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On March 25 2015 19:22 JorSharky wrote:Commander Raynor This is a Hero unit (can only produce one at a time) aimed to empower Terran late game units in both compositions, Mech or Bio! Producer: Barracks Requires: Tech Lab + Ghost Academy (I believe the name should be changed to The Academy) Minerals: 300 Vespene: 300 Supply: 4 Build time: 60 secs Life: 400 Energy: 200 Armor: 0 Cargo size: 2 Attributes: Biological – Psionic Upgrades: Same as Bio and can have personal cloaking from the academy Weapon: Two C-14 Gauss Rifle (cannot benefit from stim pack and combat shield) this unit has double the Marines damage and same range, also can target ground and air units. Abilities: - Damage Dealer: Increase damage by +1 for surrounding units (both Mech and Bio). (75 Energy) - Super Armor: Increase Armor by +1 for surrounding units (both Mech and Bio). (75 Energy) - Ultimate Healer: Increase surrounding Medivacs healing ability by +1. (75 Energy) ![[image loading]](http://i.imgur.com/0xLWZKE.jpg) Wrong craft bro. Star not War.
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On March 25 2015 09:13 Apoteosis wrote:Here's my entry: The ACV (Advanced Combat Vehicle)1.- Lore+ Show Spoiler +With Mengsk dethroned, and with the new Terran regime, the policy of repression, terror and disrespect for human rights is over. Considering this, the provisional new Terran government believes that the army is a voluntary institution, and not a means to dispose politely of the "undesirable" elements of society. Consistent with this idea of democracy and society, the new generals are firmly convinced that a human life is the most valuable asset. That is why the new Terran project is a multi-purpose, safer-than-a-suit mobile vehicle, capable of deliver moderate firepower in the field of battle and, in the long run, transform into the bulk of the Terran military power. The recently appointed chief engineer, Rory Swann, has designed an all-around battle walker, inspired in the out-dated Goliath model, but much more cheap and suitable for mass production. However, the reduction in costs comes at the expense of removing the air missles who were the trademark of the Goliath-class model. Let us see if the Terran marshalls adopt this new model into their strategies... 2.- Unit description+ Show Spoiler +The ACV is a mechanical, armored unit that is designed to engage directly into combat, a role who was exclusively reserved to the Marine corps. The ACV engages ground menaces with its dual machine guns that attack simultaneously, and is capable of endure moderate damage while mantaining a reasonable mobility. Groups of ACVs are capable of deflect minor skirmishes of light-armored enemies on their own; however, if the enemy attacks with heavy gunfire or with air squadrons, support is highly recommended. 3.- Unit stats+ Show Spoiler +Description: Ground unit. Built from: Factory (Can build 2 ACVs with the Reactor add-on) Cost: 125 Minerals, 50 Vespene Gas, 2 Supply Construction time: 33 game seconds Attributes: Mechanical, Armored Attack name: Phobos-Class Machine Gun Ground attack: 13 (+1) Ground DPS: 13 (+1) Air Attack: 0 Air DPS: 0 Bonus: No bonus Bonus DPS: No bonus Range: 5 (+1) Cooldown: 1 Defence: 125 HP, 1 Armor (+1) Line of Sight: 8 (+1) Speed: 2,50 Cargo Size: 2 4.- Upgrades+ Show Spoiler +Benefits from Ground Vehicles Upgrades at the Armory
NEW: Ares-Class Targeting System Cost: 100 Minerals, 100 Vespene Gas Research time: 80 seconds Researched from: Factory tech-lab (Requires Armory) ACVs gain +1 range and +1 line of sight
"Not all the Goliath-class models characteristics were discarded after the ACV design. With a few more resources and manpower, the engineers at the Factory can upgrade the targeting system of the ACV, replacing the old Phobos-Class model with the infamous Ares-Class Targeting System. Field research have estimated the accuracy increase of the ACV in 20%, allowing the ACV to target and hit distant enemies. The Ares-Class upgrade comes with an increase in the ACV Radar, which in turn allows it to detect enemies at greater distances. Now the Siege Tanks have the support they deserve!". 5.