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Terran Suggestion
Building: Tactical Tent Available after building Fusion Core Maximum 2 available at the same time, which means you only can have 2 of those on the map at the same time.
Name: Tactical Tent (Building) Short Description: Tactical Bulding, trains Battleadjutant and can be morphed into Tactical Outpost to unlock Spell: Tactical Cloaking Field HP: 1000 Costs: 150/200 Buildingtime: 75 Seconds Armor: 1
Can train T-3 Bio Unit:
Name: Battleadjutant Short Description: Female commander HP: 180 Dmg: 16 (+3 per upgrade) Armor: 1 Attackrate: 1,25 Movementspeed: 2,25 supply: 3 maybe 4
Spells: Leadership(Passive): Increases dmg of all nearby barracks units +1 (or +2 it depends, i am no balance desinger). Does not stack! with that Hellbats don't gain the buff as it is only for rax units!
Paralyzer(Spell): Stuns an armored Unit for 1 second Cost: None decay time: 90 seconds maybe 120, as you are not limited by the amount of Battleadjutants on the field per se, but only on the production of them. Not sure if this should get autocast or not
Tactical Outpost (Building)
Name: Tactical Outpost Short Description: Tactical Bulding, trains Battleadjutant and casts Tactical Cloaking Field HP: 1500 Costs: 150/100 Morphingtime: 60 Seconds Armor: 3 Dmg: 20 with splash Attackrange: 8 Attackspeed: 1,5 Starting Energy: 50 Maximum Energy: 200
Spell: Tactical Cloaking Field
Costs 150 Energy Can be casted anywhere on the map Cloaks units on a map with a radius of 2 (maximum 4 Units at once) most costy units will be prioriticed to be cloaked Duration 5 Seconds.
Thoughts behind this suggestion:
I rly want Blizzard to introduce a new building in their last SC2 expansion, like THAT much And i would like to have it some impact on the battlefield. While i liked the Idea of the, i guess the unit was called Battle Engineer, i rly think SC2 doesn't need Speels which block micro. So i tried to get a spell, which is somehow new but not a whole new mechanic. The Tactical Cloaking Field is, imo, one of those spells. It shouldn't be game breaking, but can provide some advantage, also it's just for a very short duration.
With the limitation of the amount of Tactical Tents you can have, there will be no such thing like cloaking the whole army, as well as it slows down the production of the Battlecommander. As you can upgrade it to something which can deal dmg and got some nice HP and Armor you can place it out on the map as well, but there it would be vulnerable.
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I dont know if trolling or not but stop with suggestions, deadline is over
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On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
2nd jinro's sentiments.
Nukes (cheaper gas?), ghost snipe, drop pods, reaper grenades vs buildings, the list goes on...lots of room to make things that are already in the game have more of an impact.
Reapers at one point in Wings had some grenade it would plant on buildings to detonate them for massive damage...imagine if blizzard brought something like this back so reapers had a use past the first few minutes of the game...would be amazing.
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Space Destruction Vehicle (name work in progress)
120 HP 100/50 cost 20 damage 2 range (large fusion cutter) Move speed slightly less than a stalker Attacks corrode armor by 1 to a maximum of -3 On death, it explodes into shrapnel, not dealing damage but lowering armor by 1, refreshing but not exceeding the maximum armor debuff. The explosion cannot stack with other explosions (so late game armies don't just put 3 in to die and reach -3 armor quickly). The debuff lasts 6 seconds.
Available upgrade: Combat Shields (+20 HP).
1 armor, armored, biological and mechanical, like SCVs.
I was also considering making the attack quick and repetitive so it would take more advantage of its armor debuff, but that negates the time it should take to fully debuff, overlaps with marines, and if the unit is strong enough by itself, it won't necessarily be the latest thing to add to MMM.
I also felt making the armor debuff a double edged sword would make it more interesting, with the aoe being just larger than maximum attack range.
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Any word on when the winners are being determined?
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My unit idea is called the 'Beachhead'.
This unit is designed to bolster the forward presence of the Terran army away from the defensive positions at home. I suggest that the unit be made at the Starport (it hovers over ground to move) but the Factory works just as well. This is a small cheap unit that has a few passive abilities and on the outset, works a bit like the widow mine in movement speed and the fact that it burrows. This is where the similarity ends.
