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Not sure how i ended up with this, but here we go.
The Mr Satan
Slow, incredibly sturdy Hercule++ class drop ship with a weak guns to scare away Overlords. Units which only hit air or ground are stupid and this unit isn't stupid. Doesn't hit very hard even though it looks pretty intimidating. Prior to being upgraded this is little more than a massive drop ship with minor offensive capabilities.
Massive, 8 supply unit, holds 20 supply (30 with upgrades), slow, heavily armoured with high hp.
The key to this unit is upgrades, it benefits from all upgrades which affect buildings, missile turrets and bunkers, but also has upgrades of its own which unlock it's amazing potential.
Upgrades:
Neosteel Marauder Bars: (upgraded at Engineering Bay) With this upgrade, Marauders can hang from the Mr Satan as it flies across the battlefield, instilling fear into all opponents. While hanging, Marauders are able to shoot air units and gain an evasion bonus while dangling. Marines can't do this because they don't do pullups.
Concept image: + Show Spoiler +
Widow Thrower: (upgraded at Armory) Widow Mines loaded in the Mr Satan can be flung across a medium distance with a toggle for instant burrowing.
Concept image: + Show Spoiler +
Indestructible Rock Fortress: (upgraded at Fusion Core) Once this upgrade has been completed the Mr Satan gains the ability to land and fortify itself in a 4x8 space on the battlefield gaining heaps of armour making it almost impervious to weak attacks such as Marines and Zerglings. Bio units already inside, or later loaded, may fire as if inside a bunker with increased range. Fortifying time when landing will be super slow (probably still light years quicker than a Spine Crawler), but the Mr Satan will be able to lift off almost instantly if needed. While landed, there are two 2x2 spaces allowing up to two Missile Turrets/Sensor Towers to be built on top of the Mr Satan. The Turrets or Towers however will not survive take off 'cause that would look silly. Auto Turrets can also be placed on top of the Mr Satan, and all Turrets/Towers placed on it will benefit doubly from Hi-Sec Auto Tracking.
Concept image: + Show Spoiler +
tl;dr flying destructible rocks puking out widow mines with mauraders hanging from it which you can build things on
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i image a unit build from factory. I can spawn free marines. Once you have an amory you can upgrade them to flying marines. This unit has also a spell called block field which is essentially the same as force field. It also has pdd`s and irridiate.
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Something to add bio/mech viability.
How about an aura unit like the sentry. In the early days, people would target sentries down because they were reducing damage by 2 (which is like 40% of marine damage on zealots). Aura unit would reduce non-projectile damage by 20%. so storms and colossus have reduces damage.
I guess this unit would have to be on starport - because the barracks is kindof out of the question. Perhaps an alternative detector or something like the raven, who's purpose is to create an aura (or a timewarp kind of ground-effect) to reduce damage done by storms and stuff
This allows terran to attack in less favorable positions if it has a ground-effect, and had the benefit of adding detection to the late-game bio play. Also it adds to the defensive nature of siege tanks by creating a temporary "strong position"
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Can I just add windows to a medivac? You'd lose the healing ability and the speed boost, but all of your marines inside can fire at things outside. So like a dropship-bunker.
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Maybe a skill-shot like barracks unit that lobs an explosive at a target. The target gets some amount of time to move out of the projectile's landing location or takes considerable damage.
This gives a zoning type ability to gameplay and scales well into the late game where moving units out of the way of the explosion becomes harder as more units (and explosions) are involved.
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your Country52797 Posts
By the way, if you're entering a unit try to have a name for it (or at least call it un-named) ^^.
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I've seen many proposals for a combat-scv type of unit on reddit, and one here already. I personally believe some sort of combat engineer is what terran should get. Here's my iteration of this type of unit. Obviously testing would be needed, so I include a lot of ranges and maybes.
Stats: Name: CCV (Combat Construction Vehicle) Produced from a barracks with tech lab. Cost: 75-100 minerals, 50-75 gas, one or two supply. HP: 80-120, zero base armor mechanical, biological (I could see reasoning for either light or armored typing) Attack: slightly stronger melee attack than an SCV, scales with upgrades. (one idea I considered was a weak gun about sentry or auto turret strength that fired while constructing and moving, but I wasn't sure if that would be broken. Maybe make the unit more expensive if this was the case.) Speed: 2.25-2.5
Abilities: Has a repair ray, like a medivac, but for mechanical units and structures, with similar energy costs. Can construct only combat structures (bunker, missile turret, sensor tower) Constructs all of these structures fifty percent faster than an SCV (same speed increase as a chrono boost) Can also construct a building similar to a supply depot that provides no supply for 25 minerals. This would be a building just for walling (still raises and lowers) with a build time of fifteen seconds.
I think this unit very realistic in terms of being implementable due to filling a nice role and being relatively simple compared to many of the other suggestions I've seen on reddit. I think bio players would probably have one of these just for walling or making bunkers one the front lines. It would also keep medivacs healthy. I think mech would build a few of these to heal the army as well as for walling and fortifying positions. I think it should only be able to build combat structures because I don't think terran really needs this thing to be building supply depots, command centers, or other infrastructure, especially with the construction speed boost.