- Balance considerations+ Show Spoiler +The ACV is, basically, a mixture between the Viking in ground-mode and the Goliath. It is designed to make mech play more viable at the early-game while strenghten it in the midgame and mantain their usefulness at the late-game. Mech play needs a reliable DPS dealer to make them viable against all races. AA attack was discarded because Terran has a lot of AA options in the early-middle game: in TvZ, zerg players enter the midgame with mutalisk harass, and by that time, Terran has a lot of options including widow mines, marines, turrets and vikings, even thors. As per TvP, oracle play can be countered by the usual widow mine placement plus turrets. TvT metagame includes 1-1-1, which is a viable option against banshee play if the player can read the game properly. ACVs provide a solid ground attack that complements well with the hellion/hellbat ground attack. ACVs have no special abilities because what mech needs is a DPS dealer, not a spellcaster. It is a simple yet effective model who can change the LoTV metagame 6.- Art+ Show Spoiler +Since ACVs are basically a Goliath, here's an image of that one: ![[image loading]](http://wiki.teamliquid.net/starcraft/images2/5/5c/Goliath.PNG) Hope you like it ! EDIT: Grammar errors and the upgrade benefits from the Armory instead of Engineering Bay
I like it a lot really. Some ideas: The unit in my head is another take on the goliath but Blizz said it needs to be a Barracks unit, so I would suggest a shift to something like The Matrix mech suits, where the guy itself is more exposed and as such it feels more "Barracks-ish".
I'm not sure if mech needs more good ground DPS (there's tanks, mines and hellbats) but just something that "tanks" damage in the first line while the sieged tanks AOE provide the damage. For the ground I'd go with some decent damage, long cooldown, low DPS badass dual machine guns (goliath). I would probably give it a long range ground to air attack just like the old goliath too, maybe with a bonus against armored or massive, but that's debatable and might affect the unit cost a lot.
A interesting unique ability IMO would be high resistance (like 75-90%) or even complete inmunity to terran friendly fire. That way siege tanks get more love and might be more viable. Might be an upgrade too.
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Well, here's my go at this competition:
Cerberus Drone
Fluff Description:
The Cerberus was designed as part of an initiative to allow land-based infantry to operated with less direct support from other divisions of military, such as heavy armour or air. Deployed with the infantry proper, the Cerberus drone offers basic medical and tactical support for troops on the front line.
Unit Description:
The Cerberus Drone is a tier 1.5 hovering spell-caster that is built from the Barracks, first requiring an Engineering Bay before it can be produced. It brings with it three abilities which allow Terran bio to play more aggressively before Dropships become available. Though I admit two of it's abilities would promote death-balls somewhat, I feel it would see varying degrees of utility depending on the skill of the player using it given how many things counter Marine balls. While it has no direct attack, the Cerberus Drone scan-moves with an army similarly to the Medivac Dropship.
+ Show Spoiler [Statistics] +Resource Costs Cost: 50 / 150 Supply: 2 Build Time: 50s
Vitals Labels: Ground, Mechanical Hit Points: 80 Armour: 1 (Uses Infantry Armour) Max Energy: 200 Initial Energy: 50 Speed: 2.25 (normal) Cargo Size: 2
Tech Tree Built From: Barracks (can be "reactored") Requires: Engineering Bay
Note: All stats are tentative and subject to balance review.
+ Show Spoiler [Abilities] +Targeting Laser (Autocast) Costs: Free Range: 8
Channels a laser on a target enemy unit. Allows friendly units to fire on the targetted unit as if it were 1 unit closer. Acquires targets at range 8 but doesn't break locks until units retreat beyond range 10.
Deploy Sensor Array Costs: 100 energy Range: Self
Creates a Sensor Array, a flying air unit with the Sensor Tower's Radar ability, albeit with much less range. Sensor Arrays are immobile much like the Point Defense Drone and expire after 30 seconds WoL/HotS time.
Nanomed Distribution Costs 150 energy Range: 6
Once activated, grants a passive regeneration of 1.5 hp/sec to nearby biological units for 20 seconds. While active, the Cerberus moves at 50% it's usual rate. This ability cannot be manually cancelled once activated.
