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Nomad Stationary Defenses

Discussion in 'Terran' started by ekulio, Nov 14, 2007.

Nomad Stationary Defenses

Discussion in 'Terran' started by ekulio, Nov 14, 2007.

  1. Overling

    Overling New Member

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    Well, I disagree. In Starcraft the races have differences. And Missile turret is one of them. If Terrans get one that works the same way, it's unoriginal.

    Protoss: cannons that hit both air and ground;
    Zerg: colonies that hit either air or ground;
    Terrans: fast turrets that only hit air;

    That's how it's supposed to be. Unless they've took away from the Zerg one type of colonies, what would be terrible.
     
  2. Thalion

    Thalion New Member

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    missile turret, bunker with marines inside, Nomad's Turret, Radar Tower... four buildings, just fine example of terran versatility :/ I don't complain because terran needs three buildings instead of one, just i don't like Nomad's new ability which overlap with those....
     
  3. Gasmaskguy

    Gasmaskguy New Member

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    I don't think that the Nomad Turret will overlap the other Terran defenses, unless you're stupid enough to use them for normal defense. You are supposed to use these turrets offensively. When in combat, you might want to put a few of these on the front line, or in the back, to give support. You can also use them to harrass workers etc.
     
  4. Overling

    Overling New Member

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    You don't have to call others stupid. If it is permanent it would take the role of Missile turrets, unless it hits ground instead of air. Then Missile turrets will be an early defense, replaceable by a late one? I mean, how awful would that be?

    I don't see why not using it for defense, if it can be spawn as many times as they want, in case it is better than the original turret.

    In order to be a decent skill, it would have to be worse than a missile turret, and cost money, just like scarabs. You don't even know yet if it could or couldn't hit ground targets.

    A structure which can't be built by an SCV would surely be innovative, but can it be worthy?
     
  5. DKutrovsky

    DKutrovsky New Member

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    Agree with gasmask.

    They are instant, mobile offensive turrets.

    Using them for defense only as a last resort.

    As for the balance around them, they could either disappear after a while or you can have a set amount active at any point in time per Nomad, say 4 turrets, any further turrets droped makes the first one disappear.

    Edit: Overling, you're arguing what you think will be the way they are created, meaning, only mana permanent untill destroyed, you're not arguing the idea of how useful they will be.

    Since terrans rely on strategic placement, sieging and barricading themselves to win, instant turrets that are built by a flying unit is nothing but logical.
     
  6. Gasmaskguy

    Gasmaskguy New Member

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    I am sorry if you think I was saying/implying that. I said that it's stupid to place a turret in your base when it can be placed very offensively and doesn't require a SCV. If you want to have a base defense, just build a bunker. :p Or a Siege Tank... They will be a lot more durable.
    Thalion didn't suggest placing these turrets in your base as far as I know, so I did'nt really call him stupid.

    Actually, I do. Karune said that it's GtG.
     
  7. Overling

    Overling New Member

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    Hmmm, then it is different. If that's so, it could be a nice barrier against ground enemies and a harassment tool. But I still hope that it costs money rather than mana.
     
  8. Gasmaskguy

    Gasmaskguy New Member

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    That would make it a little more similar to other static defenses, making it less unique. It is not OP or anything just cause it only costs energy. It will still just do a medium damage or something, and be easily destroyed by air.
    This 'spell' may be a building, but that doesn't mean that it should cost cash. A yamato blast will most likely do more damage than a turret will do under its hole lifetime, yet yamato doesn't cost anything more than energy.
     
  9. Overling

    Overling New Member

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    But Yamato doesn't last until destroyed. It only works for the target you set it to fire at. A stationary defense would stay there, and attack anything that moves close to it. No spells last forever, but I wouldn't like the sight of a short-period turret. Thus, I dislike it as a spell. If Nomads were factories of these thingies, then it would be fine. But only if, imo.
     