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On March 23 2015 12:01 Jer99 wrote:you've all got it wrong. Why make a new unit, when you can make a new unit out of buildings? + Show Spoiler +
I would be down for this, i mean there is no way that this would be OP in anyway, look how badly hero units turn out in sc2 (looking at the mothership).
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On March 23 2015 12:16 HelpMeGetBetter wrote:I would like to see a 1 or 2-person bio unit that shoots grenades from a launcher. ![[image loading]](http://i.imgur.com/90ODkFs.png)
Name of Unit
The Rambo
Firing at a close enemy unit takes a shorter time than a unit further away. Opposing players can gauge where the grenade is heading for depending on the arc of the shot.
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On March 23 2015 12:41 soupholder wrote: I've seen many proposals for a combat-scv type of unit on reddit, and one here already. I personally believe some sort of combat engineer is what terran should get. Here's my iteration of this type of unit. Obviously testing would be needed, so I include a lot of ranges and maybes.
Stats: Name: CCV (Combat Construction Vehicle) Produced from a barracks with tech lab. Cost: 75-100 minerals, 50-75 gas, one or two supply. HP: 80-120, zero base armor mechanical, biological (I could see reasoning for either light or armored typing) Attack: slightly stronger melee attack than an SCV, scales with upgrades. (one idea I considered was a weak gun about sentry or auto turret strength that fired while constructing and moving, but I wasn't sure if that would be broken. Maybe make the unit more expensive if this was the case.) Speed: 2.25-2.5
Abilities: Has a repair ray, like a medivac, but for mechanical units and structures, with similar energy costs. Can construct only combat structures (bunker, missile turret, sensor tower) Constructs all of these structures fifty percent faster than an SCV (same speed increase as a chrono boost) Can also construct a building similar to a supply depot that provides no supply for 25 minerals. This would be a building just for walling (still raises and lowers) with a build time of fifteen seconds.
I think this unit very realistic in terms of being implementable due to filling a nice role and being relatively simple compared to many of the other suggestions I've seen on reddit. I think bio players would probably have one of these just for walling or making bunkers one the front lines. It would also keep medivacs healthy. I think mech would build a few of these to heal the army as well as for walling and fortifying positions. I think it should only be able to build combat structures because I don't think terran really needs this thing to be building supply depots, command centers, or other infrastructure, especially with the construction speed boost.
Great idea, I was going to suggest a unit with this exact name and similar function, lol. But I think each one should be upgraded from an existing SCV to give extra SCVs a better use in the late game rather that just suiciding them into the enemy army.
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seems like a common trend on both forums to suggest a caster built from barracks that's used in mech comps.
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ALLEYCAT BLUES49496 Posts
On March 23 2015 12:53 Cheren wrote: seems like a common trend on both forums to suggest a caster built from barracks that's used in mech comps.
I think its in everyone's best interest to make mech a more than viable option, and by mech I mean mostly tanks.
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Unit name: Lurker Production Hacility: Hatches from Hydralisk
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Name: Misfit Production Facility: Barracks + Tech Lab Requirement: Ghost Academy Health: 115 Type: Biological, Psionic Attack: None Speed: 2.25 Energy: 50/150
The Misfit is a failed entrant from the Ghost Academy, whether it be from inability to control his Psionic powers, problems with authority, or simply driven mad from his sixth sense. Normally these rejects are disposed of quietly as to not endanger the integrity of the Ghost Program but in these desperate times manpower can not be wasted, so instead their unstable powers are put to good use.
Abilities
Psionic Disturbance Field: 9 Range, 75 Energy. The Misfit’s poor control of his powers lets him emit a chaotic field of noise that affects all units with the Psionic armor type in a 5 Radius area. The affected units cannot use their Psionic abilities while within the field. The field persists for 15 seconds before dissipating.
Joint Jammer: 11 Range, 50 Energy, Projectile. The Misfit channels his energy into a projectile with the ability to overload and lock up muscular and mechanical joints for a brief period. The projectile travels in a straight line until it collides with a unit whereupon it explodes and causes all units within 2 range to decrease their attack speed by 50% for 10 seconds.
Researched Ability
Telekinetic Assembly: 5 Range, 75 Energy, 50 minerals, Channel. The Misfit uses telekinesis to throw rubble and resources into a heap over 30 seconds. The resulting pile of junk is a 2x2 barricade with 600 health and 2 armor. If telekinesis is used on the side of a cliff that is one height level higher, the channel duration and cost are doubled, but the resulting rubble creates a size 1 destructible ramp with the same health and armor as the barricade.
Notes: Numbers all subject to change and open for feedback. Psionic disturbance field can be used to unveil DTs and Ghosts. Psionic Disturbance and Joint Jammer can affect friendly units. Two Telekinetic assemblies can be cast next to each other on the side of a cliff to create a size 2 ramp and so on.
