 50 mineral/150 gas per use for 5 second duration where you can engulf the area that's crossed by the pyroglider by fire for 3~4 seconds that hurts ALL units, think of it as a harmful zoning spell, although the damage shouldn't be able to one shot workers in that duration. Pyro lasso : An upgraded feature for the Pyroglider via Fusion Core. This is simple, lasso has a 5~6 range that's able to DRAG any units for 2~3 seconds (not pulled instantly, so a bit different like viper), the unit that's dragged can do anything except moving, the pyroglider uses 125 energy for this ability so there will be no lasso spam on important unit. Jammer Unit Production : Starport with Tech Lab Tier : 2? Cost : 100 mineral / 200 gas Classification : Mech HP : 75 Energy : 200 Move Speed : Around the same like Banshee Attack : Can't Attack Detector : The same as Raven/Overseer/Observer Falcon Stealth : While your unit is buffed with this ability, your unit will be invisible on the eyes of enemies on MINI-MAP and sensor tower ONLY for ~15 seconds, but they can still see your units in the actual screen and engage your unit. Uses 150 energy. Jamming Canceler: Disable the unit in AoE affected (AoE around as big as fungal) for ~5 seconds to use any ability, applied to all units in effect. Saboteur Unit Production : Barrack with Tech Lab + Ghost Academy Tier : 3? Cost : 150 mineral / 200 gas Classification : Bio HP : 80 Energy : 150 Move Speed : Marine unstimmed Attack : The same as reaper Permanently Cloaked Sabotage: Used to the enemy structure, act the same like overseer's contaminate with addition if it's used, will disable the whole function of that structure. but the saboteur must channel the ability for 5 seconds before the effect takes place, last for 20 seconds, there will be signs of difference on the structure when saboteur starting channeling this ability. Uses 100 energy Betrayal: Saboteur plants a bomb at any unit after channeling for 5 seconds, the bomb will explode in 5 seconds after for 100 small AoE damage, unit that's planted by the bomb will flash red and the effect can be disabled by killing this unit before 5 seconds by any means. Mauler Unit Production : Barrack with Tech Lab + Engineering Bay Tier : 2 Cost : 50 mineral / 150 gas Classification : Bio HP : 150 Move Speed : The same as marauder Attack : AoE cone like hellbat Deal additional damage to structure Earth-Cracker : The mauler mauls his hefty hammer as strong as possible on a small AoE 2x2, deals massive damage to light units, might be able to one shot zergling Armor Demolisher : Demolish a unit armor on an small AoE of 3x3, making them armor type as light for 15 seconds, If protoss units has shields while affected by this ability, disable the shield regeneration for 15 seconds but keep the armor type intact, while protoss units that has lost their shields will be affected by the armor type changes. Might be TL;DR and not specific, but sharing is caring right, i want to say sorry first if any of these has been suggested or similar as i'm late on being able to type out this idea ![]() | ||
shin ken
Germany612 Posts
+ Show Spoiler + ![]() Barracks: Heavy bio unit. Requires armory and attached tech lab. Cost: More on the expensive side esp. in the supply department. Melee brawler and artillery hybrid! The relatively big RSS uses his massive and sturdy mortar as a melee totem-like polearm in regular combat. Can be stimmed in this mode if researched. Melee damage benefits from bio upgrades. Speed is 2.25, same as the marauder. If set to siege mode (4 second cast time) the RSS becomes immobile and can't attack but gains the "Hellfire Mortar Grenade" ability, which has to be manually casted on a 2 second cooldown but successive shots can be queued with shift. The Grenade is a semi-tracking projectile with a high firing arc. It can be casted in a radius of 10 and takes 1 second to reach its target. It automatically seeks the highest priority unit in a range of 2 around the target area causing massive single target damage but no AOE/splash damage. The target area is telegraphed to the opposing player. If there's no vision it will dumbfire on the selected spot losing it's tracking ability and only causing only 1 damage because the warhead is not activated. The projectile does not reveal the target area. The RSS can be unsieged while a grenade is still flying, but, as said above, this will take 4 seconds. | ||
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