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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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    Protoss Avatar
    Type: Heavy Melee Walker
    Food: 5
    Mineral Cost: High
    Gas Cost: Moderate
    Base Damage: 30
    Sight: 10
    Range: Melee
    Speed: Moderate
    Cooldown: 10
    Base Health: 350
    Base Shields: 300
    Special Abilities:
    Inspire - The avatar is fashioned to look like a Protoss God. The mere sight of it is enough to inspore all the troops around it to fight for thier gods and reclaim Auir. All troops within the range of the Avatar deal +4 damage and gain +3 armor. Range 6 (centered on Avatar)
    Dispare - When an avatar is brought down by enemy forces, protoss feel a loss, as if thier god has died. They feel powerless, as though no matter how hard they fight, they will be brought down. All troops in range of an Avatar when it dies deal -4 damage and loses 3 armor. If they have less then 3 armor, then they loss ot all (Armor cannot go negetive). Range 6 (centered on avater)
     
  2. Heretic666)GC(

    Heretic666)GC( New Member

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    Ya i realized it sounded like a protoss name. But I can't think of anything else for a stealthy troop that is almost ghostly (because ghost, wraith and stalker are taken)
     
  3. Heretic666)GC(

    Heretic666)GC( New Member

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    I realize that giving the Zerg an early tech air unit would unbalance the game, so I came up with a terran and protoss unit to balance it out.

    Protoss Skybot
    Type: Flying Anti Air
    Food: 1
    Mineral Cost: Low
    Gas Cost: None
    Base Damage: 11 (Air Only)
    Sight: 7
    Range: 4
    Speed: Moderate
    Cooldown: 12
    Base Health: 40
    Base Shields: 30
    Special Abilities:
    Prototype - The skybot was a quick and easy way to strike fast from the air. Not yet fully developed, it still has a few problems to fix. There is a 1% chance when it attacks that it's weapon system will overload and cause the skybot to self destruct. This deals 50 damage to all nearby units (enemy and ally).
    Description: The protoss have long been rulers of the air, using powerful carriers and scouts to wipe out zerg and terran opposition. Trying to utilise this powerful mode of attacking for new and undeveloped bases, they created skybots, a slightly modified probe that can fly, extend it's particle beam to attack, but can no longer carry supplies. However, it is still in the developmental stages, and may malfunction when forced to fight.

    Terran Banshee
    Type: Anti-Infantry/Light Anti-Aircraft Gun
    Food: 1
    Mineral Cost: Low
    Gas Cost: Low
    Base Damage: 15
    Sight: 10
    Range: 5
    Speed: Slow
    Cooldown: 15
    Base Health: 50
    Special Abilities: None
     
  4. Nikzad

    Nikzad New Member

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    how about phantasm?
     
  5. PrivateJoker

    PrivateJoker New Member

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    I think the name "Mega-Pansy-Robot" would work well. It really helps too convey the modern qualities of the game. This would also eliminate all speculation as to what Protoss units should be called.

    Other names to consider;

    "Anti-Battlecruiser defamation network robo-prototype assistant"

    and

    "Robo-Dildo-Psionic-Beacon troops"
     
  6. PowerkickasS

    PowerkickasS New Member

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    and out of that garbage bag on a monday morning a not-bad name was discovered
    Panbot
    actually it was beer but meh
     
  7. Heretic666)GC(

    Heretic666)GC( New Member

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    Well then, Phantasm it is
     
  8. Steve22x

    Steve22x New Member

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    I had the idea of a "Terran Officer" a while back which could be like a walking sci vessel. Give him some energy and a few minor abilities available at the academy. Maybe groups of inf around him get a slight bonus to attk or def...
     
  9. Fenix

    Fenix Moderator

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    Bah, the Terrans should just make some Transformers. Imagine what would happen if Optimus Prime was let loose on a 'ling army.
     
  10. surr

    surr New Member

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    Heretic u have the most awsome posts lol.. love reading them but dont you think you are putting a bit too much wc3 abilitys in to starcraft? their are real similaritys
    a bit like the aura eh
    and besides,, 30 interceptors +4 damage and more range.. that would be godly
    But keep em coming they are great ideas,, thought of sending some to blizzard?? ;)
     
  11. Heretic666)GC(

    Heretic666)GC( New Member

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    Well, there wont be interceptors in SC2, but I know what you mean. And as for the WC3 part, I haven't played that before.
     
