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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. mc2

    mc2 New Member

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

    the protoss scouts need to be replaced, but the phoenix doesn't look that good....
    corsairs too, they need a weapon that can target ground.
    I still can't get over it, 1st they got rid of fenix, now they got rid of carriers!!

    Terran vultures need to be replaced by something that can have unlimited mines :p

    Zerg is quite perfect, the muta can be more powerful, the guardian can be faster, and devourer can have a shorter cooldown. scourges are useful against carriers.
    oh yeah the zerg need one more ground unit that can attack air!!
     
  2. reject_666_6

    reject_666_6 New Member

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

    Protoss: ... uh, I guess the damage is done already... :'(

    Terran: Vulture, Valkyrie

    Zerg: Broodling, Devourer, Guardian, Infested Terran, Queen

    Those are my hopes and dreams.
     
  3. 10-Neon

    10-Neon New Member

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

    Protoss:
    Reaver, Scout

    Terran:
    Firebat, Vulture, Valkyrie

    Zerg:
    Infested Terran

    To me, these units are either not flexible enough, or not worth their price compared to the alternatives.
     
  4. l2k

    l2k New Member

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

    Zerg will be overpowered by then :p

    I wonder why you guys dislike scouts, a dozen of them can mow down overlords, guardians, carriers etc in matter of seconds ! I enjoy using the scouts + corsairs combo back in the old days, some fast hit and run assault :p
     
  5. mc2

    mc2 New Member

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

    the main reason many people dislike scouts is because they are:
    1. very very expensive for its abilities
    2. victory=destory all structures. and it's horrible against ground.
    But yeah scouts should never be sent out alone except if its to harrass.
     
  6. l2k

    l2k New Member

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

    Very true, but at least but come with some groud firepower :D The new phoenix doesn't have ground attack at all (not very sure though) :mad:
     
  7. Remy

    Remy New Member

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

    Phoenix attacks ground.

    Unit changes/improvements:

    Protoss:
    -Scout (with the addition of Phoenix and Stalker, this is a non-issue)
    -Archon (limited all around usefulness other than recycling out-of-energy templars in a pinch)
    -Dark Archon (great abilities but the tech and resource req is a pain)

    Terran:
    -Firebat (extremely limited usage, concussive damage runs out of usefulness really quickly)
    -Valkyrie (least useful out of the three air superiority support units added in Broodwar)

    Zerg:
    -Queen (not useful enough in multiplayer, rarely see these)
    -Ultralisk (this is a only-if-must unit, a painful choice for most Zerg players)
     
  8. WHAT!

    WHAT! New Member

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

    toss- nothing really i liked their units
    zerg-queen
    terran-firebats....i hate them (their dirty eww)
     
  9. well

    I would like to see a new morph for Hydralisks.

    Name: Berkirsk - it be similar to hydralisks but it will be much bigger, faster, and stronger. There will be one catch though. The player will no longer be able to control the unit. It will the berserk and kill any nearest unit/structure.(even each other)


    also, it will be nice to see terren to have upgrade that allows their planes to land on the ground. it will allow them to escape air only attackers. Maybe even repair themselves.
     
  10. mc2

    mc2 New Member

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    The Zerg needs a new ground unit that can attack air!
    apparently their only ground unit that can do so is hydra..
     
  11. reject_666_6

    reject_666_6 New Member

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    It would be cool if you could load Banelings onto Ultralisks and have them thrown like Scarabs. That would essentially give Reavers to the Zerg.
     
  12. TheDarkTemplar

    TheDarkTemplar New Member

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    I'd say that'd be tres expensive though!
     
  13. reject_666_6

    reject_666_6 New Member

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    Yes, but probably worth it if the Blings' damage is extended to 125 splash like a Reaver's
     
  14. overmind

    overmind Active Member

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    two words
    Infested Protoss\
    they said that the zerg infested the dragoon altar on Auir INFESTED so maybe the zergs use the empty shells to their own power or experiment on the mortally wounded Zealots that are used to control them?
    ohh that would be cool get this :thumbup: infested Felix!
    they need more ranged units full stop i would not be against a bangeling launcher.
     
