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Zerg
Dwelling
Cost: 75 Minerals 75 Gas
Damage: None
Armor: Unarmored
Energy: Built with 50 energy
Abilities: -Slowly loses health when not on creep, similar to other zerg buildings (passive) -Mold: Raises creep into an impassable wall with a length of 7 unit spaces and width of 1 unit space (75 energy, can only be used on creep, duration of 20 seconds, channeling spell, dwelling cannot move while ability is in use, range 3) -Submerge (available only when burrowed is upgraded): Allows a burrowed dwelling to grab a unit that walks above it beneath the creep for 6 seconds. Unit loses 20 hp per second (75 energy) -Consume: The dwelling is able to consume a unit corpse on the creep to regain 5 energy
Tech: Requires spawning pool
Movement speed: Moves at the speed of zerglings with adrenaline speed upgrade on creep when burrowed, otherwise movement speed of 1 off creep and movement speed of a queen on creep.
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Protoss
Void Templar // Templar of the Void
Cost: 0 Minerals 250 Gas
Range: n/a
Damage: n/a
Armor: Light - Psionic
Energy: 250
Starting energy: 50
Ability: Psionic Disruption (100 energy): Causes enemy units within a small radius to attack each other (The same radius as current force field [as of patch 8])
Void Rift (75 energy): Shifts players units and opponents units to each others location within a small radius It will work somewhat like nydus canal in sc1 in that you have to click twice after you click the ability, once to show which of your forces to shift, and again to show which of the enemies forces to use. This can be useful for example for breaking down a front door, It will have a pretty good range (9-10?) So the enemy forces will need a bit of time to come back and thus you can gain a small advantage using it
Shadow Sanctuary (50 energy): allows the Void Templar to temporarily slip into the void, becoming invisible, immobile, invulnerable to physical damage and unable to cast any spells. Spell is dispelled after 10 seconds, or if a skill/spell is used on it (such as EMP, fungal growth, etc)
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ZERG
MEGAFILER [Require HIve] 100 HP
Cost 75 min 100 gas
range melee
Damage 5
Armor Biological
Energy 110 150 [after energy upgrade]
Ability Sacrifice Allows the Megafiler to eat up own units[except larvae] ,the amount of energy it will gain will be equal to 1/2 of the HP of the sacrificed unit
Hell Mist ,55 energy Creates a green colored smog [like dark swarm] surrounding it ,the smog will follow wherever megafiler goes.Any unit [except non bio units,and the owner of megafiler] will get 25 damage per second under the smog.The period of this effect is 15 secs.
Transform,150 energy Consume any Zerg unit and megalisk will become that unit .
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Protoss: Phase Templar (Ground Unit)
Built from Warpgate, requires Templar Archives or Dark Shrine, constructed by using a Warpgate ability on an Archon, and if the Archon dies within 5 seconds (or so) of that cast, the Phase Templar emerges from the dying Archon. From the time of the cast, to the end of the 5 seconds, the resources are unavailable. If the Archon does not die in that time, 80% of the resources are refunded. The Archon would have some visual queue that it is under the effects of this ability.
Cost: 50 mineral, 100 gas, 0 Supply
Has Health, Shields and Energy combined into one single number that decays slowly. Using any ability or taking any damage lowers it as well.
200 Energy
Armor Classes: Psionic
Psionic Discharge: Costs 5 energy, deals 35 damage, range of 2 (basically long melee range), ignores armor/armor type. Ground only. If the Phase Templar is out of range of its target, it uses 15 energy in order to immediately teleport within range of the target, which must be in the sight range of the Phase Templar itself (not total sight). The Phase Templar is otherwise immobile.
Abilities:
Phase Strike: Costs 50 energy, deals 75 damage. Phase Templar teleports to land a melee attack on an air unit. 5 second cooldown during which no other action may be taken. After using this ability, and until its next Psionic Discharge attack, the Phase Templar is targeted as an air unit.
Dissipate: Kills the Phase Templar, transferring any remaining energy to nearby friendly spellcasters. Closest first, then overflow goes to the next, and so on.
Lorewise, the Phase Templar is essentially a ghost that just barely holds together the last psionic vapours of a dying Archon, and then haunts the area of the Archon’s death before becoming unstable and finally decaying.
Gameplay-wise, the Phase Templar serves something of a micro-based buff for Archons, allowing Protoss to extend the use of Archons a little further into battle, and requiring opponents to pay attention in battle or suffer.