-Burrow a Beachhead anywhere on creep and the creep starts to slowly recede at the same rate and circumference as a creep tumor also exposing any creep tumors in the area. Once removed or killed, the creep resumes its normal spread pattern and rate.
-when planted against protoss, the Beachhead creates a circular area (also same circumference as a creep tumors' spread) of a de-powered zone where any pylons lose their powered ability and warp-prisms cannot warp in. Any warpins that are in progress when the Beachhead is planted are immediately canceled (not killed. Money returned)
-Any bunkers within range of a burrowed Beachhead gain +1 range (and maybe a slight building armor boost? idk)
-Any healing within the circumference of the Beachhead (repair, medivac healing, reaper regen) gets a slight boost in speed or healing-per-mana boost. (Emphasis on slight... like it's just a bit better)
-Ability: EMC. The Electro-magnetic-Coalescence, once activated, allows the burrowed Beachhead a short period of detection of the same circumference as the Turret. This is a timed event so you can unburrow (lose detection), move, and then re-burrow within the short time frame to reposition your detection area.
-Ability: ESO. Electro-Static-Overload is a one time ability causes the Beachhead to sacrifice (implode) itself in order to create a temporary field (idk how big) of static electricity which hovers over the area and reduces EMP/Storm/Fungal damage by half and nullifies any aoe spells that limit movement (fungal, timewarp).
So, you see the Beachhead has no offensive capabilities but can go a long way in bolstering the offensive capabilities of existing units and also provides a cheaper means of detection much like the oracle does and some more map view/presence like the creep tumor does. It also adds a new option to the terran army to deal with creep which can be a daunting advantage to zerg forces. As such, I suggest a cheap min/gas price and a supply cost of 1.
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The Phantom
The reaper is pretty much useless for Terran in the late game, so maybe there could be a upgrade to gear up the reaper into a whole new armored up unit (the phantom) or just make the phantom a completely a new unit. I was thinking this unit could have a melee attack and a shooting attack that the user could change between (kind of like how the ghost can put his gun away or take it out). When the melee attack is selected two blades come out of his arms, and the shooting attack is similar to reaper's attack but it can shoot two units at once.
Abilities:
Jet Pack Ability
I was thinking its new ability would be to rocket up into the sky since reapers have jet packs. The phantom would be like a flying unit for a set period of time (timed kind of like the adept). Note: The phantom in the ground cannot attack air units. Once this is activated it can now shoot air units for a small amount of time. This ability can only be activated during shooting mode.
Sun Blade Ability
This ability can be activated during the phantoms melee mode at it is also timed. It turns the phantoms blades in flames and it gets a attack boost.
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your Country52796 Posts
We have determined the top five unit designs in both the serious and the entertaining categories. While Blizzard has already announced a second new Terran unit for LotV, we'd still like to recognize the ideas with the best effort put into them. Voting in both categories will be open until Thursday, Apr 09 1:30am GMT (GMT+00:00), which is in .
Best Ideas
On March 23 2015 20:12 ejozl wrote:Name: Exterminator Made from Barracks (Tech Lab) Stats are roughly: 100 min/125 gas/ 3 supply/ 40 sec attack: 1 range, 1.8 cd, 30 dmg 160 HP, 1 Armour, 2.75 movespeed Tags: - Bio - Light - ground + Show Spoiler +
On March 24 2015 04:50 IeZaeL wrote:Custom mockup model : http://i.imgur.com/uZZMyMb.jpgMelee terran units that gives refuge and help to other terran units with its big armor and shield. Synergies with all ground units , making it a powerful tool in the terran race.Stats: - Unit Cost : 150M/250V/35s - Available at : Barracks and reactor - Stats : 200hp , 2armor , no energy - DPS : 5damage /melee( this is very low as the main purpose of the unit is not to deal damage) - Movement speed: 2.15 ( slightly slower than marine) - Supply : 4 Passive ability :In autocast mode,If the unit takes damage from an enemy unit , it automatically transforms and uses its shield to cover itself and unit near it , effectively modifying the map terrain and pathings. The unit cant move while having the shields up , but can still attack. If the Guardian dies , the barricade gets destroyed.If there are no enemies , the unit automatically returns to the moving state. Morph time is approx. 1 real-time second. Cooldown to morph again to moving-state is 30second. Can be activated manually. Closeup shields up : http://i.imgur.com/SyDUFwb.pngIngame mockup : http://i.imgur.com/MCrfkzX.jpgExample on real map 1 : http://i.imgur.com/MhxPTgv.jpgExample on real map 2 : http://i.imgur.com/ozCza5U.jpgAdvantages of having a unit like this in the game :- It fulfills the role blizzard wanted "combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army" - Modifies terrain and map pathing indirectly , with a huge number of "abusable" spots that could be discovered in every map. - Creates exciting positional play - Its a terran melee units!! - Has synergy with both barracks and factory units , tanking for them to deal the maximum amount of damage possible and reducing the surround surface - Introduces new mechanics - Enemy can use it at its advantage with proper planning ahead.