  10. Gasmaskguy

    Gasmaskguy New Member

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    So what? That only means that it is weaker. This is about how effective it is. I think that a psionic storm would do a lot more damage, but it should not cost minerals or gas just for that. Making Nomads build turrets for resources would make it a flying SCV with very limited buildings to build.
    You have already payed A LOT of money for just a flying detector. Why should its abilities cost too?
    It would be like making Spawn Broodling and Mind Control (in SC1) cost minerals, cause the broodlings and the mind controlled units would last forever, unless ithey're killed.
     
  11. Quanta

    Quanta New Member

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    Actually broodlings die after a set amount of time but that's besides the point.

    I suppose if there is a decent cooldown for the turret building then ther\n wouldn't have to be a mineral cost.  Also, Nomads are pretty late game tech so you also have to factor in that fixed defenses aren't that useful.  They wouldn't have a large effect on main base defense they'd porbably only be good for bolstering the defense of expansions.

    However, if they are really truly good turrets there may be justification in making them cost minerals.  The scarabs and intercepters cost minerals in SC1, it wasn't much but it stilll cost something.
     
  12. Gasmaskguy

    Gasmaskguy New Member

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    Huh. I never noticed... They died so fast anyway. :D
     
  13. Trooper_Lozer

    Trooper_Lozer New Member

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    well, i read the arguments and i agree that the defence turet shoudl be mana, not money. I like it being a spell, that way u dont just build a whole bunch of them becuase u have the money. I could take 100-150 or soemthing liek that. And one thing i would like the turret for would be:

    A. i could use the nomad to scout out expansion points. Place a turret there that way when the enemy comes to take it over, supposing they beat me to it, then the turret will not only tell me that they are there now, but it may also delay them.

    B. i could use the turret when my forces are attacking the enemy. I could see it now: my marines and medics are rushing the enemy emplacements, and my tanks are behind in siege mode decimating the top enemy defensive structures. MY medics and marines are up front advancing on the retreating forces. My tanks are left behind as they are leaving siege mode. then out of the blue some zerglings , or zealots, come rushing at my tanks, i brign in a nomad or two to lay down the turrets in front of my tanks to provide some cover for my tanks. my tanks then either roll away or go back into siege mode.

    C. provided the same situation above, my medics and marines get ahead of themselves and then they are being faced with a now angry enemy. The new and fresh forces are charging my medics and marines. So now i bring in some nomads and drop the turrets to cover the retreat of my medics and marines as they run to the safety of the siege tanks.

    D. i could also use this on high altitudes to harras enemy movements down below. OR i could place a couple near choke points to hold off basic infantry. And in the case of quick defence, i could drop some turrets near my scv's to help them as i bring in my main defenders.

    Anyways, those are some ideas in which i think this unit could be used quite exceptionaly! i think its a great idea and fits the terran perfectly. And if any of you read what i just posted i applaude u!
     
  14. ekulio

    ekulio New Member

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    What if instead of having a time limit it had an ammo limit?
     
  15. ijffdrie

    ijffdrie Lord of Spam

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    that wouldnt work, than terran players would get to strong a turtle with their free cannons
     
  16. Tavisman

    Tavisman New Member

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    I'd like the ammo limit. Maybe the unit would use energy for every shot, and it's energy wouldn't recharge automatically. There should however be a way to resupply the turret with energy, like the star base's re-arm.
     
  17. Overling

    Overling New Member

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    I still think they should work like SCVs and build it like a regular building. IF they keep this. I'd rather give EMP back to Nomad and give lock-down back to Ghost.
     
  18. Thalion

    Thalion New Member

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    There's one problem:
    Terrans are for mobility or for fortifications?
    I started to like their new mobility - Reapers, Vikings, CC transporting SCVs (Imho great!), flying buildings (i hope li'l faster than in SC1), even drop pods...
    On the other hands - idea of Nomad's Turret looks ok'ey - proving mobility and fortification abilities, but it so similar to many-types-turretlike-buildings-terran-theme that it makes me sick.
    How about changing it into ground unit of some other kind?
     
  19. cohnee

    cohnee New Member

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    I like the turret. My feeling is that it'll have a reasonably strong attack, but weak armour. It'll probably cost a certain number of minerals, and your Nomad will have a cooldown period between each build.

    Trooper_Lozer is spot on with the potential uses for this ability.

    I'm all for something real rather than lots of spells.