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Protoss
Nazgul (Air)
Cost: 100 Minerals 50 Gas (balanceable)
Damage(AtA): 5 (very fast) Range: Same as pheonix Health: 80 or something not too high Shield: 40 (balanceable)
Abilities: -Scythe Barrage: Unleashes a limitted barrage of attacks to all enemy air units in front of the nazgul. Dealing X frontal splash (moderate) damage per second for Y seconds (not a long duration) to all targets a semi short distance in front of it. The nazgul can be controlled during this effect so it can be micro'd to chase, but it can't fire it's regular attack until the barrage is done. Stong against clumped up light air units. -Psionic Shell: Absorbs a single spell or attack against the nazgul. Cooldown: X. One of these would be researchable, one not I'd think. Would take balance testing.
Movement speed: very fast
The art style would be likened to the Dark Templar branch of protoss as it is one of their units.
In essence it's an air superiority fighter except encouraging more micro and strategy in battles. On paper it's a strong air to air threat in the protoss arsenal with abilities encouraging either hit and run tactics or well timed commitment to battles. It would be deadly even when the skies are clear if used with the pheonixes' grav lift ability, or to soak up an attack round with it's shell. This would be a Starport unit, I left the numbers and tech vague because it's just a concept and things like that would need heavy testing I'd think.
My inspiration for this was protoss complaints about lack of good air, and also good anti air, enjoy.
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Terran
The Victory
Cost 1 Thor 1 BattleCruiser
Range Air 8 (Speed: Fast) Ground 7 (Speed: Normal)
Statistics: Armor: 3 Air Attack: 10 Ground Attack: 45 ( 2 attacks) Life: 950 Energy: 200 Energy (250 when battlecruiser+50 energy is done) Supply required: 12 Can have only 1 during the game.
Abilities: Monster Yamato (if Yamato is researched for battlecruisers) costs 150 energy. deals 1000 damage. After shot unit looses 450 hp.
Looks like: Thor in dropship, but instead of dropship - battlecruiser.
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Zerg
Tremblin: Air Zerg Unit that needs Lair, Spire and other new building.
Cost: 50 Minerals 100 Gas Hp: 60
Range: 0
Damage: 0
Armor: Biological (Starts with 1 point of armor)
Energy: 0
Movement Speed: Normal
Starting Ability: (15 seconds CD after use) BurrowQuake: Allows the Trembling to quickly dive from the sky to the earth in a distance from 4 in front of him, starting a little earthquake that deals 5 damage (AOE of 2 when doing this) for every second he stay in that position for a max duration of 5 seconds. In this state he can be attacked but only if there is some detection aka Scan, Observer, Overseer etc. and after this 5 seconds its remains Burrowed. With the possibility of unburrow . Move while burrow can be upgrade in his required building (100/100 and 80seconds).
How its work
The trembling can go to air if the player press the unburrow button, but researching the ability to move while burrowed allow them to search for a better position to do that. This ability is very useful when its used mixed with Mutalisk, Overlords or any units that can soak damage from the turrets, canons or any other static defense. And it can be used in a lot of other situations, creating benefits to the skilled player with best multitasking skills.
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Protoss:
Only harass unit for Protoss
Sneazer
Cost: 50 Minerals 25 Gas
Food: 1
Range: Melee
Damage: 1-10 (1 Attack) (+1 Biological/Light)
Armor: Light/Bio
Energy: 0
Ability: Pyron Blast Upon research, Sneazer will gain "Pyron Blast" where if they are around Pyron area, Sneazers will have 5-10 damage instead of 1-10 damage.
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Great initiative! I have mailed my entry.
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Zerg Putrifier
(I chose zerg because they don't have as many units as the other races right now)
tier 2 unit, requires infestation pit to produce (or perhaps a "putrification heap" or something)
Looks something like the demon boar near the beginning of princess mononoke (see http://www.jazzhammer.com/images/mononoke.jpg ) or the "mud demon" (?) in Spirited Away. It is a gross, flowing and changing mucky monster.
Melee attack: Rot. This is a continual/passive melee attack that infects all adjacent enemy units with rot. Infected units (and buildings) take 20 damage per second for 3 seconds. (if this is too powerful, perhaps rot will never kill enemies, but only reduce them to 1hp). Units that stay next to the putrifier are reinfected, restarting the rot timer. Ideally, however, the putrifier moves around, infecting as many units as possible with rot.