  12. Heretic666)GC(

    Heretic666)GC( New Member

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    I bought WC3 earlier today, and you are right surr. Inspire does seem alot like an aura. I'll try to stay away from abilities that are like the ones in WC.
     
  13. surr

    surr New Member

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    but keep the units coming through those are great.. :powerup:
     
  14. Lord David

    Lord David New Member

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    From:
    Melbourne, Australian Continent, Earth, Sector 001
    Why not have a unit that was supposedly to be in Starcraft Ghost?

    Terran Grizzly Bomber
    Type: Air Bomber/Light Transport
    Food: 2
    Mineral Cost: say 200
    Gas Cost: say 150
    Base Damage: 45 per single bomb - with splash area of 2 - 3 (Essentially has a slow cooldown rate and drops 1 or 2 bombs at a time, no air attack as supposedly in SC Ghost)
    Armor: 2
    Sight: 8
    Range: 2 (Bombs are dropped undereath)
    Speed: Slow - Fast (see below)
    Cooldown: I don't know (but slowish)
    Base Health: 150
    Special Abilities:
    Transport - Can Transport like a Dropship, but only small infantry type units. (more than the 3 stated in SC Ghost, I'd say 4 - 6)
    Bombing Run - Can create a bombing run (utilizing a timer for it's cooldown of course), where it will strafe a line towards a target (flying a fast speed to get to the target, then flying back to original position (Effective in "dodging" ground or air defenses, though some damage to the Grizzly(ies) will occur)), a smart player can use this to create the initial bombing run with several Grizzlies, then stop them around the enemy target/base and drop some units to create a ground attack.
    _________________________________________________
    Terran Buggy
    Type: Fast Ground Unit/Light Transport
    Food: 1
    Mineral Cost: say 75
    Gas Cost: say 10
    Base Damage: None (though "garrisoning" a Marine/Reaper/Ghost will produce damage (same as unit's - only 1 allowed)
    Armor: 0
    Sight: 6
    Range: (Based on unit attached)
    Speed: Fast
    Cooldown: (Based on unit)
    Base Health: 70
    Special Abilities:
    Transport - Can Transport like a Dropship, but only small infantry type units. (1 Barrack infantry for attack, 1 in passenger seat, 2 total) Basically 1 infantry type unit will be at the rear, providing attack (and gaining the advantages of the Buggy's HP defense (like bunker), other is a passenger. When Buggy dies, 2 "garrisoned" units survive.
     
  15. Darktemplar_L

    Darktemplar_L New Member

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    interesting ideas everyone
     
  16. NotDeadYet

    NotDeadYet New Member

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    Terran Bastion
    Taking advantage of their alliance with the Protoss, engineers under the command of Jim Raynor have designed several interesting weapons and vehicles combining both Terran and Protoss technology. One of these vehicles is the Terran Bastion. It has four legs (Think AT-AT, but with shorter legs) and heavy armor. Though it has no weapons, it carries a shield generator device on its "back". This device generates a large shield which blankets the area. Any friendly units inside the shield cannot take damage; any attacks which target them will instead hit the shield. Enemy units also move and attack more slowly while inside the shield. Of course, the shield can be depleted by enough attacks, and EMP blasts will destroy it instantly. To activate the shield, the Bastion must deploy. This works like the Siege Tank's deployment in that the Bastion is incapable of moving while deployed. When not deployed, the Bastion can move, albeit slowly.
     
  17. Nikzad

    Nikzad New Member

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    yo that is freaking sick....set it up near the entrance to your enemies base...then have your zerg teammate run through for protection against the siege tanks!!

    you'll be able to let the zerg masses get a lot closer without suffering so many casualties from siege tanks while running into range
     
  18. NotDeadYet

    NotDeadYet New Member

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    Well, the Bastion would probably get fried by the Siege Tanks before it could deploy...

    Then again, you could use two Bastions and leapfrog them into the enemy base, using one's shield to protect the other, so that they would always be protected against enemy attacks.
     
