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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. Heretic666)GC(

    Heretic666)GC( New Member

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    The Zerg evolved the new creature because they are weak to psionics. And if you dont count defilers, queens and my terralisk as using psionics, but some other form of energy, then just change all the words from Psionic to Zerg Energy Thing That We Can't Call Psionics Because "Someone" Has To Be To Precise.

    EDIT: And about the name thing, im just to tired right now to be original.
     
  2. coalescence

    coalescence New Member

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    Your reaction bored me to death... Now I'm tired.
     
  3. Zombine

    Zombine New Member

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    maybe the zerg could develop a unit that would act like a lightning rod to psi-storms, storing the energy itself. instead of it wiping out a whole mass of units, the psi storm would hit only it, and it would take no damage from it. instead it would convert that energy into a super powerful and focused attack.
     
  4. Heretic666)GC(

    Heretic666)GC( New Member

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    Sorry about my reaction there colescene. I was tired and grumpy from studying for my finals all night.

    Anyway, for my unit

    Terran Posiden
    Type: Hit and Run/Harassment Vehicle
    Food: 3
    Mineral Cost: Moderate
    Gas Cost: Moderate
    Base Damage: 30 (1/4 damage to heavy armored units)
    Sight: 7
    Range: 5
    Speed: Fast
    Cooldown: 9
    Base Health: 240
    Special Abilities:
    Hover - This unit uses a downward thrust to lift it slightly off the ground, allowing it to hover just above the ground. It can move over cliffs, water and empty space like an air unit, but is targeted as ground.
    Description: This modified vulture was developed recently by terran scientists to be used to travel over difficult terrain to strike at weak points in an enemies defense. Although it costs more then a regular vulture and move a bit slower, it can very usefull for attacking flanks and water areas usually only guarded by anti-air units/buildings.
     
  5. LoserInLosing

    LoserInLosing New Member

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    Omg... so many ideas of zerg having powerful units. Zerg suppose have weak units which make up in numbers. Even i think guardians and ultralisks are too strong, and too time consuming and too... TERRAN LIKE. We dont want zerg to become the nxet terran. I think units should be less of a cost, less time consuming, and more units should be spawned two instead of one (mutalisks should become two, but no strong upgrade should be there). Get rid of guardians, ultralisks. Defilers are the ideal support. Queens are also supportive. Zerg is quantity, not quality
     
  6. mc2

    mc2 New Member

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    Guardians and Ultralisks are not too powerful for a zerg if you analyse it.

    Guardians have a damage of 20+6, that is the same as a dragoon and vulture! The guardian is zerg's most powerful air unit. They have 120 HP, which can almost be brought down with one psionic storm. Plus BC has 500HP while Carriers have 450HP. So as you can see Guardian is not too Terran-like.

    Ultralisks, again only have an attack damage of 20+9, and they are melee, so not that powerful in an attack scene. We use them as an "meat-shield" to prevent damage to other units, while the hydralisks and zerglings do the real thing :)
     
  7. PowerkickasS

    PowerkickasS New Member

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    yeah in most cases guardians suck. their advantage is like carriers, surprise. if you don't agree then you should explore some creative ideas on how to kill them efficiently for each race. there are plenty
     
  8. Hellbringer

    Hellbringer New Member

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    I would like to see Battlecruiser increased in size by a large margin, then give them wraiths - similar role as the Protoss Carrier. Then give the Battlecruiser a bunch of laser turrets with independant targeteting.

    I would also like to see the Terran Orbital Platforms - construct them and build on them or just have them floating above the map, so you need to get a dropship and SCV or lift off a building and land on it.

    Also give the Zerg a function that increases their attack, regen and armor while fighting on their creep.
     
  9. Heretic666)GC(

    Heretic666)GC( New Member

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    From:
    Newfoundland
    Zerg Phantom
    Type: Scout/Hit and Run Melee Unit
    Food: 2
    Mineral Cost: Low
    Gas Cost: Moderate
    Base Damage: 20
    Sight: 8
    Range: Melee
    Speed: Fast
    Cooldown: 8
    Base Health: 120
    Special Abilities:
    Chemeleon Skin - This creature can blend into its surroundings, making it almost invisible. When it's not moving or fighting, it becomes invisible. This unit is never turely visible. When it's moving, fighting, or in range of a detector, any ranged attacks targeting it have a 50% chance to miss. Melee attacks still hit normally.
    Suprise Attack - If a Phantom is using it's Chemeleon Skin ability when it attacks (so when an enemy walks into it's melee range) it deals and extra 20 damage to that unit (40 damage without upgrades).
    Description: The ever evolving zerg race has long been at the mercy of invisible enemies. So to adapt to this threat, new beasts have been evolved to make thier enemies suffer in the same way. Although not truly invisible, the Phantom is a sleathy troop that can be used for scouting and suprising enemy forces.