+ Show Spoiler [Upgrades] +Research Nanomed Distribution Researched at Engineering Bay Costs: 100/100, 60 seconds
Enables the Nanomed Distribution ability for all Cerberus Drones.
Reasoning behind this design:
The Cerberus Drone was designed to allow bio to be more aggressive with Stimpack early on, encouraging the Terran player to move out with stimpack before the usual ten minute mark when Medivacs usually come around. Despite this, Nanomed energy is much more expensive than Medivac energy for it's effect.
Targeting Laser also gives Terran a similar mechanic to Bunker bonus range without having to play as defensively while also allowing more of the Marine ball to focus fire without first developing a complete concave. Also allows Marauders with Cerberus support to punish straglers using Concussive Grenades from 1 range further away than before.
It also makes modern use of the Sensor Tower mechanic while keeping with the general "defensive" theme of Terran.
Hope you guys like it!
EDIT: Reduced Nanomed Distribution cost from 150/150 to 100/100. If it's too expensive, why not wait for Medivacs?
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BATTLE COMMAND
Building - UPGRADE TO COMMAND CENTER Built on "naked" Command Center; a third option of CC upgrade such as Orbital Command and Planetary Fortress.
Requires Armory Cost: 0 minerals, 150 gas
Battle Command Center cannot lift and store units (similarly to Planetary Fortress), but has energy.
This building unlocks new abilities that can be used with energy. Energy is universal, meaning you only need one Battle Command and can benefit from it + other Orbital Commands.
BUILDING ROLE: + Show Spoiler +Abilities provided are meant to bridge the gap of production and reinforcement in lategame, providing terran with options to directly reinforce the armies, providing he has the required resources.
Abilities
CALLDOWN: MARINE SQUAD: + Show Spoiler +Uses 50 energy to call down a squad of 4 Marines in a pod. Marines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 200 minerals (same as building 4 Marines). Same as MULE, Calldown needs vision.
CALLDOWN: MINE CACHE: + Show Spoiler +Uses 50 energy to call down a cache of 2 Mines in a pod. Mines are permanent with the same stats and upgrades you have unlocked. To not exploit this ability, the calldown costs 150 minerals, 50 gas (same as building 2 Mines). Same as MULE, Calldown needs vision.
CALLDOWN: NEOSTEEL FRAME: + Show Spoiler +Uses 50 energy to call down Neosteel Frame upgrade on bunker. Bunker is not provided and must already be built - the upgrade of Neosteel frame is dropped directly on the bunker, providing the given upgrade. As this upgrade cannot be exploited given the requirements and cost of Battle Command Center, cost requires only energy (same as Calldown: Extra Supplies). Requires built bunker.
* I would argue bunkers should either get +1 additional armor or +1 range with this upgrade (called down or not) to truly be worth it.
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TerraformingExpert
- Can bring water from far away lands => rivers and oceans
- Can create hills and mountain ranges
- Can modify the weather: storm, snow, nebulas
- Can harness the energy of near stars => extra minerals
- Can plant huge forests that cover the whole map
- Can build volcanoes => good for defense
- Can enrich the atmosphere with CO2 => infantry suffocates
- Can alter the laws of physics: reduce gravity, reverse time, increase Planck constant
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On March 25 2015 23:24 excitedBear wrote:TerraformingExpert- Can bring water from far away lands => rivers and oceans
- Can create hills and mountain ranges
- Can modify the weather: storm, snow, nebulas
- Can harness the energy of near stars => extra minerals
- Can plant huge forests that cover the whole map
- Can build volcanoes => good for defense
- Can enrich the atmosphere with CO2 => infantry suffocates
- Can alter the laws of physics: reduce gravity, reverse time, increase Planck constant
That would be a good TERRAIN unit :D
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Unit: The Stryder.
Cost: 120/100
Building: Barracks and Armory.
Supply: 4
Time: 45s
Lore: After the dismantling of Arcturus, Raynor observed several things: 1. Mechanical units were often caught off guard while moving, and were often pinned down by the mobile forces of protoss and zerg. 2. Bio units were often very vulnerable due to the lack of fire support. In the developmental stages, Rory found the jet packs and exoskeletons of contemporary design to be insufficient for the type of mobility and versatility that they needed.
