If you can add an ability into Starcraft - Page 2
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[AS]Rattus
422 Posts
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jello_biafra
United Kingdom6631 Posts
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EndingLife
United States1558 Posts
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BisuDagger
Bisutopia19035 Posts
Name: The Chrysalis Path Description: For 10 seconds dragoon's pathing issues are resolved Energy cost: 50 | ||
prosatan
Romania7070 Posts
On April 26 2018 18:19 Golgotha wrote: Thanks man! your scout idea is probably the most realistic here. I actually wish they would change it somehow to make it more useful. but not sure how you would do that without making P too strong. maelstrom on scouts would be OP imo. maybe a teleport or blink ability? Yes ! Teleport ability to be able to teleport in zerg base! Thus forcing zerg to build more spore colonies :D | ||
iFU.pauline
France1389 Posts
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29 fps
United States5717 Posts
Give guardians a melee air to air attack because who wouldn't be scared of a spider on their face. A research upgrade at the Robotics Support Bay so that reavers shots never dud. | ||
funnybananaman
United States830 Posts
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RJGooner
United States2038 Posts
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DSK
England1106 Posts
+ Show Spoiler + | ||
[DUF]MethodMan
Germany1716 Posts
On April 27 2018 00:25 BisuDagger wrote: Dragoon Ability: Name: The Chrysalis Path Description: For 10 seconds dragoon's pathing issues are resolved Energy cost: 50 This. Or just straight-up SC2 Blink. | ||
Freakling
Germany1525 Posts
On April 26 2018 15:52 iPlaY.NettleS wrote: Nydus-Sunken-Ling-Flood rushes gogo!Love the ability in sc2 that allows overlords to drop creep underneath them.Probably make it researchable for 150/150 at lair.Would need extra abilities for the others races since it'd be pretty strong but strategy wise i think it adds a lot. I am pretty sure if you give Arbiters reverse recall (Teleport from the Arbiter to any other spot on the map that the player has vision of) and give Vutures the ability to hover over cliffs, everything will be perfectly balanced again On April 26 2018 22:50 valaki wrote: + Show Spoiler [The scary thing is:] +- Protoss: Roll ability to Reaver so it will be able to roll on the ground. Needs to be upgraded first and has some transformation time like Siege mode does. Obviously can't fire while rolling. On April 26 2018 23:05 WGT-Baal wrote: Ability: robotic brain After it is researched, Dragoons are equipped with an actual brain,including state of the art protoss GPS-equivalent to go smoothly from point A to point B. So you think they only put brain damaged Protoss into those goon exoskeletons? Anyway, why just fix the pathfinding for goons. Let all unit profit from a completely reworked pathfinding. + Show Spoiler + Nevermind, I think we just recreated SC2 deathballs… On April 27 2018 00:22 EndingLife wrote: Give scouts speed by default. That's enough. Just make it a more affordable upgrade and maybe move it to the Cybercore. What I think would actually help is to make the sight range upgrade also a +1 or +2 attack range upgrade. It's kind of pathetic how Scouts have the same measly damage output as Wraiths (and a lot less than Mutas), but with shorter attack range, slower projectiles and a slower attack anaimation, and all that for about 50% more price. Being more tanky only goes so far if the actual impact, damage-wise, is almost negligible… On April 27 2018 00:25 BisuDagger wrote: Again I have to ask: Why Dragoons in particular?Dragoon Ability: Name: The Chrysalis Path Description: For 10 seconds dragoon's pathing issues are resolved Energy cost: 50 On April 27 2018 01:39 29 fps wrote:A research upgrade at the Robotics Support Bay so that reavers shots never dud. So how would you do this? Have Scarabs never time-out? Or remove their collision? Make them air units maybe? Or just normal projectiles?How about changing the Firebat to have an attack that, instead of dealing straight damage, incinerates all targets in the AoE and deals damage over time? Also, Devourers need an actual Devour ability, where they bite bits out of other air units. | ||
asel
Germany1597 Posts
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TelecoM
United States10583 Posts
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yubo56
662 Posts
Jaehoon would have appreciated this in his games, I'd like to think (Edit: not at all serious, just want to meme about my favorite arbiter usage) | ||
Luddite
United States2315 Posts
Mutalisk nuke requires: lair, 150 mana all mutas on the map, including your own, instantly die. | ||
Ikirouta
Finland726 Posts
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Starecat
932 Posts
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BLinD-RawR
ALLEYCAT BLUES49035 Posts
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Letmelose
Korea (South)3227 Posts
On April 27 2018 13:26 BLinD-RawR wrote: I think tanks should be able to hit air units, that is all. 100 supplies worth of siege tanks with anti-air capabilities versus multiple rounds of various compositions of maxed out air units. I really don't want the game to devolve into how fast and efficiently a terran player can hit a critical mass of siege tanks that cannot be stopped. | ||
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