    Zerg Hivelord
    Type: Ultimate Unit
    Food: 10 (Only 1 can be owned at a time)
    Mineral Cost: High
    Gas Cost: High
    Base Damage: 35 (Splash)
    Sight: 10
    Range: 5
    Speed: Moderate
    Cooldown: 12
    Base Health: 750
    Base Energy: 200
    Special Abilities:
    Corrosive Venom - The Hivelord's powerful ranged attack does more then just the basic damage. Any unit hit by the attack (including splash damage) becomes covered in a corrosive venom. This deals 3 damage per second for 40 seconds, and effects any unit, not just biological ones.
    Psychic Scream - 75 energy, Enemey units in range run from the Hivelord until out of range. If they enter range again, they imediatly flee again. Units cannot be given orders by thier owners while they are fleeing. Biological Units only. Lasts 30 seconds. Range 12 (centered on Hivelord).
    Infest Corpse - 100 energy, By infesting dead bodies with a powerful zerg gene, the bodies come to life to serve thier new leader. All corpses in a small area comes back to life with full health under the control of the Hivelord's owner. They regain health like regular zerg units, but use the base stats of the regular unit. Range 4 (centered on Hivelord).
    Description: This powerful beast is the Overlord in pure destructive form. It was created using assimilated protoss DNA and combining it with the Young Overmind. The Hivelord shows the true power of combining both races made by the Xel'Naga into one form of unstopable power.

    Zerg Gargoyle
    Type: Swarm Air Unit
    Food: 1 (spawns 2)
    Mineral Cost: None
    Gas Cost: Low
    Base Damage: 5
    Sight: 6
    Range: 3
    Speed: Fast
    Cooldown: 7
    Base Health: 20
    Special Abilities: None
    Description: Fashioned after Zerglings, the Gargoyle is a weak air unit best used in numbers. It's low cost and simple genetic code make it easy to spawn early into an invasion. It acts as a fast attack air unit that hits enemies before they can react.
     
  10. PowerkickasS

    PowerkickasS New Member

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    hey.....early tech air unit :O
     
  11. [LightMare]

    [LightMare] New Member

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    that the other 2 races should have one as well. wait. who knows it's early tech. it could be like a scourge. it's unfair to have an air early tech unit
     
  12. PowerkickasS

    PowerkickasS New Member

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    you cant say that :p
    make the game more interesting ^_^
     
  13. [LightMare]

    [LightMare] New Member

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    well then terran should have a
    Terran Fighter
    Type: Swarm Air Unit
    Food: 1
    Mineral cost: 50
    Gas cost: none
    Base damage: 8
    Sight: 5
    Range: 500
    Speed: Fast
    Cooldown: 2
    Base health: 45

    btw heretic, phantom is way too much of a protoss name
     
  14. PowerkickasS

    PowerkickasS New Member

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    nah terrans have marines and turrets :p and they too dumb to make cheap aerials
    protoss however:

    The Lone Interceptor
    Story: without the tempest it's abit dumb, so it can barely aim and takes ages to reload
    Description: fast scout/harass

    or

    Protoss Yuto <--- just came outta my head
    Description: Protoss's new beta testing of gravity usage. These cost-efficient tiny bots can fly using virtually no energy, and just pure gravity-wielded power. System still under construction, and the technology could only carry small objects at very slow speeds. However any unit directly under it could slowly feel disorientation, radiation, which could result to injury or even death if left in the gravity-field long enough.
    Description (gameplay): Early-tech weak slow low damage large vision no range air-to-ground air unit

    didnt that sound nerdy! :p
     
  15. Arachanox

    Arachanox New Member

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    Protoss Imperialist
    Type: Powerful Ground Attacker
    Mineral Cost: 500
    Gas Cost: 0
    Base Damage: 40
    Sight: 6
    Speed: Fast
    Base Health: 300
    Base Shields: 400
    Description: The Imperialist is a powerful version of the zealot. A zealot, when close to a nearby Mothership, will have the option of transforming into an Imperialist at a cost of 500 minerals. The process is both expensive and lengthy, but two or three Imperialists can easily turn the tide in a battle. Being able to take on large amounts of ground foes at once, it can also fire a beam of Psionic energy straight up at air units. The enemy air units must be directly above the Imperialist, however.
     
  16. PowerkickasS

    PowerkickasS New Member

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    eye beam? give it wings and we could call it devil jin :D
    so like, a gigantic zealot?
     
  17. wolfblood

    wolfblood New Member

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    Combat SCV:s, these SCVs build buildings 50% faster and can help the production of a building by 25%.

    You are only able to hold 3 CSCVs at a time.
     
  18. wolfblood

    wolfblood New Member

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    Or, Bunker uppgrades, first time you uppgrade it holds 5units instead of 4 and 2nd uppgrade makes 6slotted bunker.
     
  19. PowerkickasS

    PowerkickasS New Member

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    yes! z0mg (zombies are gonna rape them)
    yeah blizzard needs to put that wc idea into use for terrans
     
  20. PowerkickasS

    PowerkickasS New Member

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    that's just stealing dawn of war's listening post idea lol