Description: The Stryder is designed to be a support unit for both bio and mech. It is lightweight, agile, and designed to help other units. It has the potential to be a harass unit.
This is a spellcaster unit with a maximum of 200 energy. Health: 60 (benefits from combat shield) Speed: I want this thing to be fast. Around the speed of a hellion Armor: Start with 1 armor (Gets + 1 from Attack: smg: does 4 damage with an attack speed of 0.3 or 0.4 can attack air.
Abilities:
Grapple: I really liked the HERC's grapple ability. But I think the health of the HERC made it imbalanced. With something more fragile than the HERC, I feel that this can help this fairly delicate unit get out of bad situations while still needing micro. Range: 6 Cost: 50 energy.
Take Cover: Range: 5 or 6 Cost: 100 Stryder can throw down a 4 hex/space barrier that has 50 health per space. Because of the supply and energy cost of the unit, these won't be cheap but they can help cover a Mech army in retreat, or help terran create tactical choke holds in a wide-open map.
Upgrade: Augmented legs Cost: 150/100 Requirement: Tech Lab and Armory. This allows for the Stryder to jump off cliffs. I feel that this won't inhibit the reaper since the reaper is heavily regulated to the early game.
Appearance: The legs of current exoskeleton technology or the Stryder in Titanfall, and Stetmann's exoskeleton body.
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Alright I have 2 ideas,
Unit: Attack Platform( honestly dunno what to call it) Cost: 175/50 2 supply Builds from: Factory without techlab so reactor works Unit role: provides mid game mobility for bio by loading them onto a hovering platform which can move at the same time they fire, kinda like a moving bunker.. Upgrades include: 1. a speedboost that is unlocked at the tech lab for 50/50 which is alot like the emergency thrusts on the medivac 2. A 150/50 upgrade that will let the platform drop an incendiary mine behind it as it runs away limit 2 per platform,
platform will need high movespeed and hp while absorbing 50% of damage dealt to the platform while the rest is divided among the loaded units
Viking assault remake: I really feel like no one ever uses vikings for harassment because the antiair antiground split of the banshee vs viking is just to powerful imo. To remedy I feel like the viking needs to have a few buffs vs ground or while in mech mode..
Assault mode will have +1 armor and will not stop then transform and drop straight down but you can set up a swoop in type thing where the viking gets a speed boost once casted and transforms mid flight to land and start attacking.
I think that the landed viking should 3 shot drones so it's damage needs to be increased to 15 per shot so maybe a double viking opener snipes a bunch of ovies then swoops in gets a few drones then the all in finishes ( I dunno) ^^ ![](/mirror/smilies/smile.gif)
Thanks for the read :3 vote it up
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First, I'll explain what the unit is and then I'll explain it's place in Starcraft II.
Unit Name: Stoic
Mineral light and Gas heavy (50M/125G) 2 or 3 supply 80hp. Not going to bother with Building time or DPS, Dmage per Shot and Firing speed because that all depends on how it fits in with Balance on the overall game. Not for me alone to decide.
Unit Description: Stoic is a ground unit with a short ranged, ground only attack. Slow and not so powerful. But it is not an attacking unit, it is a support and timing unit. It has an ability that gives an AoE buff to all friendly, non-Mechanical units in the area that gives them all upgrades available to them for 8 seconds (+3/+3, Stimpack, Combat Shields, Concussive Shells). 45 second cooldown and for each unit it affects, this unit takes 10 damage. (Can overdo it and die unlike Stim which stops you from killing units with Stim, this one can actually die if there are more than 8 units in it's proximity)
Requirements: Ghost Academy and Tech Lab on Barracks. I feel there is very little reason for building the Ghost Academy at the moment so I want to push it's use, especially since I believe that if Lurkers are Snipe-able (which would be cool), then we could see a return of the Ghost in TvZ (yay! More unit compositions and Micro!)
