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[D] Terran Gunboat Idea - Page 6

Forum Index > SC2 General
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Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
May 05 2008 07:11 GMT
#101
On May 05 2008 15:08 ArvickHero wrote:
I'm not sure if this was mentioned in the thread (sorry if it was), but would the gunboat be able to focus fire all of its marines, or will it just hit four different targets as it flies by? Will they be able to stim inside the gunboat?


I should think to just leave it basically a flying bunker. Also, logically, there's nothing stopping a marine from using stimpacks while inside a building/ship. Blizzard of course didn't realize this "problem" until long after SC1 was released. So this feature logically should be implemented in SC2 ( Wasn't it in SC2 bunkers already. Can someone confirm this?) though it could have been left for the micro upkeep.
"Eyes in the sky."
dat[fury]
Profile Blog Joined May 2008
Philippines129 Posts
May 20 2008 06:45 GMT
#102
Other addons can be added guns on the ship even one devastating cannon to it so the price is benefitable. What it has rocket pods or flare so that enemy aircraft or ground missille will miss for a few seconds when the ship is under heavy fire
En Taro Tassadar!!! Die you Terrans
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 02 2008 12:36 GMT
#103
Having flares (with a limit, like vulture mines) could create some extremely interesting micro situations.. I think the helicopters in World in Conflict have that ability and I thought it was pretty cool.

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
Caller
Profile Blog Joined September 2007
Poland8075 Posts
June 02 2008 13:34 GMT
#104
Hmm...

What about this then...

The Gunboat, as mentioned before, has two modes: the normal "dropship" mode, where it carries 4 units and travels at dropship speed, but the units cannot shoot, and the "gunboat" mode, where it slows down to the speed of, say, a Battlecruiser, but the units can now shoot/heal while in the Gunboat. Upgrading each dropship (using an SCV to "finish building" the dropship) gives it two flares, which work by acting as if the dropship is actually a ground unit on higher elevation: i.e. there is a reduced chance to hit for a few seconds. This could be used to act as a way to escape because the transition time to gunboat and dropship mode and back is a few seconds.

To address the concern that there will be no need to have infantry outside of the gunboat, my question is: how are you going to get the gunboat to escape without infantry support from fast pursuit units like the Warp ray and the Corrupter? I envision a unit of Gunboats and Dropships working in tandem, with the Gunboats clearing an area for the Dropships to land, the dropships landing their troops and wrecking havoc, then the Dropship infantry patrolling the area defending against corrupters and hydralisks while the Gunboats transition into Dropship mode, and then all the air units making their escape.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
June 02 2008 13:38 GMT
#105
i really like the idea of an upgrade for dropship that allows the units inside to shoot
very nice
Once again back is the incredible!
ShloobeR
Profile Blog Joined April 2008
Korea (South)3820 Posts
June 02 2008 13:50 GMT
#106
flying nuke launchers : )
: o )
shimmy
Profile Blog Joined May 2003
Poland997 Posts
June 02 2008 14:27 GMT
#107
The Gunboat, as mentioned before, has two modes: the normal "dropship" mode, where it carries 4 units and travels at dropship speed, but the units cannot shoot, and the "gunboat" mode, where it slows down to the speed of, say, a Battlecruiser, but the units can now shoot/heal while in the Gunboat.


Perfect.
Hell hath no fury like the vast robot armies of a woman scorned.
ZidaneTribal
Profile Joined September 2007
United States2800 Posts
June 02 2008 16:46 GMT
#108
how about nuking from gunboat
fuck lag
dogen
Profile Joined June 2007
Belgium108 Posts
June 02 2008 17:11 GMT
#109
So how do you suggest corruptors and gunboats mix? Can a gunboat get corrupted? Do you lose control over the units inside for the time it lasts or not? Does zerg get control over their abilities? Or shouldn't it be able to be corrupted at all? What efficient counter do you suggest for zerg against a flying stimming marauding sniping bunker? Or a mass of them?
Caller
Profile Blog Joined September 2007
Poland8075 Posts
June 02 2008 17:55 GMT
#110
On June 03 2008 02:11 dogen wrote:
So how do you suggest corruptors and gunboats mix? Can a gunboat get corrupted? Do you lose control over the units inside for the time it lasts or not? Does zerg get control over their abilities? Or shouldn't it be able to be corrupted at all? What efficient counter do you suggest for zerg against a flying stimming marauding sniping bunker? Or a mass of them?


if you've let your opponent get a mass of these gunship things either you should have 200/200 ultralisks or you're really far behind.

If a Gunboat gets corrupted by a corrupter, it will stop moving and act as a hovering bunker. The units inside will be able to use, for instance, snipe or lockdown, if they're researched, as well as heal (for applicable units), and they can shoot outside and at their respective ranges. It'd be just like it got mind controlled, except its stationary. When a dropship got mind controlled, all of the units belonged to the mind controlling player, so I don't see why this should be any different.