Ability Acid slime trail: Once this ability is activated, the putrifier leaves a trail of acid behind it as it moves. The trail lasts for 15 seconds. Units that cross the trail take 50 damage and are slowed for 5 seconds. The acid trail hurts both enemy units and allied units. The trail can be used for defense (blocking off a choke), retreat (drop the trail as you run to deter enemy units following you), or even for flanking an opponent, preventing their retreat by putting an acid trail behind them. Once activated, the putrifier drops the acid trail for the next 5 seconds. There is no energy cost, but it has a cooldown of 30 seconds.
Cost: 25 min, 200 gas Armor type: bio / armored Armor: 2 (+1) HP: 200 Movement speed: normal Unit size: about the size of a tank Food: 2
Upgrade: Faster speed. This makes the putrifier much more effective, both for getting close to enemy units to infect them, and for creating acid slime trails more quickly.
~~~~~~~ I think this would add a lot of new strategy dynamics (positional play with the acid slime, etc), and also be a cool looking unit and very zergy.
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Protoss
Fathership
Cost: 400 Minerals 300 Gas
Range: 10 (Range works in radius of 10)
Damage: 70 to all units
Armor: Armored +3
Energy: 600
Ability: Marriage with mothership (500 Energie) after 9 months (90 sec ingame) little mother and fatherships (babyships) pop out of the mothership (each of them has 4 supply) they can attack ground and air lol
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zerg Pestilisk
Description: Pestilisks eerily resemble aging Zerglings. They are longer than your typical Zergling, being about one and a half Zergling bodies each. They lack wings, only having rotting stumps. They tend to have black rotting flesh with holes oozing team colored liquids. The other significant changes between the Pestilisk and Zergling include a vastly malformed mouth. A Pestilisk usually has a large head with a wide gaping mouth, lined with vicious curved teeth. The acidic purple spores accumulate here and drip from its mouth.
When it attacks it attacks with its large mouth swiping side to side and its extra limbs lunging forward. Each attack spurts a small purple splash onto its target, adding a toxic spore. When under creep synapse the Pestilisk oozes purple sludge from the holes in its body and sends fat drops of purple sludge flying away from its body in an average sized radius. The Pestilisk’s symbiosis ability puts a team colored fungal growth on the body of its target.
For visual reference it is a longer, more dog-like zergling with a gaping mouth. The mouth resembles that of a Japanese giant salamander.
Production:
Zerg Armor Defeating Early Tier Caster minerals:25 gass: 50 build time: 17 Morphed From: Zergling Requires: Pestilent Spawning Pool
Pestilent Spawning Pool: Morphs from the standard spawning pool. Has identical looks except it changes the liquid in the pool to be team colored.
production:
50 minerals 50 gas 180 build time.
Unit Statistics:
50 Health 200 Energy Armor: 0 (+1) Movement: Normal Modifiers: Light - Biological
Armaments:
Corrosive Claws Targets: Ground Damage: 5 (+1) Range: Melee Attack Speed: Fast Bonus: None
Abilities:
Corrosion Glands:
For every attack a Pestilisk delivers on an enemy, that enemy unit gains one toxic spore. Toxic spores force the enemy unit to attack at 5% slower speed per spore and to take one additional damage per spore from every attack. Enemy units and buildings can have up to nine toxic spores at one time. Each spore wears off after 15 seconds and each attack by a Pestilisk renews the spores’ duration.
Passive Duration: 15 seconds per spore Cooldown: None
Creep Synapse
When a Pestilisk dies on creep, it explodes in a small shower of purple acid, spreading up to three toxic spores onto each nearby ground enemy.
Passive
Symbiosis
For just 75 energy, the Pestilisk can spread its corrosive spores in the form of a parasitic growth. Each Parasitic growth replaces the targetable health of the unit it is attached to with its own health of 15. Any damage done to the parasitic growth does not spill over to the unit it is attached to, but the health on the attached parasitic growth does not regenerate and multiple parasites can not be stacked on the same unit. Special abilities bypass the parasitic growth in effect and damage (Including tactical nukes) and splash damage still applies to the unit.
Energy: 75 Duration: 150 Seconds Cooldown: 5 Seconds Range: 7
Upgrades:
Corrosive Spore Glands: This upgrades causes every Pestilisk to deliver three toxic spores on initial hits against enemies with no spores at the time of the attack.