This units place in Starcraft II: I would like for this unit to be a Bio focused unit that pushes early game timing attacks (pre-7 minutes). While we have Medivac for healing and dropping, it doesn't do much in actually pushing attacking. In fact, it pushes waiting in many instances. You wait until you have 2 available before you move out, if you want to drop then you have to wait for two more (in a standard PvT).
Terran vs Zerg: I don't like that in TvZ there is a lack of variety in pressure you can put on Zerg when going Bio. You can go 1-3 Reapers for scouting and Harass between 2-4 minutes. Beyond 6/7 minutes is when you have enough Hellions for creep reduction beyond 8/9 minutes you have enough Hellions for a run-by or for the transformation into Hellbats and go for an attack. This unit can replace the Hellion opener. If you move out onto their early game creep and this pushes a decision onto the Zerg, the purpose of this force isn't to do damage, but to force out units. Either you move out with Ling Bane to defend (no speed by now) and lose to 3/3 Stim Bio, or they clean up your creep.
Terran vs Terran: I also don't like the lack of ability for Terran to move out in TvT when opening with only Barracks. You NEED a Factory and/or Starport to do ANYTHING in TvT right now. I'd like to see actual Bio openers in TvT and I feel Stoic fills that gap.This opens up early aggression that isn't Factory and/or Starport based. Exciting stuff! Bio openers in TvT!!!
Terran vs Protoss: While this pushes timing attacks against greedy Protoss', it also helps with Defence vs Gateway pushes. With two of these, you can give up to 16 units +3/+3. These upgrades vs Stalkers and Zealots (even with rushed Blink/Charge) is incredible.
Gas Problems: Terran have been asking for a gas sink for a long time. While the Stoic doesn't sink gas in the late game, it does help open up gas based timings in the early game.
How it works with Cyclone: With the addition of the Cyclone, we could see a new opener vs Zerg, but I think the Cyclone is a unit more designed for TvP offence and TvT defence than as a replacement of the Hellion. These two units fill very different roles and will not clash.
Scouting: When I walk into a Terran base and I click his gas I know what he's doing without a doubt whether it's Reactor, Reaper or Factory and Scouting whether it is Hellion or Widow Mine will be easier with the Adept openings too, allowing further preparation for the Protoss player. And while the early Factory is still hard to stop and the Reaper still hard to kill, both of these things should get far easier with the addition of the Adept. So, with more variation (Building a Ghost Academy and this new unit) it opens up new possibilities and even earlier Ghost Transitions (Which sounds like fun (although I would weep for my High Templar openers (again))).
Balance: Now, this unit sounds like a mixture of things and one of those things is broken. Under the effects this unit grants, with proper micro these units WILL NOT DIE. Especially for Zerg and Protoss. Lings and Zealots will do nothing vs 3/3 Stim Marines at those early stages of the game.
So as I was writing this, I was thinking of something like instead of going to 3/3, it puts the units up to the next available attack/armour upgrades (If your units have 0/0, they will go to 1/1, if they have 1/0, they will go to 2/1).
Or maybe there's a charge up for the effect. The unit lights up for 6~ seconds and once those seconds are over the units get the buff.
Counters: Just as with every other unit, there are counters to Stoic for each and every race.
Banshee's cloaked or otherwise are great at picking it off during or before the charge up, Ghosts can Snipe them (GHOST ACADEMY OPENERS. YEAH!). Siege Tanks will blow away everything either as the units clump around this guy or as they storm up the ramp.
Sentries with a small enough ramp can provoke the charge then Forcefield out. Stalkers, Oracles and Phoenix can pick them off in transit across the map (and even if you just soften them up, with less health, the less units they can give the buff to). Also, a rushed Disruptor can really mess with small groups of units like these.
Zerg has Speedlings that can force the charge before it is favourable or kill the force during transit before the charge has even popped. 2 Base Mutalisk play can kill the Stoic before it has charged and Burrow will deal handily with such a small (but heavily upgraded) force.
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FlameGlider
- This is a micro-intensive air glider.
- Once in the air, it slowly glides toward the ground.
