• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:02
CET 19:02
KST 03:02
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups A & B Preview Mech is the composition that needs teleportation t [TLMC] Fall/Winter 2025 Ladder Map Rotation Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion What happened to TvZ on Retro? Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Clair Obscur - Expedition 33 Beyond All Reason Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1534 users

[T] New Ideas: Units, UI, Gameplay - Page 18

Forum Index > SC2 General
Post a Reply
Prev 1 16 17 18 19 20 27 Next All
vand00r
Profile Joined June 2008
United States7 Posts
June 25 2008 06:00 GMT
#341
This could seriously imba Terran vs. melee units.
Enough of these rams (not expensive, you say?) could form an impenetrable wall that would be hell for lings and lots to circumvent, and since stalkers/hydras are by nature not good against rines...
Maybe if it was more expensive, or if it was like "Heavy" armor or something that could withstand ranged attacks (ie. fortifications) but got pwned by melee attacks?
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2008-06-25 08:56:21
June 25 2008 07:35 GMT
#342
On June 25 2008 15:00 vand00r wrote:

Maybe if it was more expensive, ?

I never said how cheap it should be.

Everything you point out can be balanced through minor tweaks like costs, build time, HP, armor type (I said nothing about that), movement speed with only size that can be set only once or twice.

One more thought. Obvious one but still (I'll delete it if has been already proposed)
So after watching the new AI pathfinding and all the clumping up one can't be disturbed that his forces will be utterly destroyed by AoE damage. Also the movement of a blob looks ugly to me. I would like the army to move as a hole monolite construction, yet it looks as if it's not an army at all. In tactical strategies like Total War series they have an option to make a "lose formation". Well such a choise could be most useful and implementing it would be not hard. Also some formation fixation could be useful. Like u press Alt+F and the units will not break the formation untill: 1) they die, 2) u tell them not to, 3) the battle starts. The downside is that the clumping up and formation thing requires the player to show his skill and a simple UI option would make the game even more easy.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
Last Edited: 2008-06-25 13:53:03
June 25 2008 13:32 GMT
#343
Just a thought:

Since reapers have jetpacks, give ghosts jetpacks too. They are of higher rank and are suppose to be able to afford more expensive equipment. I guess the only minor problem is "Not another C&C!". Heh. But there's no need for the jetpacks to behave exactly like the C&C's version, instead, they could probably contribute to the micro upkeep if they designed them smartly enough.
"Eyes in the sky."
maybenexttime
Profile Blog Joined November 2006
Poland5656 Posts
June 25 2008 14:12 GMT
#344
Yeah, stealth infiltration unit with jetpacks, lol.
dcttr66
Profile Joined October 2003
United States555 Posts
June 27 2008 14:40 GMT
#345
On June 25 2008 15:00 vand00r wrote:
This could seriously imba Terran vs. melee units.
Enough of these rams (not expensive, you say?) could form an impenetrable wall that would be hell for lings and lots to circumvent, and since stalkers/hydras are by nature not good against rines...
Maybe if it was more expensive, or if it was like "Heavy" armor or something that could withstand ranged attacks (ie. fortifications) but got pwned by melee attacks?

you guys are like wannabe programmers, it's funny.
Thrill
Profile Blog Joined May 2007
2599 Posts
June 27 2008 19:15 GMT
#346
SC2 will just be non-innovative CRAAAAP unless we see full terrain deformation.

Since terrain actually matters in the game, everything should be blastable to a point where it can only be traversed by flyers and skimmers.

If i want to turtle up, i should be able to nuke myself an island.

And that's my POV.
KaRnaGe[cF]
Profile Joined September 2007
United States355 Posts
June 29 2008 13:18 GMT
#347
I had an ability idea for one of the zerg units, although i haven't figured out to which unit the ability might best be suited. I thought the best way to go from here is to get some good input from the TL community.

The ability is a web (like a spiderweb or some other creepy zerglike web perhaps) that can be created within a chokepoint or a valley.