Researched At: Pestilent Spawning Pool
100 100 110
Disambiguation
Strong Against: Ground Units
Weak Against: Air Units, Splash Damage
General Role: An excellent choice to weaken high health Protoss units, healing Terran units, and high armor Zerg units such as roaches. Pestilisks do an excellent job of softening up ranged units in order to allow melee types to do more damage for longer. As an added bonus, Pestilisks naturally benefit from Zergling movement speed and attack speed upgrades, and when combined with their health boosting ability, Pestilisks can really help Zerglings do even more melee damage.
Pestilisks open up an early game caster option for the Zerg, requiring only a pestilent spawning pool, which morphs from a regular spawning pool for only 50/50/180 (Minerals/Gas/Build Time). In addition to spicing up unit diversity, this also makes up for the harsh lack of casters in the Zerg army.
Use Concept: The Pestilisk can help defeat hard Terran wall ins by padding Banelings with extra health for Baneling wall breaks. It can also help keep early contains going with Symbiosis and the Pestilisks themselves help quickly take down high health Marauders. Late game it can even help reduce the effect of healing on MM balls so that your ranged units can do enough damage to reduce their numbers.
Against Protoss, Pestilisks help bolster Zergling strength to even the odds against powerful Zealots. Even against Colossi, Symbiosis can prevent Zerglings from melting in one deft blast. Even in general the extra damage the spores provide can help turn the tide of battle against high health Protoss forces. The Pestilisk can also do wonders to diversify Zerg vs. Zerg battles with Pestilisks being particularly good against Roaches.
Lore:
+ Show Spoiler +Initial Pestilisks were found after the forces of the Confederacy of Man destroyed Zerg infestations that had ravaged nearby settlements. The Pestilisks were then found when the settlements were rebuilt after significant time had elapsed. It was thought that these feeble creatures were simply the product of starved Zerglings, as they were indeed rare. Still, the Pestilisks may in fact have been the product of genetic experimentation from Zerglings, in order to create beings that could survive these barren conditions. Current Pestilisks have progressed away from feeble stragglers and have most recently been found amplifying remote Zerg ground forces to horrific effect.
Pestilisks have most likely developed from contact with human strains. They are most likely evolved from the highly similar Zergling warrior strain. It is unknown if they morph directly from a Zergling, as Guardian strains might do so from Mutalisk strains. Pestilisks seem to contain the absorbed genes of Earth native species such as dogs and rats. In particular it seems the genes have been twisted to allow Pestilisks to survive extreme malnourishment.
The most interesting Pestilisk trait is its large gaping mouth. Its head is actually crescent shaped due to its large mouth. A Pestilisk’s mouth tends to have a multitude of curved canines lined up in several unbalanced rows. The most liquid form of its body’s acid typically drips from the mouth, quite possibly denoting that it is produced in the mouth or head of the Pestilisk as a liquid, and becomes viscous and sludge-like with addition of parasitic spores.
The Pestilisk has a body much like a Zergling, except it typically is noticeably longer. Its carapace seems more like the rotting flesh of a dog or rat, rather than the thick insect-like carapace found on Zerglings. The tail of the Pestilisk remains proportionately the same as a Zergling’s tail, a trait Pestilisk legs and Zergling legs share.
The Pestilisk lacks insect like wings which some Zerg strains have evolved. Pestilisks tend to simply have stumps instead of wings, perhaps showing that the Pestilisk has only recently evolved. Pestilisks often ooze the acid contained inside their body through huge visible pores in their body.
Its bodily systems are so volatile that it frequently hosts parasitic spores which thrive in a viscous, corrosive, and acidic substance that is found in Pestilisks. This substance has been recorded to weaken our armor systems, leaving troops and buildings vulnerable to damage. It seems this substance also reacts explosively with creep, following the failure of buffer systems that normally prevent this occurrence in live Pestilisks.