- To keep it in the air, the player needs to regularly flap its wings (once every 5 sec)
- Once the FlameGlider hits the ground, it explodes leaving a big crater behind.
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Project: Prototype X
Lore: Research into the Xel'Naga artifacts have led to the Terran army developing a terrifying new Bio-enhancement serum and Battlesuit mods. The full effects of the serum have not been cataloged but the demand from the infantry is skyrocketing as more and more settlements are razed in the Koprulu Sector.
Description: Project: Prototype X is a technology researched from the Ghost Academy. Once researched it allows all barracks units to be upgraded into their Prototype X versions, which are more powerful than normal and have a new ability. Each unit must be individually upgraded, new units are not automatically given the Prototype upgrades. The upgrades are permanent.
Cost: Project: Prototype X - 200m / 200g 200 seconds Individual Unit Upgrades - 0m / 25g 10 seconds
The Prototypes: Prototype X Marine: +10hp, +1range, New Ability: Bio-regeneration Interface (the Marine heals 30hp over 3 seconds, can be set to autocast when the Marine falls below 30hp, 90 second cooldown.) Prototype X Marauder: +25hp New Ability: Singularity Grenade (Single target point and click spell, 7 range, stuns target unit for 5 seconds, does not deal damage, 30 second cooldown) Prototype X Reaper: Exchanges it's pistols for flamethrowers with 3 range and a conical aoe. Get's it's grenade attack vs buildings back. New Ability: Up and Away (The Reaper sends a burst of Nos to it's jetpack causing it to gain altitude and be considered an air unit, while in flight it's attacks are unchanged but it's movement speed is slowed by 1, after 10 seconds the reaper must land, cooldown 60 seconds.) Prototype X Ghost: Attack Damage +5, Attack Speed +20% New Ability: Psionic Thrust (The Ghost lashes out with his mind to push enemy ground units away. His powers radiate outwards with his body at the epicenter. All enemy ground units (non-massive) around the ghost are pushed away to range 8, any units that collide with terrain take 30hp damage. Cost 50 energy. Ten second cooldown.)
Goals: To allow Bio Terran to transition well into the lategame with multiple options for engaging their opponents. Opens up interesting new midgame tactics and timings. Gives Bio Terran a Gas dump.
Looks: Like the normal barracks units but with slightly larger unit models and some cool new art!
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On March 26 2015 03:43 excitedBear wrote:FlameGlider- This is a micro-intensive air glider.
- Once in the air, it slowly glides toward the ground.
- To keep it in the air, the player needs to regularly flap its wings (every 5 sec)
- Once the FlameGlider hits the ground, it explodes leaving a big crater behind.
![[image loading]](http://i.imgur.com/fU2M4oZ.jpg)
I can see Happy using this a lot and getting renamed to Flappy
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Suicide squad
Factory Ghost Achademy Required Estimated cost: 100m/20g/5s Health: 300 Classification: mechanical, light Movement Speed: 4,5
Load Space: 2
Ability 1 Magnet Bomb: while the nuclear bomb is launched (before it explode) you can redirect the bomb to the suicide squad- Ability 2 Kamikaze Medivac: when it is loaded in a medivac you can impact the medivac into other air units and its inflicts 200 damage for each suicide squad you loaded (expansive damage
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I mean it's cool that blizz is doing this, but everyone should be aware that it's not coming from a good natured place. afaik, this is the first time blizzard has done something like this. And I fear it's a slippery slope of future cheap/lazy design.
They either don't have the resources, ideas, or care to think about it themselves. And are essentially crowdfunding ideas for free off of the community.
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Something terran did in BW that it doesn't really do anymore in sc2 is sort of 'bamboo' across the map slowly. Also, terrans seem to lack a bit in the AA department, and are too heavily focused on marines and barracks play because of this.
This was mainly in TvP on close positions like 9v12 on LT or something. But terrans would seige tanks and make turrets all the way to the opponents 3rd base etc. So the core units of this strat were, tank, vulture, spider mine, scv, depots, and turrets.
In an effort to recreate strategy like that I propose a new bldg at teir 1.5 or 2 that is created through the SCV or perhaps morphed from a factory unit.