My hope for this unit is to give incentive for both Bio and Mech to build a Ghost Academy and allow for more transitions. The Psionic Disturbance Field and Joint Jammer abilities are meant to break up stalemates and allowing the Terran to charge in. The Telekinetic Assembly ability is meant to create chokes on large maps to allow for more mech play or open up new attack paths for bio armies.
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Didn't take long for this thread to get trolled. Haha!
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Phalanx
Produced from the barracks with a tech lab and an armory
Provides terran units in a small radius a bonus +1 armor. Multiple Phalanx armor bonuses do not stack. Every point of damage prevented by the Phalanx causes the Phalanx to lose an equivalent amount of hp. I'm thinking about a radius of 4 (just under that of a widow mine)
Has a weak auto-attack with the same range as a marine, but with significantly lower dps. Cannot use stim.
Has a relatively large healthpool for a barracks unit.
Can be upgraded to have the armor bonus to improve by +2 versus AoE at the Ghost Academy. (Probably renamed to just Academy)
Costs 100/100 and 2 supply
If hit by an EMP the aura stops for as long as a DT would be uncloaked.
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Picture a jedi-like unit. Of course a jedi would look out of place in starcraft, so this would look more like it wears a batman suit with a space helmet instead of a mask. Let's call it the Assassin
Biological, light melee unit made for Barrracks, can use stim. Can jump over small spaces and very small numbers of other units (friendly - automatically - and enemy - manually) - this jumping skill could be a t2 upgrade if necessary. Has small chance of avoiding enemy projectile damage, but has only about 95 health. Does nearly DT levels of damage when stimmed. Should be cheap enough to be viable as part of traditional bio army (say 75min-25gas).
Should improve TvT quality and variety as it would likely alter the usual ground army compositions, would probably find a more niche role in TvZ - such as drops - as it wouldn't suit the usual baneling-kiting style of bio TvZ, and in TvP it could be used at jumping over Protoss front lines and avoiding some stalker damage to get to colossi (thus making it a more versatile but somewhat more vulnerable ground alternative to vikings).
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Name: Juggernaut (Or whatever you like)
Unit Type: Armored, Biological Supply Cost: 2 Build From: Barracks, Tech Lab. Ground Attack: 12 (+2) Non-Splash --- Can not attack from inside bunkers Ground DPS: 8.4 (+1.4) Air Attack: Non-existent Health: 200 Armor: 1 Attack Speed: 1.3 Cost: 100 Minerals & 50 Gas Range: 1 / Melee Build Time: 40 seconds. Movement Speed: 2.25 Cargo Size: 2 Energy: (No energy)
Aesthetic description and animtion of attack: As far as I am concerned, this unit uses a drill/hammer as attack so something similar to the herc is great.
Abilities:
- Overload (Active Ability)
Researched at: Techlab. Research Time: 60 seconds. Upgrade Cost: 100 Minerals & 100 gas.
The Juggernaut launches a static discharge on a target unit, dealing 45 damage to himself and the target.
(Requires minimum 46 health points to activate) (Bypasses armor.)
Ability Target: Enemy Targets Allowed: Enemy Air units, Enemy Ground units. Cast Range: 9 Projectile Speed: Very Fast Cooldown: 1.3 seconds. (Same as attack speed.) Requires 46 health point or more to activate.
Aesthetic description of ability:
An electric blue glowing grenade is launched at a target enemy unit.
Unit Utility:
Strong against: - Colossus - Archon - Baneling - Raven
Weak Against:
- Zealot - Zergling - Roach - Stalker
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Battle Medic
The Battle Medic is a versatile spell caster designed to support Bio in the late game. It requires a Tech Lab Barracks to produce.
-Costs around 100/200 and 2 supply -3 abilities as well as Heal -Does not attack.
This unit supports Terran where it is currently weakest (late game Bio), and follows the trend of a structure-based and support-oriented spellcaster.
Heal: Heals bio units automatically, like the Medic in BW or the Medivac in SC2. The healing would be weaker than a Medivac but not negligible. The rate of energy use is less than a Medivac. Can be toggled on or off to save energy for spellcasting.
Bio Ward: Builds a temporary structure that grants damage reduction and a low amount of healing to all bio units in a small radius as well as detection.
-Build time 5-10 seconds -150 HP 1 Armor -Cannot be built on creep -Costs around 25/25 -Does not cost energy
The idea here is to give Bio some presence on the map, a gas sink in the mid to late game, and base defense when supported by small groups of Bio.
Protective Shield: An AoE buff that grants a shield to all units in range that activates once the unit takes any damage (the shield will absorb the initial "activation" damage as well), and absorbs 80-100% of all damage for 1-2 seconds afterwards.
-If the shield isn't activated within 4 seconds, it disappears, so you have to have some precision with when you use it -Small area of effect, similar to or smaller than EMP -Useful for defending against Banelings -Creates a very powerful vanguard force for Terran to engage into Colossi, Siege Tanks, or anything else with
Repair Beam: A channeling spell that repairs mech units and structures. It uses energy as it channels. This is mostly useful for repairing Medivacs, Tanks or Bio Wards in Bio compositions and is balanced around this idea, rather than being a pure mech support ability.
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