  15. coalescence

    coalescence New Member

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    Dude. If the overmind could have infested the Protoss he would probably did it a long time ago. It even took Duran a long time to crossbreed them into Hybrids.
     
  16. zeratul11

    zeratul11 New Member

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    heres my idea.

    1.) Goliath 2

    instead of firing bullets the new goliath now has a gatling high powered laser gun. (for ground attack)

    yah, same missile attacks from sc1, but now firing at a very fast rate. (air attacks)

    new style of walking maybe slow but effective.. finally a sense of direction of walking by the goliaths ;D

    more powerful and groundbreaking armored detailed goliath.

    new look! that doesn't remind us that much of robocop's goliath enemy in robocop 1. :-X

    2.) Reapers (my version)

    they can swicth weapons to either pistols or flamethrowers to adapt in situations.

    3.) Command Center (fortified defense add on)

    command center will aqcuire powerful metal shields and gains air attack maybe a turret build on it.

    4. The Chaos Templar

    yey. bad name i know. but i was thinking of a new dark templars.

    these guys are still invisible. they now move a lot faster than before and they can jump. yes! jump through cliffs.
    a jedi like style of jumping. they have a passive skill (final justice) that allows them to move at lightning speed and slices (kill) their enemy(marines, scv, zergling, hydralisk, reapers..even goliath. not siege tanks tho) in one attack. ala omnislash or kenshin himura style. it has a very long cooldown tho (a minute maybe). but this guys are not for cheap trades, their cost are similar maybe to the carriers. heheh. 8)

    :)il add more next time

    wow. i hope aircrafts do land. so that scv repairing will look cool.
     
  17. Zombine

    Zombine New Member

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    way over powered, in every way imaginable for everything but the command center. The idea of an added turret isn't necessarily bad, but it would also pose problems, and would be rather poor in the long run.

    Also, Chaos templars would have to come from somewhere, which leads me to my suggestion,

    An archon mix between the high and dark templars, creating a unity between the long split protoss. These units would utilize stealth, having the ability to cloak another unit for a limited time even if it is not near the unit, or be like a cloaked arbiter, with a energy consuming AOE. I think it should be cloaked itself, with an attack of less force than warp blades, 5-6 damage less.

    And for terran

    Sniper

    I used to play around with the idea of using ghosts as main infantry late game. Unfortunately, the damage just wasn't enough to justify the gas cost, and i eventually scrapped the idea.

    What i would like is a infantry unit, with higher expense, with a long cool down, and a far range. it would have high damage(40-50 w/ upgrades) and low health. It would be able to only attack ground.
     
  18. SirBaron

    SirBaron New Member

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    ( ): Refers to when upgraded.

    Zerg:
    **Zerg Brood Queen**
    Type: Heavy Air
    Food: 6
    Mineral Cost: High
    Gas Cost: High
    Base Damage: 4 ( 6 ) per projectile, may attack 7 ground targets simoultaneously.
    Sight: 7
    Range: 7 ( 9 )
    Speed: Slow
    Cooldown: 1
    Base Health: 600
    Base Energy: 300
    Special Abilties:
    Infestation: Normal attacks cause enemy units to become infected with stacking spores, that when killed produces an amount of Broodlings (only by organic units) equal to the number of spores on the unit. Units may only have 5 spores on them at any time. Mechanical units become slowed by the Spores instead of spawning Broodlings. (Cost: 1 Energy per projectile)
    Description: The Brood Queen is a heavy air unit capable of turning enemy squadrons into swarms of Broodlings. While powerful, their ability to do this is limited, and they have no whatsoever defense against other air units.