Features of the web:

- Web build time and energy cost needs to be balanced

- Ground units that run into the web will be stuck within it for a period of time, slowing their attack speed (or maybe making them totally unable to attack) before breaking the web.

- Only so many units (however many units it takes to stick the length of the web) can be stuck at one time.

- Web is easily destroyable by any unit that does damage (idk you may need range to destroy with ranged since melee might get stuck unless attack command nullifies the webs ability idk how to go about it plz help

Well i have to go but i will edit more in later maybe when i get back please feel freee to add on to the idea especially how visible it should be. (i thought maybe creatable by OL but not sure maybe ground unit) Thanks! sry so short
"We must remember that one man is much the same as another, and that he is best who is trained in the severest school." - Athenian General Thucydides Quantum Gaming
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 06:42 GMT
#348
2 ideas regarding Thor, no idea if were posted, taken from
Keep the Thor

Idea no 1
+ Show Spoiler +
SCV would be able to salvage Thor or it's wreckage and build it for example somewhere where normally Thor wouldn't be able to reach.
just realized:
1) In that way Thor could be transported in Medivacs too - it would 2-3 Medivacs and group them together. Killing one wouldn't kill Thor but take out some of it's HP.
The less HP Thor's wreckage would have, the less Medivacs would be needed to transport it after salvaging (possibly only 1?)
2) Transporting Thor could not need whole for example 14/21 slots of 2-3 Medivacs but like 16-18


Idea no 2
+ Show Spoiler +
For to Thor to gain Self-Repair it would need SCV to enter it and stay inside when it's wreckage on the battlefield.
In that way self-repair would be explained better and Thor be very safe carrier for SCV with ability to unload it so SCV would be able to repair / build something else.
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 06:53 GMT
#349
Different colored Archon (purely aesthetics)
As written in the thread, Archon would get darker when 1 or 2 Dark Templars were used to merge into it but would stay normal Archon
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 07:56 GMT
#350
Nydus Worm Aesthetic Suggestion
Just read OP

btw about me posting ideas from BN forums: I do it because even if someone from Blizz reads those forums to find ideas like this (not to mention Devs already may want to do exactly the same thing)
I don't like the fact that they look like fucking mess and are flooded; they need to change and sending ideas they probably already read, may I hope be the factor to at least do it if not fasten
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 11:52 GMT
#351
After I read Nyovne's feelings about Banelings I fear they may be overpowered and scare any attempt to move out of base at some point in time, in early game so... here is idea:

Leave temporary (30-90secs) holes whenever unit burrows. If Nomad isn't going to have detection this could make for it and even if Observes still will do, it shouldn't be so easy to say which hole has a unit within and witch not, forcing at least manual check on each to be sure.
BUT detection would still be needed to actually check the holes and be able to click and attack burrowed units.

TBH it wouldn't be anything so new as for example Lurkers can burrow and 'disappear' under debris left by destroyed buildings, especially Zerg ones (as far as I can remember from SC, I haven't seen it in a long time).

It would add a nice factor of threat, something like "oh shit some Banelings were here" but on the other hand if holes with Banelings inside would disappear over time too (longer period?) there still would be that feeling 'I can't see them but they can be there'.


The same thing would go for Ghosts/etc, it would be nice if cloaked units could be spotted by opponent's units bypassing them in very close distance; not detect but more like trace...
maybe by less units if cloaked one would be on the move and more if it would stand still.
account abandoned:P RIP
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 02 2008 12:36 GMT
#352
Unless they are going with the WC3 system for cloak, you will be able to see a distortion when cloaked units walk by :0

Nomads did have detection in the WWI build at least so I guess they changed that.

Holes leaving marks is, hm, interesting at least.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 16:48 GMT
#353
On July 02 2008 21:36 FrozenArbiter wrote:
Unless they are going with the WC3 system for cloak, you will be able to see a distortion when cloaked units walk by :0

Nomads did have detection in the WWI build at least so I guess they changed that.

Holes leaving marks is, hm, interesting at least.