On March 29 2015 21:36 threnickelsandadime wrote:Jackal + Show Spoiler +The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab. Specifications Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted) Abilities: Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy. Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy. The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit. At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition. The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile. Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
On March 23 2015 13:26 ElMeanYo wrote:The Javelin:A long-range mobile missile crawler built from a factory with a techlab. Stats:Supply: 4 Cost: 200 min, 200 gas Damage: 200 single target with splash (see below). Range: 18 (upgrade to 24) Speed: 1.8 Cargo Space: 8 Basic Usage:- A mobile missile crawler with no regular attack. - It uses resources to construct missiles in it's silo (think interceptors), up to 4 may be constructed and each costs 75 mins, 50 gas, and 10 seconds to build. - Missiles are launched and targeted on a spot on the ground manually by the player, at a max range of 18 and min range of 5. - Missiles may be fired into fog of war. - Firing animation is about two seconds, where the unit can not be moved or re-targeted as the missile launches. Missile does not launch if the unit dies during that time. - After firing the unit can move, but a cooldown of about 5 seconds exists before the next missile can be fired. - Once in the air the missile takes 3 seconds to reach its target. - The place where the missile will land is clearly marked to all players allowing for some opportunity to avoid the target area. - Any unit/structure hit directly by the missile suffers 200 damage. Does not affect air units in any way. - All other units and structures within a fairly large radius take splash damage. - Size of this unit is slightly larger than that of an un-sieged tank. - The cost of any missiles in the silo plus any that are currently being constructed is lost if the unit dies. Upgrades:- Benefits from standard armor/attack upgrades, with attack at + 20 each level. - Upgrade at the fusion core that increases range to 24. + Show Spoiler +
On March 23 2015 15:19 Gretorp wrote:I built the unit on stream and have notes on it here: https://docs.google.com/spreadsheets/d/1NUjOjdG46MdMAeIigFpuTEwu-vpaMlq-256a9vmMT9g/edit#gid=0Here are the highlights: Air units Speed 4/5 Requires Tech lab. Is a support AOE air to air damage dealer with ability utility to help out ground. It does bonus damage to armored. Abilities Disabling Field: Units that are inside or walk inside this field are unable to attack or cast. Grenade: shoots a grenade charge that slows and reduces armor of all units inside. Here's the reason why it should exist. TvZ: seeing muta ling bling the whole game makes the matchup very linear. We want it to move past tier 2 units for zerg while maintaining their viability. If terran techs up to this unit we can force them to lay off the mass mutas, else this AOE unit will be able to eventually be amassed in larger numbers, and it can deal with the heavy muta counts in larger numbers with the grenade + light AOE dmg. Lurker ling/bling seems unreasonable to attack into. This allows bio to be viable. TvP Bio needs help in late game. Not in early game. This unit can be a helping solution to the constant problem of HT/Collo. That combination is so good at end game stages. With this unit, zoning sides and not having to worry about them against hts makes the match a lot more interesting TvT Nobody likes raven/viking. It's random. It's silly at times, and it's a very unrewarding feeling when you're playing it/playing against it/watching it. because of its burst AOE against armored units, I hope to remove the capacity for the raven to be the go to AOE air unit. Thereby giving a more expected result when we see these armies collide. In summation, we have a utility spell casting unit that's a splice of the valkyrie/queen/corsair/Devouruer from BW that is tier 2.5ish and can live in mid game to late game. It forces other races not to just defend, else they'll get punished with the disabling field, while still being expensive enough to be of high opportunity cost. It forces zerg to end game compositions, strays the TvTaway from RNG wins, and gives bio a potential way to deal with HTs and blink stalkers killing all our vikings and our units.