    Zerg Broodling:
    Type: Very Light Melee Infantry
    Food: None
    Mineral Cost: None
    Gas Cost: None
    Base Damage: 1 ( 3 )
    Sight: 4 ( 5 )
    Range: Melee
    Speed: Moderate
    Cooldown: 10 ( 8 )
    Base Health: 15
    Description: Broodlings are light units spawned by Zerg Brood Queens. They are easily killed however, but compensate through huge numbers. Broodlings have an extremely short lifespan, only 15 seconds.

    **Zerg Tyrant**:
    Type: Heavy Ground Melee/Caster
    Food: 4
    Mineral Cost: Moderate
    Gas Cost: High
    Base Damage (Vs Ground): 15 ( 21 )
    Base Damage (Vs Air): 20 ( 26 )
    Sight: 7( 8 )
    Range: Melee (Vs Ground) 4 (Vs Air)
    Speed: Moderate
    Cooldown: 20 (Vs Ground) 15 (Vs Air)
    Base Health: 175
    Base Energy: 200(250)
    Special Abilities:
    Chaos Spores: Frenzies all units within a medium area, causing them to attack any nearby unit, friend or foe. Lasts 10 seconds. (Cost: 75 energy)
    Leeching Shield: The Tyrant links itself to an enemy unit with Energy, using the energy of the unit as a shield, absorbing damage done to itself. (Cost: 150 energy)
    Infectious Presence: Activates a field around the Tyrant that rapidly drains life from enemies and heals friendly units. The field ignores Protoss shields. Lasts 8 seconds. (Cost: 200 energy)
    Description: The Tyrant is a powerful agent of the Overmind (or Kerrigan/Cerebrate, whatever works for you :p) that warps the morale on battlefield around it. While being able to deal moderate damage to enemies, it has powerful abilities that throw the battlefield into chaos and oblivion, mostly in favor of the Brood.

    **Zerg Walkers**:
    Type: Ground Artillery
    Food: 3
    Mineral Cost: High
    Gas Cost: High
    Base Damage: 55 ( 65 ).
    Sight: 7
    Range: 10 (Min. 3)
    Speed: Slow (Moderate)
    Cooldown: 25
    Base Health: 160
    Special Abilities:
    Corrosive Blast: Infects units damaged by the Walkers attacks with Spores that erodes armor on mechanical units. Against buildings, Corrosive Blast deals additional damage (20/32 per attack).
    Description: Having adapted to the range of their Terran and Protoss adversaries, the Zerg have mutated their own, twisted counterpart of said factions artilleries. The Walker is a long range attacker that excels against stationary targets and masses of weaker units. It does, however, fire it's biological weapon at a slow rate, and cannot withstand swarms of lesser units without aid from other Zerg units.

    Terran:
    **Terran Legionnaire**:
    Type: Heavy Infantry
    Food: 2
    Mineral Cost: Moderate
    Gas Cost: Moderate
    Base Damage: 20 ( 26 ).
    Sight: 7
    Range: Melee
    Speed: Slow (Moderate)
    Cooldown: 15
    Base Health: 80
    Special Abilities:
    Hardened Armor: The Legionnaire has adapted to close combat, and can withstand enormous amount of melee damage by wielding a large metal shield together with their melee Hammer. While being able to fend of melee attacks easily, their shield does not benefit versus ranged attacks, and their heavy armor cripples their speed, furthering their weakness against ranged enemies.
    Description: After having witnessed the power of the meleebased Zerg mutates, as well as the might of Protoss melee fighters, the Terran Dominion began training melee soldiers to compensate. Inspired by warriors of ancient cultures on Earth, these soldiers were named Legionnaires, and stood literally on the front lines to protect the vulnerable ranged troops behind them.