  19. Becka1988

    Becka1988 New Member

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    i think the zegling is funny. i hope they are in the one, because i laugh when i hear them make noises.

    lol
     
  20. SirBaron

    SirBaron New Member

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    Zerg:
    **Zerg Leviathan**
    Type: Hydralisk Evolution
    Food: (Same as Hydralisk)
    Mineral Cost: Low (In Addition to Hydralisk Cost)
    Gas Cost: Moderate (In addition to Hydralisk Cost)
    Base Damage: 26, wide 180 degree front.
    Sight: 8 ( 9 )
    Range: Melee
    Speed: Very Fast (Ultra Fast)
    Cooldown: 20 (15)
    Base Health: 145
    Special Abilities:
    Kaiser Blades (Passive): The Leviathan sub-form of the Hydralisk have been enfitted with powerful Kaiser blades that does full damage to all enemy units in front of the Leviathan.
    Description: During the invasion of Aiur, and the subsequent Brood Wars, Kerrigan deemed the Ultralisk strain unworthy amongst the Zerg after seeing it's lack of proper effectiveness in battle in comparison with it's cost. This led to her eventually cutting off the Ultralisk strain from the genepool and replacing it with the Leviathan hydralisk-strain. The Leviathan, like the Ultralisk, is enfitted with long, powerful Kaiser blades that rip enemy front-lines apart, but does not have the cumbersome carapace of it's predecessor. This allows the Leviathan not only to move at greater speeds than the Ultralisk, but also allows it to burrow, hiding from enemy fire.

    **Zerg Battlehive**
    Type: Heavy Ground Support Caster
    Food: 6
    Mineral Cost: High
    Gas Cost: High
    Base Damage: None
    Sight: 10
    Range: None
    Speed: Slow
    Cooldown: None
    Base Health: 450
    Base Energy: 250 (300)
    Special Abilities:
    Hive Control: Provides all nearby units and buildings with a 25/15/10% HP increase for a small/medium/large amount, respectively. (does not stack). The Battlehive is also a Detector.
    Sustenance: An ability that reuses the nutricious blood of dead Zerg to spray over nearby live Zerg units, rapidly regenerating their health (15% per second). (Cost: 50 energy per second)
    Ensnare: Ensnares all units within a wide area in sticky secrete that greatly limits their movement speed (Cost: 100 Energy)
    Description: After the Brood Wars, Kerrigan decided to discard the untrustful Cerebrates in favor of her new creation, the Battlehives. While they hold no direct control over Zerg units like Cerebrates, they do influence their sustenance on the battlefield.

    Terran:
    **Terran Mjolnir Ship**
    Type: Air Specialist
    Food: 2
    Mineral Cost: Moderate
    Gas Cost: High
    Base Damage: 34 ( 43 ) Huge 360 degree splash.
    Sight: 8
    Range: 10
    Speed: Fast
    Cooldown: 15
    Base Health: 100
    Base Energy: 200 (250)
    Special Abilities:
    Mjolnir Shockwave Cannon: The Mjolnir ships are enfitted with special shockwave cannons called "Hammers", which produce a wide shockwave motion in the air that ripples across the battlefield and damages enemy units, similiar to that produced by a Nuclear Bomb.
    Deploy: Deploys the Mjolnir into a Mjolnir Cannon.
    Description: The Mjolnir ships were developed when Emperor Mengsks scientists invented the "Hammer" shockwave cannons, derived from the shockwaves generated by Nuclear Bombs. Essentially, it produces an extremely powerful shockwave that ripples across the battlefield, tearing skin, steel and even energy shields, apart. However, adding standard protective plating plus the huge "Hammer" cannon would make the ships too heavy for flight, and thus it has barely no defense against attacks.
    The Mjolnir are driven by Ghost pilots.

    Terran Mjolnir Cannon:
    Type: Ground Specialist Artillery
    Food: (Same as Mjolnir Ship)
    Mineral Cost: None
    Gas Cost: None
    Base Damage: None
    Sight: 8
    Range: None
    Speed: Immobile
    Cooldown: None
    Base Health: 100
    Base Energy: 200 (250)
    Special Abilities:
    Apocalypse Shockwave: Redirects all power inside the ship to the "Hammer" cannon and fires an extremely powerful shockwave called the "Apocalypse" on the ground that deals immense damage to nearby units and buildings (250). The Mjolnir Cannon then shuts down for a time to recharge it's power (5 sec in-game). (Cost: 150 Energy)
    Undeploy: Undeploys the Mjolnir Cannon into a Mjolnir ship.