Funniest Ideas
On March 24 2015 01:25 Cricketer12 wrote: Cattlebruiser
Building: scv/battlecruiser
Health 350 speed: 2.21 Atk: none
Upgraded by using scv to build on a battlecruiser somewhat like msc to mothership. The cattlebruiser will shout Mooo...when created both players hear it. It can mind control a unit preferably an ultralisk. When it mind controls a unit, the scv that built it becomes the other players scv as compensation. Go bruise some cattle and shit.
On March 24 2015 04:44 Superouman wrote: Unit name : Dustin Browder
HP : 100 Attack : none Speed : 2.0 cost : 75/75
Ability : Turns the unit into destructible rocks. The process cannot be reversed.
On March 23 2015 22:35 Supersamu wrote:The HoboUnit Type: Light, Biological Production Facility: Barracks with Techlab Requirement: Armory Cost: 25 Minerals, 75 Gas Attack: None Health: 60 Movement speed: 2 Passive Ability: Hobophobia All biological Units instantly move away in a 90 degree angle relative to the Hobo's direction of movement (from the perspective of the biological unit!!) and then act as if they were given the hold position command, as soon as they enter a 1.5 radius of the Hobo, because of the smell and the social stigma. Banelings are still able to suicide on the Hobo, but they have to be given a manual command (right-click/a-click directly on the hobo before entering the 1.5 radius) to do so. Dropships are not allowed to contain a Hobo and a biological unit, the same is true for a bunker. The hobo can be used by terran players intelligently in different fashions: - They can be used to control ramps against zerglings. - They can be dropped on top of a MM ball for quick splitting - They can be used against Terran as protection for Tanks - They can be used against Protoss to prevent clumping of units. The exact numbers may need tweaking
On March 23 2015 23:22 excitedBear wrote: MegaMonk
Can cast a time-shift spell on units: => Transforms all units within the area to ancient/medieval units
Marine -> Swordsman Zealot -> Pikeman Zergling -> Wolf Hydralisk -> Centaur Phoenix -> Pegasus Ghost -> Crossbowman Marauder -> Elf Archon -> Ogre Stalker -> Horse archer Ultralisk -> Gnome Tank -> Trebuchet ...
On March 24 2015 03:16 Superouman wrote: Name: MERC Produced at: Barracks Supply Cost: 2 Mineral Cost: 125 Gas Cost: 50 Movement Speed): 2.75 Damage : 30 Cooldown : 1.8 Range : 1 Defense: 160 Hp, Armor: 1, Biological, Light Collision Size : Same as Marauder Cargo Size: 2
Description: It has a special ability called grapple which allow the MERC to jump onto an other unit (ally or enemy or rocks) It will enable a lot of creative plays.
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It is probably too late, but I had this idea while on vacation:
Recon Unit: Unit has increased vision and little to no attack, with the ability to target an enemy unit with a tracking dart. A tracking dart looks like a sensor tower in fog of war by revealing the movements of the targeted enemy unit until that unit dies. As an upgrade the recon has the ability to call down a dropship with 4-6 marines, similar to how a ghost would call down a nuclear strike.
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Hey guys
My idea suggests to implement a new terran factory unit, and at the same time change the thor radical. First of all, i think we all agree that the thor sucks. I mean its strong in tvz vs mutalisks and you need it in TvT if you go mech vs air terran. But other than that, its THE Tier 3 unit of terran, along with the BC. I d love to see the thor actually being a viable lategame unit, which makes the army stronger and is a good addition to the composition you go. Why is the colossus and the ultralisk such a viable lategame unit, while the Thor isnt? Its simply because the thor has such a strong Anti Air. You cannot make the thor strong while it has that anti air, that would be so fucking imbalanced.
My Idea:
Take the Anti Air, and give it to a new factory unit, something like the goliath used to be back then. So you can actually change at the same time the thor, as it doesnt shot air anymore and you could buff it a little in a good way against ground in lategame. At the same time thors should be less accessible, since only an armory would seem to be way to few tech to access it.