Thanks for saying it's interesting about cloak tho I mean I know it won't be much different from SC1, maybe look somehow cooler but sometimes when I can spot few DTs and there are no Overlords around, all I can say is shit DTs + there is no distortion when unit stays still, unless attacks but that's rather small one...
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
Last Edited: 2008-07-04 00:00:02
July 02 2008 23:22 GMT
#354
edit: make Thor do AoE damage to closest units around it when it's wreckaged
account abandoned:P RIP
happY11
Profile Joined January 2008
Sweden19 Posts
Last Edited: 2008-07-03 09:04:34
July 03 2008 09:02 GMT
#355
Hello. Ive been thinking of a new upgrade system for zerg.

Its like this: Instead of upgrading armor and attack, the upgrade makes the unit cheaper.
So for example, when up 1 is finish the zergling cost 40 minerals instead of 50 and muta cost maybe 80/80. But why is this system good: Well I think its great if the races is as different as possible and this way of ups suits the zerg with mass swarm-like rather than strong but few. However there´s some problems, when both players are maxed its hard for the zerg, i mean 200supply non upgraded zerg against 200 upgraded toss... so i thought there is to ways to solve this. either give zerg higher supply limit when ups are done, maybe 300? (bad solution), or lower what each units supply count, this is also bad, or rather hard when its comes for lings, how lower the count for them?

Anyway maybe zerg could keep either armor ups or attack ups together with my system.
I havent decided whether it should be universual (and expensive maybe 400/400?) or as with zerg now one for melee, one for range and one for air but at a lower cost(this one i prefer).
Two ups will do (one hor lair, one for hive). zergling 50 - 40 -30

And by the may, the other ups is of course still there (ling speed, ultra armor +2 etc...).

What do u think?

Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-07-03 11:08:17
July 03 2008 11:06 GMT
#356
On July 03 2008 18:02 happY wrote:
What do u think?

That zerg would be totally useless vs 3/3 armies with their already low damage since 3 less on every attack would be extremely devastating.

I mean, imagine zerglings vs siegetanks if they did 1 dmg per hit, the only way you could kill them then is with friendly fire.

So they would atleast need the damage ups, and ultras are bad without armor ups so they need that too.
happY11
Profile Joined January 2008
Sweden19 Posts
Last Edited: 2008-07-03 12:55:13
July 03 2008 12:52 GMT
#357
On July 03 2008 20:06 Klockan3 wrote:
Show nested quote +
On July 03 2008 18:02 happY wrote:
What do u think?

That zerg would be totally useless vs 3/3 armies with their already low damage since 3 less on every attack would be extremely devastating.

I mean, imagine zerglings vs siegetanks if they did 1 dmg per hit, the only way you could kill them then is with friendly fire.

So they would atleast need the damage ups, and ultras are bad without armor ups so they need that too.


Not if the zergs are almost twice as many as they would with the current up system. Of course they have to balance this, AND as i wrote in my post this maybe should be combined with an attack up.

I dont understand ur critizism.
KiN2
Profile Joined July 2008
Sweden18 Posts
July 03 2008 13:19 GMT
#358
Hmm, i got a couple of ideas so i better spit em out (might miss some):

- the ability to give your teammates minerals/gas would be nice (Clicking a button located over the mini-map)

- A spellcaster for the Terran-player that can cast a spell (named for example Gas Grenade or just Grenade) that a unit throws and does area damage (almost like the High Templar's Psionic Storm).

- i want a unit that can shoot missile's at ground units!! FFS, like a Anti-Air Tank that can attack BOTH air and ground units with its rockets (doing like half damage at ground and full damage at air units).

- Stronger Vultures cause i hate Explosive damage, and i would love it if Vultures could place Explosive Charges at certain places doing big area damage but they can't move like the Spider Mine.

- a huge mechanical Marine that does area damage with its machine gun bursts.

- Ability to change your online ID? i can never make up my mind about that!
Ozarugold
Profile Blog Joined February 2008
2716 Posts
Last Edited: 2008-07-04 07:49:40
July 04 2008 04:26 GMT
#359
Terran Engineer - Goes inside buildings or vehicles and increases its efficiency, ie. faster rate of fire, more damage, etc. etc. Only one Engineer per building or vehicle. When the building or vehicle is destroyed, so is the Engineer.