The parasitic spores it hosts seems to require a significant growth time between life stages and require the acidic substance mentioned before in early life. Its second stage seems to be similar to most fungi, or lichen even. We’ve found this fungal parasite using the external carapace of fellow Zerg as homes to grow, as well as on other substances. The fungal growth its second stage creates is remarkably tough, able to withstand multiple gauss rifle projectile hits. The final stage of the parasite is unknown; it likely culminates in the expulsion of numerous spores which begin the cycle again
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Terran
Unit: Fleet Specialist Created From: StarPort Requires: Addon Tech Lab for StarPort+Specialization Building (New Structure) Type: Air Unit+Support Unit+Detector unit HP: 150
Base Armor: 0 (-5 Damage from Armored) (-0 Damage from Light) Air Armor +1: (-8 Dmg from Armored) (-1 Dmg from Light) Air Armor +2: (-10 Dmg from Armored) (-2 Dmg from Light) Air Armor +3: (-12 Dmg from Armored) (-3 Dmg from Light) Base Attack: 0 Air Weapons +1 (1 Damage to all/No Bonus) Air Weapons +2 (2 Damage to all/No Bonus) Air Weapons +3 (3 Damage to all/No Bonus) Base Energy: 45 Possible Max Energy: 250 With Upgrade Cost: 100 Minerals / 100 Gas Unit Supply: 3 Build Time: Same as Medivac
Structure: Specialization Building Requires: Starport+Tech Lab Upgrades: Sensory Specialization+Sensory Range Tracking+Drop Pod+Quantum Core Mechanics
What the Unit/Upgrades do: Sensory Specialization: Allows Sensory Towers to be turned into Specialization Towers. These towers have the same effect as a Sensory Tower. The addition is that Drop Pods can now be used in the range of Specialization Towers. Fleet Specialist unit with the Drop Pod upgrade are needed.
Sensory Range Tracking: This allows the Fleet Specialist to be a detector unit, the range of detection is the current POV of the fleet specialist and must be in range of a Specialization Tower.
Drop Pod Cost: 60 energy Cooldown: 3 Seconds before next use One Drop Pod per use/Four Drop Pod total per fully energized Fleet Specialist. Drop Pods can only be used within the range of the Specialization Tower+Fleet Specialists current POV. Unit Limit Per Drop Pod: Exact same unit limit as the Medivac How does it work: Load units into Specialization Building, Drop Pods launch from there when requested.+[b]There is currently no limit cap for Specialization Buildings as it has not yet been tested. You will see the Unit Portrait+Unit Hotkeys of the units in your Specialization Building on your Fleet Specialist, that is how you call the specific unit types to battle.
Quantum Core Mechanics Allows the default of 200 Energy to cap out at 250, this creates one additional use of Drop Pod in the midst of battle.
Future Roles: With this we could see the Sensory Tower as a more important role in the offensive department once it becomes a Specialization Tower, as well as being a target for the enemy. The enemy can always see when he is in the range of a Terran Specialization Tower, so if he just so happens to see its range glimmering inside his base, he now knows what's up and has to be very careful. Not to miss any Fleet Specialist attacks. Mind you with the 3 second Cooldown of Drop Pod, there might have to be multiple Fleet Specialists per attack. Which is why the Fleet Specialist is more of a Support unit rather than an offensive unit Until fully upgraded on Air Armor+Air Weapons that is. Also enemies would now have to be careful when engaging in a battle in the range of the Specialization Tower because of the Fleet Specialists defensive capabilities of being a Detector, and a Call Down unit.
The reason there are no real costs in terms of upgrades and structures is due to it being a new unit thread, not structure/upgrades.
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Sniper Battery Station
300 minerals, 300 gas 250 HP, 2 armor Attack 75 (+15 light) (Ground only), Range 40 (Minimum Range 7) Massive/Armored etc. Speed equal to 1/2 floating building Cooldown 4x siege tank's siege attack 200 Energy, Can cloak for 50 energy, 2 per second (Since it's basically a huge flying building)
Basically a Terran unit that has a huge range, and is used to pick off enemy units. This encourages use of scans/scouting because you can snipe far range units (HT) if you can scout them, and also causes more attacks instead of turtling because people want to kill the unit instead of constantly being nagged and getting units sniped.
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In an effort to find a use for enlisted men who tend to be more aggressive than marines and marauders, the Terran have developed a melee infantry unit:
Terran Commando
Cost: 100 Minerals 175 Gas 2 Supply
Range: Melee
Type: Armored, Psyonic
Stats: 110 HP 1 Armor
Attack: The Commando is equipped with a razor sharp ax to cut down his foes. 20 damage (+5 light)
Special: Play Dead By adapting the Ghost's cloaking devices into the Commando's armor, the Commando can cloak at any time. This cloak will only last a maximum of 7 seconds, and is only usable every 20 seconds. When the Commando cloaks, enemy units perceive it as a dying infantry unit. This visual effect can be avoided with the help of detection. While the Commando is cloaked, movement speed is reduced to 75%, and the cloak is removed once the Commando engages an enemy.