With this change you would safe lategame BIO as you could transition into a mix with thors as viable units (because in lategame bio will suck balls really hard)
AND you safe earlygame TvT
Because at the moment, TvT will be much more fucked than in Hots. The cyclone seemed to solve all the earlygame TvT problems, along with the turret from the barracks change. It counters Hellion Marine drops, it counters Banshees, while expanding at the same time.
But there is one thing that destroys TvT early game. THOR DROPP wrecks everything else than double gas early on (means no expand) Thor dropp wrecks cyclones as you can just load in the thor into the medivac as soon as the cyclone locked onto the thor, and you can micro the medivac away if the cyclone tries to lock onto the medivac, you can just boost out of the range. With making the Thor less accessible, but in exchange a viable lategame anti ground unit, you safe bio lategame and tvt early game in a very good way at the same time as i think cyclones will get a slight numbers nerf or accessibility nerf, terran mech could have a viable anti air unit, with just this as purpose
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Some thoughts on the selected top 5.
The exterminator seems to be simply a ridiculously powerful herc. I cant help thinking that this is more of comedy suggestion?
The javelin as a kind of artillery unit. Something with 18 range upgraded to 24 range and not even needing vision is far to strong for something that only requires the factory and a tech lab, in fact it is plain to powerful regardless of when it arrives. Imagine Protoss with the tempest dealing 200 damage, having up to 24 range, splash damage and not needing vision to fire? Is this really not another comedy suggestion? Terran already have the siege tank as well as the medivac being able to 'siege drop'. For a more powerful attack, terran do have the nuclear strike which could see more use if the ghost recieves some improvements.
The Jackals ability sound a bit too much like they belong to a different race. They are different currently however I think the kinetic shield would interesting for the immortal as its self cast ability. and the place shift as some further upgrade for the adept. Lockdown would be interesting to have. However lockdown is something that could be given to the existing ghost. In fact adjusting the existing ghost to make it a more desirable unit and then introducing something else for terrans new unit seems like a better idea.
Gretorps unit seems along the lines of the one David kim has mentioned. With the vipers aoe ability it is likely to see more use. To destroy/disrupt medivac healing, and blinding cloud/abduct thors/tanks. Also marauders suffering more against armour upgrades and the ultralisk gaining a massive increase in armour. Having a unit that could help deal with the viper as well as the new ultralisk sounds like something that could be particularly useful. The only question would be does it overlap with the existing Viking too much? or make the Viking obsolete?
The Guardian. I have to say this is my favourite idea. A means of restricting movement against chargelots/disrupters or ling/bling Ultralisks, buy time for units that are under blinding cloud to pull back, useful for either bio or mech units. smart positioning with guardians/tanks/mines can create a well fortified area which can force an opponent to tech switch up to an air army using broodlords/carriers/battlecuisers. Maybe terran utilize nuclear strike to break the defenses. poor positioning could allow an opponent to trap the terran units in an unfavourable engagement. I feel like this has the most interesting potential for the game. I would also say that it could perhaps use some additional abilities, such as a means of repairing mech units. Perhaps the deployed guardian can prevent units from being abducted, or 'pull' friendly units behind itself.
This guardian along with improvements for the ghost seems like the best idea for terran. If a stronger air unit is required the viking could also recieve some changes, like instead of turning into a ground to ground unit it can turn into the immobile air to ground unit like the one david kim suggested, or an upgrade for it that allows it to deal small splash damage similar to the upgrade in the wings of liberty campaign.
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Sweden33719 Posts
On April 03 2015 22:00 Disciple7seveN wrote: My unit idea is called the 'Beachhead'.
This unit is designed to bolster the forward presence of the Terran army away from the defensive positions at home. I suggest that the unit be made at the Starport (it hovers over ground to move) but the Factory works just as well. This is a small cheap unit that has a few passive abilities and on the outset, works a bit like the widow mine in movement speed and the fact that it burrows. This is where the similarity ends.
-Burrow a Beachhead anywhere on creep and the creep starts to slowly recede at the same rate and circumference as a creep tumor also exposing any creep tumors in the area. Once removed or killed, the creep resumes its normal spread pattern and rate.