Some Zerg unit - Burrows underground, and all nearby units slowly gets pulled towards it. Units can attack from inside it, closer they get towards the epicenter, the harder it is to escape from. It does no damage, but I thought that since Zerg has no devastating AOE moves (they got rid of plague, right?) thought they should do some more damage with splash damages.

Protoss Bionic Chamber - A building. Put a Protoss unit inside it, wait a couple seconds and it changes into a "hero" version. I thought this would have been an acceptable way to intergrate some Warcraft into Starcraft, without the "one unit to rule them all" thingy.

Critter - Charizard critter, I dunno I felt like I should add a fourth thing.

EDIT: Okay, Zerg Grudgling - It infests a unit and after it dies it comes back to life, albiet a bit mindless and with a timed life.
this is my quote.
404.Nintu
Profile Blog Joined May 2007
Canada1723 Posts
Last Edited: 2008-07-04 08:13:12
July 04 2008 08:10 GMT
#360
On July 03 2008 22:19 KiN2 wrote:
Hmm, i got a couple of ideas so i better spit em out (might miss some):

- the ability to give your teammates minerals/gas would be nice (Clicking a button located over the mini-map)

- A spellcaster for the Terran-player that can cast a spell (named for example Gas Grenade or just Grenade) that a unit throws and does area damage (almost like the High Templar's Psionic Storm).

- i want a unit that can shoot missile's at ground units!! FFS, like a Anti-Air Tank that can attack BOTH air and ground units with its rockets (doing like half damage at ground and full damage at air units).

- Stronger Vultures cause i hate Explosive damage, and i would love it if Vultures could place Explosive Charges at certain places doing big area damage but they can't move like the Spider Mine.

- a huge mechanical Marine that does area damage with its machine gun bursts.

- Ability to change your online ID? i can never make up my mind about that!


I don't think that every Terran unit should have explosive, targetable AOE Damage.
"So, then did the American yum-yum clown monkey also represent the FCC?"
Prev 1 16 17 18 19 20 27 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 15h 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 295
BRAT_OK 81
JuggernautJason35
MindelVK 17
StarCraft: Brood War
Britney 37195
Rain 3592
Calm 3244
Horang2 1652
Hyuk 763
Soma 435
PianO 306
firebathero 218
hero 185
Rush 160
[ Show more ]
White-Ra 80
Barracks 73
Dewaltoss 68
TY 48
Free 31
Terrorterran 18
Movie 14
Shine 12
Bale 11
Dota 2
qojqva2819
Dendi1278
Counter-Strike
kRYSTAL_34
Super Smash Bros
Mew2King76
Other Games
B2W.Neo827
Beastyqt715
Lowko346
Fuzer 160
Liquid`VortiX147
QueenE76
Trikslyr54
EmSc Tv 10
febbydoto5
Chillindude0
Organizations
Other Games
EmSc Tv 10
StarCraft 2
EmSc2Tv 10
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• StrangeGG 57
• poizon28 18
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 24
• Michael_bg 6
• FirePhoenix5
• blackmanpl 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3604
• WagamamaTV370
League of Legends
• TFBlade952
Other Games
• Shiphtur252
• imaqtpie1
Upcoming Events
CranKy Ducklings
15h 58m
RSL Revival
15h 58m
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
17h 58m
Cure vs Reynor
Classic vs herO
IPSL
22h 58m
ZZZero vs rasowy
Napoleon vs KameZerg
OSC
1d
BSL 21
1d 1h
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
1d 15h
RSL Revival
1d 15h
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
1d 17h
WardiTV Korean Royale
1d 17h
[ Show More ]
BSL 21
2 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
2 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Korean Royale
3 days
BSL: GosuLeague
4 days
The PondCast
4 days
Replay Cast
5 days
RSL Revival
5 days
BSL: GosuLeague
6 days
RSL Revival
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.