This unit will have AA capabilities as well as minor ground defense, but not at the same time so as to give decision for a player to micro in battle.
Perhaps morph a hellion/helbat into a stationary structure that is 2x2 or 2x3 in size onto buildable/non ooze terrain at a cost of 50-100 minerals and a removal of the supply cost of the original unit. This would also offer terran players in the late game or who are supply blocked the option to exceed their supply caps momentarily(pending base/mineral infrustructure advantage), much in the same way zerg players can make a bunch of evo chambers or extractors in order to 'cheat' their control caps.
Alternatively, the SCV could be ordered to create a structure of the same cost as the aforementioned morph with the requirement of a factory, armory, or engineering bay (same as above).
This static defensive structure will have AA range of 5-7, and ground range of 5-7. (possible upgrades as well). The AA attack, would be splash in a line possibly a bit wider and more damage towards the main target and less near the front of the line, much like how a hellion attacks only more like a flak cannon/shotgun in visual design. With normal damage and a bonus to armored in the air. Maybe something like 15-20 damage main, and decreasing by 5-10 for 2-3 steps as you get closer to the gun. (eg; 20 at max, 10 at half, 5 at minimum)
The ground attack would be like molitov cocktails , that possibly splash allied units as well. Units hit would take normal damage, with a bonus to light on the ground. The units hit by the cocktail would be taking similar damage as the AA, only the explosion would be a bit different. Damage is the same in the area of effect, and after .5 second units inside the main blast area take an additional 10 damage, and units still in the landing site (the remaining flames) take an additional 10, and then the flames extinguish. The extra damage would not stack, only the initial blasts would. So you couldn't have a huge blast and another huge blast in the same spot. It is another possiblity to have this ability be ground casted, much like how catapults were in the WC RTS series. A player could preset a containment via timing and building an almost permanent 'flame/bombardment' area that is constantly zoning an area out. The downside to this of course, is that they would have to be ordered to stop or retarget units if a battle moves through it. Another micro decision for a static de unit.
The speed of these attacks would be similar to hellion attack speed, possibly a bit slower on the ground attack as it 'procs' every attack for half damage to some targets.
SPECS:
Name: Battle Bulwark or something to that effect.
SCV version/ Morphed hellion/hellbat version Producer: SCV or hellion/hellbat Requires: Ebay or Factory/Armory Minerals: ~100 Vespene: 0 Supply: 0 Build time: ~30 sec Life: ~100 Energy: 0 Armor: 1 Cargo size: 0 Attributes: Armored, Structure, Mechanical (can possibly benefit from other terran bldg upgrades) Upgrades: Possibly a cloaking upgrade when not attacking, possibly a range upgrade. Either at the ebay or armory. Possibly get upgrades shared from hellion upgrades. Weapon: AA Flak cannon, Ground Molitov cocktail/firebomb. Abilities: Possibly setting for ground or air targeting at location.
All damage variables and attack speeds subject to change pending balance. The unit design and role is more of what I am focused on here. It would primarily be used in TvP, however it could be used in TvT or TvZ as well, but I would like it to be less effective. Possibly make damage to psionic or shields greater, biological units take less, mechanical units take less, etc.
Ideally the protoss counter would be collosus or any units that outrange, such as tempest, High templar (storm on this structure possibly?), sentry (hallucinations to absorb the front wave). The softer counters: carriers, DT, archon, immortal, etc.
So a typical army of the terran would be something like Tank, viking, turret, scv, hellion, widow mines, and these in the early/midgame. And later players would add support units like ghosts, ravens, etc. Tanks long range, short range widow mines placed around the Bulwarks which are mid ranged. All of which do friendly fire splash. So a protoss or zerg player with melee and short ranged units could still flood and overwhelm.
The ideal zerg counters would be ravagers, swarm hosts, possibly corruptors new attack, and of course broodlords. Many more soft counters include, ultralisks, roaches, hydras (range upg), infestors (ITs and possibly fungal allowed on this structure). And depending on formation and count/proximity, banelines and zerglings and mutalisks could overwhelm.