-when planted against protoss, the Beachhead creates a circular area (also same circumference as a creep tumors' spread) of a de-powered zone where any pylons lose their powered ability and warp-prisms cannot warp in. Any warpins that are in progress when the Beachhead is planted are immediately canceled (not killed. Money returned)
-Any bunkers within range of a burrowed Beachhead gain +1 range (and maybe a slight building armor boost? idk)
-Any healing within the circumference of the Beachhead (repair, medivac healing, reaper regen) gets a slight boost in speed or healing-per-mana boost. (Emphasis on slight... like it's just a bit better)
-Ability: EMC. The Electro-magnetic-Coalescence, once activated, allows the burrowed Beachhead a short period of detection of the same circumference as the Turret. This is a timed event so you can unburrow (lose detection), move, and then re-burrow within the short time frame to reposition your detection area.
-Ability: ESO. Electro-Static-Overload is a one time ability causes the Beachhead to sacrifice (implode) itself in order to create a temporary field (idk how big) of static electricity which hovers over the area and reduces EMP/Storm/Fungal damage by half and nullifies any aoe spells that limit movement (fungal, timewarp).
So, you see the Beachhead has no offensive capabilities but can go a long way in bolstering the offensive capabilities of existing units and also provides a cheaper means of detection much like the oracle does and some more map view/presence like the creep tumor does. It also adds a new option to the terran army to deal with creep which can be a daunting advantage to zerg forces. As such, I suggest a cheap min/gas price and a supply cost of 1. I love this idea, though it feels more as they should be something dropped by a unit than a unit itself (i.e auto turrets)
Could make them non energy based to discourage spam (minerals or limited quantity a la spider mines).
Making it a unit itself can be made to work too of course, just feel it might be harder to fit it in than if it was an ability of an already useful support unit.
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The Barrier: http://fc03.deviantart.net/fs70/f/2014/161/b/1/braum_by_yy6242-d7lvb63.png
- A melee bio unit with a big shield that fights with his shield. - This unit has a spell named "stand ground". When clicked, you can let the unit jump towards a chosen location where it will put down it's shield on the ground, unable to "unsiege" for a certain amount of time.
Imagine you have a bio army and 10 barriers. To use them to their full potential, you want to place them all in a different spots. This means you will have to micro 10 units, and choose a tactical position for them. Meanwhile you also need to split your bio, so good micro and multitasking is required.
This unit can be used defensive AND offensive.
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On March 31 2015 12:14 Liquid`Jinro wrote: I don't know how much I think Terran needs a new unit, I'd just like it if they gave the ghost some more love as a utility unit instead of 'emp machine'.
Maybe give it lockdown (would help a lot with warp prisms when meching, if you have good map awareness). Buff nukes some (make cheaper or harder to detect or more damage to buildings or something like this), to make them a more viable lategame harassment option.
On a wish-listy note I've always wanted to see drop pods for terran (some building you can load units into, and then it can be called down somewhere on the map where you have vision/maybe by a ghost similar to a nuke).
I've always felt it a bit sad how un-viable bunker pushes are in sc2, since salvagable bunkers seem like a perfect complement for a mech push... Not sure if that's possible to solve tho with how mobile SC2 is as a game. But in general I'd like more things that let mech push and setup *offensively* not just camp at home until maxed etc.
Ay jinro you should check out my unit
On March 29 2015 21:36 threnickelsandadime wrote:Jackal The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab. Specifications Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted) Abilities: Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy. Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy. The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit. At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition. The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile. Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
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YESSS I made it to the funniest poll! vote for pashun!
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Aotearoa39261 Posts
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I wasn't thrilled with the ones nominated for voting, but of the ones that were, Gretorp's seems to be the only one that would have a good place in the game, although it would overlap a lot with the new unit that Blizzard is already planning to bring in. The Javelin was probably the coolest nominated idea, but that would overlap even harder with existing units, specifically the Siege Tank with the new Medivac pickup and the Ghost's nuke ability. Granted, I'd be pretty alright with it if it was tweaked a bit. I'm particularly partial to the notion of toning it down a lot in terms of raw stats and missile cost, but making it cloaked.
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