Upgrades: Stim Pack Infantry Armor Infantry Weapons
Tech: Built at the Barracks Requires Tech Lab add on Requires Ghost Academy
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Zerg
Grasshopper
Lore The grasshoppers are highly evolved zerg units which originally came from zerglings. They were first sighted on the desert mining planet of Aurgau by a platoon of renegade Terran infantry. The platoon had been holed up in their encampment for months, defending from constant, relentless zergling attacks. The highly fortified position of their encampment had them killing zerglings by the swarms day in and day out, with minimal losses. Unknown to the platoon, this had set up the perfect circumstances for zergling evolution. Over time the marines began to notice these new zerglings were faster, had more life, and their hind legs were growing! These new zerglings were vicious jumpers! At first the platoon dismissed this information as a novelty. Eventually, however, the zerglings began hopping their fortifications and engaging marines within melee range! These new zerglings the marines called "Hoppers", and were the bane of all the marines in the camp. The platoon continued to fight, but kept losing marines to the hoppers. They fought to the very last man, but were overwhelmed by the zerg. Unfortunately for the rest of humanity, this event sparked a trend in zerg evolution which has then since continued. Nowdays we have the zerg grasshoppers to deal with. These Grasshoppers can leap great distances and have giant, praying mantis claws which they slash you to death with.
Cost 150 Minerals 50 Gas
Range Melee
Damage 8 (2 Attacks) (+6 Biological) The Grasshopper Leaps within Melee range and thrashes enemies with his giant praying mantis claws.
Armor Light
Abilities Cliff Jumping: Passive ability to traverse cliffs Leap: The grasshopper Leaps toward an enemy unit and engages the target within melee range.
Notes This unit will be at Lair tech. The Leap ability allows Grasshoppers to penetrate into the enemy backfield, attacking key units, breaking the enemy ranks, and swarming the enemy. The Grasshopper can be a good harassing unit in large numbers. It moves about as fast as a roach with glial reconstitution.
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Zerg Maiden
History:
Dethroned by the Queen and driven into exile by the swarm, the Maiden was once to be the mother of all Zerg creations. Ashamed, she chose to live the remainder of her life underground, seeking revenge through the pain and death of all living things.
Once spawned from the Maiden Burrow, she can only be seen for a brief moment before hiding underground. The only ways a Maiden can be properly viewed is with the use of a Phoenix’s Levitation Beam or when she tunnels her way through adjacent cliffs.
Unit Stats:
Tech Tree: Hive, Maiden Burrow (150 Minerals, 150 Gas) Cost: 150 Minerals, 300 Gas Supply: 3 Build Time: 50
Hit Points: 150 Energy: 200 Damage: None Armor: 1 Movement: Slow (underground only) Modifiers: Biological – Psionic
Abilities:
a) Hollow Point – 50 mana With her claws, the Maiden creates an underground trap that buries all units passing over it within a 1.5 grid radius (Massive units are immune, traps can be detected)
b) Impale – 100 mana (requires research at the Maiden Burrow) Using her back spines, the Maiden inflicts 15 damage (+30 to Biological) and stuns all biological units in a line above for 3 seconds.
c) Devour – 150 mana (requires research at the Maiden Burrow) The Maiden rises from below, devouring anything above her within a 4-grid radius.
I also thought about the Maiden not being able to move within range of a Hatchery, since the Queen lives nearby, which would fit the whole “exile” theme, but that might be a bit hard to implement and remember while playing. And by adjacent cliffs I mean the cliffs that a Colossus or Reaper can’t climb.
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On April 14 2010 00:47 SmoKim wrote: i hope the guy with the "infestor launching banelings" are gonna post his idea(unless ofc he already have a beta)
Reposted by popular demand! :D
ZERG
Bane Bringer Role: Anti-Armor Siege Beast
Concept: The Bane Bringer is designed to reverse engineer the volatile chemicals inside Banelings to be deadly against Armored targets instead of Light targets, while also making it a siege beast of sorts. However, the extensive mutation requires the Banelings to be incubated within the Bane Bringer, making it extremely unstable the moment it is expelled out of the Bane Bringer. As such, once Banelings are loaded in, they can't be unloaded and can only be launched outwards and explode on impact, damaging both enemy and friendly ground units. When Bane Bringers die, any loaded Banelings will burst, also damaging any nearby friendly units or otherwise. As such, careful micro is needed to ensure good positioning and that the Bane Bringer don't die in the middle of your army.