The ideal terran counters would be more like how it was in TvT BW, Tanks, BC (yamato), thor, ghost/banshee (cloak), cyclones. With softer counters in the form of ravens (HSMs, PDDs, and ATs), or marauders (stim), hellions, hellbats, or reapers in an overwhelming zerg style mass (relying on friendly fire to help them destroy). It would shut down most bio armies in theory.
![[image loading]](http://i.imgur.com/sEpdE9I.jpg)
PS- Possibly allow it to be a building that is affected by spells such as fungal growth, psi storm, stasis ward, etc.
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On March 26 2015 11:33 MarlieChurphy wrote: I mean it's cool that blizz is doing this, but everyone should be aware that it's not coming from a good natured place. afaik, this is the first time blizzard has done something like this. And I fear it's a slippery slope of future cheap/lazy design.
They either don't have the resources, ideas, or care to think about it themselves. And are essentially crowdfunding ideas for free off of the community.
This contest is unofficial, as it says right there in the OP in the first paragraph.
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On March 26 2015 12:41 Supersamu wrote:Show nested quote +On March 26 2015 11:33 MarlieChurphy wrote: I mean it's cool that blizz is doing this, but everyone should be aware that it's not coming from a good natured place. afaik, this is the first time blizzard has done something like this. And I fear it's a slippery slope of future cheap/lazy design.
They either don't have the resources, ideas, or care to think about it themselves. And are essentially crowdfunding ideas for free off of the community.
This contest is unofficial, as it says right there in the OP in the first paragraph.
True, but they implied they needed help in the recent post. I imagine these are related.
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name: eradicator -biological ground unit - pretty much it's a tier 3 bio unit requiring whatever the creator's see fit. The unit reduces armor every attack until 0 (cannot have negative armor). the unit doesn't do any actual attack damage or benefit from attack upgrades. - it should cost a hella lot of money cuz if you got up like 10 of them units would just die. maybe it shouldn't shoot up that might be op not sure.
pretty much it's for when terran chooses to go bio and wants to have a shot super late game without making 10 starports. the armor reduction isn't permanent and should give a very noticeable visual cue when it is affected similar to fungal growth or storm(not AoE though). he should probably have some sort of acid gun or something.
yeah i'm not very creative sorry but i hope the idea seems solid.
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On March 26 2015 11:33 MarlieChurphy wrote: I mean it's cool that blizz is doing this, but everyone should be aware that it's not coming from a good natured place. afaik, this is the first time blizzard has done something like this. And I fear it's a slippery slope of future cheap/lazy design.
They either don't have the resources, ideas, or care to think about it themselves. And are essentially crowdfunding ideas for free off of the community.
I actually disagree. If this game was more croudsourced it could have a lot more shit, which would help it stay alive. For example the community made TF2 stuff, that's a big deal.
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My idea is basically a unit that has two distinct tech options. Buildable by ALL races (Edit though for this, read only the Terran bit!).
Unit: Bad Manner Commander/ Good Manner Commander Cost: 500 minerals Supply: 8 Health 10,000 Built From/Unlocked by: + Show Spoiler +Zerg = Hatchery (Lair tech). Protoss = Twilight Council. Terran = Upon completing cloak tech.
Both units can be built with the same cost/ supply etc, the choice will be yours as to what one you want!
Abilities:
Good Manner Commander:
Heads to opponents base and apologises quietly to the opponent for your style of play/ cheese etc. Help's repair buildings in your opponents base and heals/repairs their units. Helps increase mineral collection rate of your workers. Throws helpful tips to your opponent to try to help them. Plays a soothing tiny violin for your opponent. Says 'GG' for you when you rage quit.
Bad Manner Commander:
Heads to opponents base and attempts to build a manner CC. Defaces your opponents buildings with graffiti such as: You suck, L2P noob, Random is OP, Your Mum etc. Steals 5 minerals (just like a sneaky scouting worker) Throws insults at your opponent about their APM, the baneling you killed with 1 marine or the amount of minerals they are floating. Sings old school rap songs about your family/sexual orientation/hair/neckbeard etc. Says 'You only won because of *inserts random reason here*' when you rage quit.
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