TL;DR Scroll down to the bolded text. This is wall of text because I feel like I need to explain myself. Keep in mind that it's just an idea and there are a billion and one other suggestions for the Goliath.
I wanted to propose a new version of the Goliath to Terran that is based on the current discussion on cyclones. In case people haven't been up to date with the cyclone discussion I'll link some threads. These threads highlight why the cyclone is bad and more importantly why it can never be fixed. The new Goliath would have elements of the cyclone while maintaining it's own essence as a dependable ground combat unit.
http://www.teamliquid.net/forum/legacy-of-the-void/496628-fixing-the-cyclone
http://www.teamliquid.net/forum/legacy-of-the-void/496180-iaguz-cyclones-who-needs-em
So with the list of mech units we can get an idea of what units can be categorized as. Backbone units like the siege tank and Thor are strong dependable units that can hold their ground. Fast Harass units are fast on the field and are meant for high risk high reward damage. When these units are moved across the map it is generally accepted by the player that their is a strong possibility that these units may not return home. Hellions are perfect because they are a mineral cheap unit that can be produced in pairs. Cyclones however are 150/150/3 with 120 HP and require a tech lab. This price tag and HP does not reflect what the cyclone is intended for which is constantly engaging while being micromanaged. Cyclones are NOT cheap and cannot be replaced easily. For every cyclone that is built is production time taken away from the dependable siege tanks and Thors. Cyclones however fill a role in the mech composition as an early ground/air combat unit. These guys are good at taking down early banshees because they are more reliable than the widow mine and cheaper than the Thor. However their early game AA defense overlaps with the viking in terms of long range missiles.
One of my favorite units, the Viking, are unique in SC2 because they can land and take off. Their cousin unit, Goliaths, aren't unique to the game because they are generic air/ground fighters (think Hydralisk/Stalker/Marine). However that doesn't mean changes can be made to the Goliath if it were to enter the SC2 arsenal. Think of how the liberator was invented. It's essentially the same exact thing as the Valkyrie with an added ability! My idea is to replace the Goliath's long range AA missiles with a 2nd pair of chain guns but give it a ground to ground 'skill shot'. This unit would also get selection priority over the other ground mech units.
The keywords and points to consider with a new Terran mech are:
1. Not overpowering (think warhound)
2. Reliable damage to the ground and air (think stalker)
3. Not overlapping with other units with similar role (think Thor)
4. Skill
Goliath 2.0 (lack of a better name)
Inspired by the scene 'Battle for Zion' from The Matrix ->
-Take away Hellfire-AA scatter missiles and replace with a second Twin anti-armor 30mm smoothbore autocannons. (yayyy bullets)
-Can move and shoot the ground like a cyclone.
-Must stand in place to shoot the air.
-This unit can target ground and Air similtaniously.(damage and range can be adjusted for balance)(also unique to sc2 ladder)
-Standing still air attack could have a bullet flury animation to visually indicate that it's attacking air.
-Skill shot that makes the unit more interesting and behave differently.
Requires Factory + Techlab. 150 Minerals 75 Gas 3 supply.
(for reference: Goliaths cost 100/50/2 and Cyclones cost 150/150/3 and vikings cost 150/75/2)
Movement
Normal. Not fast. Because it can move and shoot the ground it's important that things can out run it. That being said if you absent mindedly A-move this unit across the map you need to be careful that it doesn't travel to deep into enemy territory. Players will have to be mindful of where they Attack move and Stop command. When this unit is A-moved with other units; those other units are going to stop and shoot while these guys will continue moving forward to shoot. This could potentially make the unit clunky to work with but I'm only speculating.
Health
125 hit points armored
Similar to the cyclone but this unit isn't going to find itself in a high risk high reward situation. However their HP is higher than an infantry unit but average for a mechanical. Being that is armored is considered a weakness. Most units in the game do additional damage to armored. The armor attribute also communicates that this unit is more dependable versus infantry and light units.
Weapons
Ground attack: 12(+1) Range 6. Can move while shooting.
Air attack: 12(+1) Range 6. Cannot move while shooting.
Advance lock on: Ground and air weapons can attack simultaneously.
Because this unit can move and shoot while both pairs of auto cannons can attack at the same time it's really important that their individual ground and air damage is sub average. Goliaths and Vikings already do 12 damage with their Auto cannons. In contrast the Vikings cannot simultaneously shoot air and ground their total DPS is either their ground or air attack. Goliath 2.0 is characterized as a Non-dedicated damage support. You wouldn't want to buy these guys in response to a heavy ground based attack. That being said: most army compositions ARE ground based which is why it has a dedicated ground skill shot to supplement more damage but is not overpowering.
Skill Shot Ability
Tech lab research
Haywire Missle
- 40 damage
- Range 7
- 15 second cool down
- Goliath stands still to cast.
- 2 Seconds Cast time.
- Air weapon disabled during the duration of the ability.
- Ground weapon still functional.
-Skill shot with an indicator. (think corrosive bile)
-Must stand still to cast.
-Doesn't make the unit confusing (it has to stand still to shoot AA or cast ability - and it's one of the other)
-Medium cool down. (corrosive bile is 10 seconds. Purification nova is 21 seconds)
-Supplements more ground damage while dealing ground damage with it's auto cannon.
After a brief period of time the Goliath 2.0 stands stationary to load an anti-ground Haywire missile onto it's shoulder and shoots at the target destination for a very small explosion. During the time of this ability it's Anti-Air weaponry is disabled but can still operate its ground attack. It's AA weapon come back online when the missile reaches it's destination. It has a longer cool down compared to the Ravager's corrosive bile so it's not nearly as spam-able. This is interesting because the player needs to decide do they want to continue their Air damage or add more ground damage.
So this unit is unique because it can move-command and shoot the ground but once it A-moves in-range of an air unit it becomes stationary while targeting the ground and air. The player will visually see that both weapons are activated because the anti air attack creates a bullet fury effect. This essentially doubles it's DPS. While this can be considered really good and overpowered you have to remember that SC2 is a strategy game and this unit mechanic can be taken advantage of if it's not positioned correctly when it attacks air or casts its ability.