    **Terran Annihilator**:
    Type: Ground "Crowd Cleaner"
    Food: 4
    Mineral Cost: Moderate
    Gas Cost: High
    Base Damage: 10 ( 16 ) per projectile, may attack 8 ground targets at a time.
    Sight: 7
    Range: 7
    Speed: Slow
    Cooldown: 25
    Base Health: 150
    Special Abilities:
    Barrage: The Annihilator triples it's targets per attack but doubles it's cooldown. (On/Off)
    Description: After many years of facing near unending Zerg forces, the Terran Dominion began investing in "Crowd Cleaning" weaponry, weapons that literally tear the ground apart together with everything standing on top of it.

    Protoss:
    **Protoss Fanatic**:
    Type: Heavy Ground
    Food: 3
    Mineral Cost: High
    Gas Cost: Moderate
    Base Damage: 20 ( 26 ).
    Sight: 8
    Range: Melee
    Speed: Fast (Very Fast)
    Cooldown: 12 ( 9 )
    Base Health: 160
    Base Shield: 100
    Special Abilities:
    Fanatiscm: The Fanatic enters a state of religious fury where he gain a huge boost to his attack speed (9/6 Speed) and movement (Very Fast/Ultra Fast) speed at the cost of his shield. Also, if killed during Fanatiscm, the Fanatic deals moderate (35) Psionic damage to all nearby enemies.
    Description: After the forced exodus to Shakuras, many Protoss felt guilt over abandoning their homeworld. Some of these vowed to return to and reclaim Aiur, and rebuild their crushed civilisation as it once was. The Fanatics were born, religiously frenzied warriors with no regard of their own life, serving Aiur until death with honor.

    **Protoss Marksman**:
    Type: Ranged Infantry
    Food: 2
    Mineral Cost: Low
    Gas Cost: Moderate
    Base Damage: 15 ( 21 ) per projectile.
    Sight: 9
    Range: 6 ( 8 )
    Speed: Moderate
    Cooldown: 20
    Base Health: 100
    Base Shield: 80
    Description: Inspired by the firepower of their Terran adversaries (and at times, allies), the Protoss began to develop ranged weapons suitable for infantry such as Zealots. While many Protoss shunned the thought of killing cowardly at range, some accepted the new technology and became Marksmen.
     
  19. overmind

    overmind Active Member

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    :powerup:

    Zerg:

    **Zerg incubator**
    type: heavy ground/spawner
    food:20
    mineral: medium
    gas:extremely high
    weapon:spores(low damage)
    HP: high
    spec abilities: bangeling throw; launches bangelings through convulsions
    desription: large bloated slow creature that can spawn zerglings and carry soldiers across the battlefield perfect as a forward base
    story: the zergs must attack with overwhelming force to crush their advanced enemies. the overmind relizing this adapted a strain in hives to be able to move across a battlefield to be him on the distant worlds.

    more coming
     
  20. zeratul11

    zeratul11 New Member

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    i see warcraft or DOTA type of heroes above with all the spells abilities cooldown. etc.

    i dont like the idea of cooldown in starcraft except for passive skills like the new zealot charge ability. but for active skill i dont like cooldowns in starcraft, lets just keep with the original were everyabilities depend on energies. you can spam it, but if you dont have energy you cant :p cooldown now thats for warcraft, they have mana regen items int attributes etc. now it will be unfair if there has no cooldown in warcraft with all those high int and items that will give you mana and int. now in starcraft active skills should not have cooldown.

    nah, i dont like new units to be more of a spellcaster. starcraft is not known for micromanagement but its all about massive numbers of units and an all around war.

    so i like to see more new units with splash damage maybe. a missiles that do splash damage, why do terrans dont have them, its way better than using a single laser (BC) firing ground units. a siege tank with a secondary of missile attacks to both ground and air (splash damage but not that powerful ofcourse). or a new protoss reaver like unit that does splash damage. splash damage is important in real war tho. zerg? do guardian do splash damage?.. im not sure, but still it doesn't look cool if they do(splash damage. lurkers do splash damage. new units please. grenades or missiles for terrans, multiple laser or lightning fired at different directiosn for the protoss. new plague like caster for the zerg like the defiler. :)