Statistics Cost: 125 Minerals / 125 Gas / 2 supply / 20 seconds morph time Morphed From: Infester
Range: 9 (Attack range of 8, minimum attack range of 3)
Damage: 10 (+20 vs Armored) - Ground targets only. Each upgrade does +0 (+5 vs Armored)
Modifiers: Armored - Biological Health: 125 Armor: 0 (+1) Energy: 200
Upgrades Volatile Sacs: Costs 150 minerals / 200 gas. Requires Hive to unlock upgrade. Increases maximum amount of loaded Banelings from 4 to 8.
All Infester upgrades also affect the Bane Bringer.
Abilities Burrow: Can move while burrowed just like the Infester.
Load: Costs 5 energy. Can be set on auto-cast. Loads nearby Banelings into the Bane Bringer. Can load up to 8 Banelings max.
Baneling Bomb (default attack): Costs 20 energy and requires at least one loaded Baneling. Targets over 8 range at a ground unit and lobs a Baneling, exploding on the spot, but also doing friendly damage. Launched Banelings can't be shot down. Can't be used while burrowed.
Unstable Chemicals (passive): Activates upon death. Each Baneling the Bane Bringer carries does 10 splash damage to nearby ground units (up to 80 damage if 8 Banelings are loaded).
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I already sent an email to random69...just thought I'd post here to get some responses from you guys.
++++++++++++++++++++++++++++++ Terrain
Marine Engineer???? Lol [Not as worried about name as I am with its purpose]
Cost: 150 Minerals/100 Gas -Build Time: 35 Seconds -Either Factory or Barracks w/ TL. Range: Unit has no range.
Damage: Unit has no damage.
Armor Type: Armored-Biological 1(+0) -Life: 105 Energy: 50 Ability: Static Disruptor: (14 Range Technically but realistically 7) Unit goes into a stationary mode where it then emits a circle(14 Range in Diameter) of static/electric discharge that interrupts Protoss Shields, reveals cloaked units and drains(5energy/1sec) energy of any unit who enters the area + diminished returns (the amount of energy it lost takes 1.5x the normal times it takes to regain them back). Ability has repercussion-see *Static Overload* below.
--Okay I know weird unit, so I'm going to need to explain it more in-depth. First of all, ability only lasts 10 seconds, each second costing the unit 2 energy. Delay to recast is 15 seconds. Ability does stack but with diminished effect of the additional ones only being 25% of the previous one. So 2 of these marines would fetch you 125% effectability, 3=131.25% Next, "interrupts P. shield" means...reduce the shield gradually by multiples of 20/sec. So if a Zealot[50 shield] enters the radius for 2.5 seconds then its shield would be reduced to nil.
*Static Overload*- Okay, here is the twist: the unit's ability will not automatically shut off after the 10 seconds. However if you let the ability run for more than .5 second after the limited 10 second, it will explode and damage all nearby units. Um, damage equivalent to 4 banelings + same range? Haha...The damage and range is obviously going to be revisited but I like the idea very much because it feeds into the Terrain idea that you have to be extremely micro attentive to beat other armies (ie. microing marines out of range and bringing it back, etc.) or you will pay...with your own army dying.
Personal note/explanation: So I read the interview with David Browler posted on TL yesterday and pretty much winged it with his design thought process. To just create a cool/unique unit to improve game play. Basically this unit would replace the Ghost's EMP-not that it has any problems or not just thought I'd put a spin on it. I thought about making it so that no abilities are allowed to be cast in that area...but that's just too imba. Obviously the mechanics/balancing of the ability will improve depending on the amount of popularity/positive criticism it receives.
Final note:animation- So not bothering to draw it so use your imagination or [RA2: IRAQ:Desolator]. So unit looks like a marine except instead of a gun it is carrying a cannon twice its size. 80% of marines moving speed. When it enters stationary mode, it slams the cannon-like object into the ground and the out of the cannon erects an even higher structure with antenna like thing at the top and electric charges are emitted from the cannon in a circle like manner. Okay hope you like it. Or help me improve it.
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