What new units would you like to see?

Discussion in 'General StarCraft 2 Discussion' started by Arctic, May 25, 2007.

What new units would you like to see?

Discussion in 'General StarCraft 2 Discussion' started by Arctic, May 25, 2007.

  1. Arctic

    Arctic New Member

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    In here you can post ideas for new races and new units you would have liked to see in the demo. You can also come up with ideas for upgrading previously unabilitied units like the Goliath, Dropship, and Valkyrie. Post stats if you want.

    Heres one of my many, many.

    Terran Plow
    [Ground attack aircraft]
    Stats:
    Unit Cost - 5
    Mineral Cost - 275
    Vespene Cost - 75
    Ground Dmg: 22
    Air Dmg: 3
     
  2. Bumbaloe

    Bumbaloe New Member

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    I would like all units to be able to jump over terrain like reapers. ;)
     
  3. reject_666_6

    reject_666_6 New Member

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    Well I won't name any stats because It probably wouldn't be balanced...

    I'd like Goliaths to be able to walk up and down cliffs with jump-jets like Reapers through an upgrade.

    I'd like the Battlecruiser to get the Valkrie's attack versus air units, like somebody mentioned in another thread.

    I'd like it if they tripled the Ghost's attack damage.

    I'd like it if Queens were like a Defiler mutation/upgrade and wouldn't get their own building.

    I'd like it if they replaced Devourers with some other unit, I just don't like them.

    I'd like it if Reapers would become the new Firebats: instead of dual pistols they'd get the flamethrower.

    On the other hand, I'd like it if Medics get a sort of weak pistol attack or something so that they have some minimal damage potential. Maybe even give them grenades or something and make them like some sort of weak and cheap siege units. They could remove optical flare too, I never use it.

    I'll think of more things later...
     
  4. Arctic

    Arctic New Member

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    well, if that happened the zerg's motto would be 'All your base are belong to us' now wouldn't it? :p
     
  5. ZerglingRUSH

    ZerglingRUSH New Member

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    I think turrets should have wheels. Then we would only need to build a few and have them patrol the edges of base ;D ;D ;D
     
  6. Alleluia

    Alleluia Guest

    They should make an upgrade for missle turret where u can change it into a mortar cannon which can hit ground units :-\
     
  7. ZerglingRUSH

    ZerglingRUSH New Member

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    Oh yes, that would be very useful too. :p
     
  8. mc2

    mc2 New Member

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    static defense for each race definitely needs improvement......the ability to further upgrade sunken colony and photon cannons would be appreciated.......and being able to put goliaths in bunkers...yep

    i wish they do NOT replace carrier with mothership, carrier's attack style is unbeatable, mothership is too much like battlecruiser

    they shouldn't change zerglings and hydralisks too much, they are good as it is........they SHOULD change mutalisks....i don't like them....way too weak.....their base damage point should be 12
     
  9. TheDarkTemplar

    TheDarkTemplar New Member

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    I love the idea of missile turrets on wheels! Maybe when it's moving it's firing rate is slowed down, and if you get it to root itself in the ground it's firing rate speeds up?
     
  10. reject_666_6

    reject_666_6 New Member

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    ^ Maybe not on wheels. They might give the turret a liftoff ability, being unable to fire while up in the air.
     
  11. WHAT!

    WHAT! New Member

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    i would like to see a mutalisk be able to mutate into a
    Zerg Destroyer
    Strong vs infantry,buildings,aircraft
    base damage 20 vs inf 40 vs buildings,30 vs air,15 vs mechanical ground
    health 600
    range 3/4 of what the guardians is.
    food 7
    looks like a lair upside down with the spikes potruding to the sides instead of up,with goey stuff leaking out,and the top will be a HUGE dome with eyes all over it.
     
  12. Remy

    Remy New Member

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    Here's my old ass idea since early Broodwar...

    Zerg Geolisk (name doesn't really matter)

    -Can tunnel underground (burrowed movement) but must unburrow to attack. Opposite of a lurker.
    -Relatively high damage per hit, melee, attack cooldown is less of an issue, this is for hit and run disruption tactics.
    -Relatively low HP and zero base armor for balance reasons.
    -Tier 2 tech, so one more tech option at Lair for Zerg.
     
  13. Gold

    Gold New Member

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    i think the zerg queen should be a ground unit that looks like a giant crab.
    then you upgrade it with some flying drones that cast spells, you can shoot the drones, but she jsut builds new ones (maybe for money)
    and she can also build units.
     
  14. WHAT!

    WHAT! New Member

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    Terran Defender
    Mechanized unit
    Description: rugged unit with good range best when deployed.
    physical description: Marine with what appears to be plates on all over his,when deployed he sets these shields up like a pillbox to block range attacks.Carrie's a high caliber heavy machine gun,great against light armored flying units and large swarms of weak ground units.will die easily against melee damage.
    base damage will be 10 vs air and ground,4 vs any other unit type.
    rate of fire is very fast
    range is that of a marines with the range upgrade.
    can attack while not deployed but will fire hmg in short burst.
    can only be deployed to cover a 120 degree angle.
     
  15. 10-Neon

    10-Neon New Member

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    From:
    Gainesville, FL
    Zerg Creep Colony
    Same stats as the original Creep Colony

    Upgradeable effect (researchable at the Lair or Evolution Chamber): Enhanced Creep.

    When Enhanced Creep is researched all of the creep within the feeding radius of a Creep Colony changes color/texture, and any Zerg unit or structure within the area of effect regenerates HP and energy faster than normal. This effect would give the Creep Colony a role other than... producing creep... and anchoring the Sunken Colony and Spore Colony.
     
  16. reject_666_6

    reject_666_6 New Member

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    ^About the Geolisk, it sounds like a Zerg version of a Dark Templar: stealthy while moving, big melee attack damage, etc...
     
  17. Remy

    Remy New Member

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    ^ The difference is that you'd still need to unburrow(uncloak) to attack, where as DT had perma-cloak. It's to limit functionality down to hit and run tactics. You wouldn't be screwed even if you didn't have detection coverage over your whole base, unlike being hit by a successful DT rush.

    Toss never had a true high mobility harass unit like vulture and muta, and Zerg never had a unit that could move under cloak. Didn't think they were big problems but always thought it'd be nice to have those. It seem Toss has finally gotten what they've been missing with stalkers though.
     
  18. mc2

    mc2 New Member

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    The zerg have some new air units. muta is weak. guardian is slow. devourer has long cooldown. scourge die too easily.
     
  19. Remy

    Remy New Member

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    As a Zerg player I actually like our air units for the most part.

    Mutas are one of the most useful air units in the whole game. They are awsome for harassment and is a big part of Zerg mid-game. Being the only small air unit(other than scourges I think), they're not as flimsy as they always appear to be. Against equal number of hydras, mutas will still win.

    Devourer spore ability works beautifully with muta's glave wurm to jack up damage on multiple air units.

    Guardians do what they're supposed to pretty well as tier 3 siege air units. But they do move pretty slow...

    Scourges are nice for taking out key units like science vessels or shuttles, but they can come up with something better.
     
  20. l2k

    l2k New Member

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    What units you hope to be removed/replaced in SC2?

    No one has started this topic right?

    My list:
    Terran - Valkyrie
    Zerg - Scourge, Ultralisk, Devourer
    Protoss- Reaver, Archon

    The main reason for this is because I rarely use them, and hopefully they will be replaced with something more devastating... ;D