Because of the short range and the relatively slow speed, a group of hydralisks can easily put a stop to it, as well as the disease of the infester, and dark swarm will render your units hard to kill by a Gunboat. Each Gunboat is a huge investment, it's like an Ultralisk, plus the marines inside make ti equal to an ultralisk and 6 zerglings. Plus, since it does marine damage, armored units will take little damage against it because instead of say 24 damage it does 6+6+6+6 damage, which against 2 armor is only 16 damage.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Archaic
Profile Blog Joined March 2008
United States4024 Posts
June 02 2008 22:01 GMT
#111
It seems interesting. I don't know the exact implications of how this would work. One thing to consider would be its speed. If it moves a lot slower, then it wouldn't be a dropship at all anymore, but more like... a flying bunker that costs gas.
vand00r
Profile Joined June 2008
United States7 Posts
June 25 2008 05:52 GMT
#112
Well, it wouldn't have to be a bunker.
It could function just as a regular dropship with its normal given capacity, but with, say, 2-4 gunports to allow for Vietnam-style shooting from helicopters while not significantly affecting game balance (ie. no active abilities), and the dropships are still expensive and still must be filled by marines/marauders/whatever. When destroyed, the inhabitants of said dropship would also be killed.
This would allow for some measure of self defence, even if slightly pathetic, while not (omfgwhyisit)pwning the air.
Plus, for those that say this idea would imba for Terran, wouldn't all the places the dropship can attack already be attack-able by the much cheaper Vikings?
And the primary purpose of the dropship is to TRANSPORT and SUPPORT, not PWN.
It's just a thing to make the dropship seem like something you would take to a combat zone, not a cargo plane.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 25 2008 07:00 GMT
#113
Vand00r.. that's the idea ;p

And it's essentially a flying bunker, although weaker!
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
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
June 25 2008 10:11 GMT
#114
So how is our presentation of this to Blizzard coming along?
Anyone made any form of direct contact on the subject?
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 25 2008 11:22 GMT
#115
It was submitted in last months monthly report, that's about the extent of the contact I have =p

Manifesto might have more connections but I dunno =]
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
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
Last Edited: 2008-06-25 11:46:58
June 25 2008 11:46 GMT
#116
Good stuff, need to keep picking on them about this one.
As mentioned in the thread, this is exactly the kind of unit Blizzard USUALLY goes all wet and dreamy about.
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
eugen1225
Profile Joined February 2008
Yugoslavia134 Posts
June 25 2008 12:46 GMT
#117
Theres a unit like this in CnC3.
I don't like it even if it wasn't already a CnC3 unit.
I don't like it.
With no scourges in the game, imagine a dropship raid only it doesn't have to drop anymore, and on top of that, you try chase it with mutas, mutas cant move and shoot anymore, but the rines inside the Dropship can shoot while the dropship is running away, this is just such a lame idea, this would be even lamer than iradiate on your vessels (at least this caries risks from scourges), but the all mighty dropship of doom has 0 risks!
Great idea! Just awesome! How the hell didn't some one in blizzard think of this?!
Caller
Profile Blog Joined September 2007
Poland8075 Posts
Last Edited: 2008-06-25 13:18:50
June 25 2008 13:17 GMT
#118
On June 25 2008 21:46 eugen1225 wrote:
Theres a unit like this in CnC3.
I don't like it even if it wasn't already a CnC3 unit.
I don't like it.
With no scourges in the game, imagine a dropship raid only it doesn't have to drop anymore, and on top of that, you try chase it with mutas, mutas cant move and shoot anymore, but the rines inside the Dropship can shoot while the dropship is running away, this is just such a lame idea, this would be even lamer than iradiate on your vessels (at least this caries risks from scourges), but the all mighty dropship of doom has 0 risks!
Great idea! Just awesome! How the hell didn't some one in blizzard think of this?!


a) yugoslavia
b) did you actually read the thread? i said that if the dropship is trying to run away it would either be very slow, or it wouldn't be able to shoot to run away. And the corrupter is a huge risk there, not to mention its much more expensive than a vessel.

and theres a unit like the siege tank in cnc its called artillery
and theres a unit like the marine its called the infantry
and theres a unit like the golaith called the wolverine
and there used to be a unit like the firebat, it was called flamethrower infantry

just b/c its vaguely like something in cnc3 doesn't mean its bad.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
June 25 2008 13:27 GMT
#119
Haha, yeah, C&C's APC and its various incarnations. Thus, the possibility of a non-flying but mobile bunker also sounds like a cool idea. haha.

Scourge will be back. They have to. They saved many Zergs' asses at critical moments so many times. Kerrigan will be considered stupid not to bring them back or is she planning a defection back to the Terrans? Heheh
"Eyes in the sky."
vand00r
Profile Joined June 2008
United States7 Posts
June 26 2008 02:42 GMT
#120
Mebbe the corrupters will get a suicide option or something.
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