If you could create any unit for Starcraft 2, what would it be?
Let's be sensible here, 1 gazillion armor/attack units aside, what abilities or combination of skills do you think would make Starcraft great? You must name it and give it's attributes and maybe even give some insight into how this unit would be used strategically.
My dream unit would be the Zerg's Spider. A small virus unit that is permanently cloaked, goes at speed 3.4, can climb cliffs, has no attack, no armor and 40 health. It is spawned from the Infestor at 50 min and 150 gas. The cool down is 30 seconds (in-game). It needs to be researched from the Infestation Pit. The Spider has the ability "Latch". Latch allows the spider to "latch" onto a enemy unit/building and take control of it much like the neural parasite but keeps the colour of the opposing team (so the player doesn't know it's being controlled) and both players can give orders to it (The player who owns the Spider order's are prioritized." If the controlled unit goes near a detector then it changes colour to the player who owns the spider. The spider's team will not fire on the unit being controlled and if the controlled unit is attacked then the spider dies instantly. The Spider can only last for 40 seconds on a building but infinitely on a unit. "Latch" has a cool-down of 1 minute (game-time) from when it is cast.
The spider could be used for taking control of Queens, Production buildings and very expensive and well placed army units. This unit comes around in the mid to late game and so stops a Zerg player from controlling most of the enemies buildings at the start of the game. It isn't too powerful but it will allow a lot of new strategies to pop up from pro player making Z games a lot more interesting to watch.
So there is my idea. I'd pitch it to Blizzard but they never listen to anyone. post your ideas, maybe we can work on making these in a custom map or something.
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DT rush. The only good strategy.
Clan ToR
Zanderax 611
Marines that when killed split in to 2 marines but don't add any extra supply. Can only happen once per original marine though, or it'd be too retarded and op.
Marines that when killed split in to 2 marines but don't add any extra supply. Can only happen once per original marine though, or it'd be too retarded and op.
im sorry i have to do it but its like you say marines arnt op :P
Hero unit, can only make one. Speed - 1.8. 200 hp/400 shields, 250 energy. No attack, 2 armor.
Passive abilities:
-permanent cloak fields, just like mommaship
-can receive resources from probes
Active ability - Gravity Collapse. Channeling, eats 8 energy/second when activated, 10 energy activation cost. Nearby probes become flying and retain ability to harvest. Intended use - fly up to gold field for temporary income boost and harvest w/o destroying rocks. Or fly to any resource base and get 2x temporary gases. With full energy, provides up to 40 seconds of mining (if you factor in regen rate).
Special ability - Warp field. Channeling, eats 10 energy/second when activated, provides pylon field around The Fathership that can be used as regular pylon field as long as it's on. No cooldown, no activation cost. Intended use - carry papaship with you for cloak for warp-in, when sneaky mining a base, use it to warp reinforcements if being harassed.
Basically, it's a flying nexus that is used for sneaky mining, or as tank and cloak for defence or in battle.
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
A commander unit, with d-gun. ahhhh total annihilation
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If we're Terran, let's fly our CC's away! If we're Zerg, let's MASS QUEENS! If we're protoss, let's MASS SENTRIES! EPIC MINDGAMES!
Some Ling-Roach-All-in-Fake-Expo-10-pooling from Jerry there - Dox's bauss casting
Small shape like a dt with a passive energy bassed cloaking, heals all surroundibg protoss units shields and healt at .15 a sec using . 75 energy a sec
Cost 200, 350 morphs into dark archons from BW
has abilities no attack
First, the healing which uses energy, also has a recall ability where it can recall itself any where ( 30-1:00 cooldown) health 75 energy 500 and a small area of effect slow ability called force void (1-3 sec slow)
Last edited by Kringe; Tue, 4th-Oct-2011 at 8:33 PM.
My dream in SC2 is for a Probe to be able to beat a Drone/SCV (same/no upgrades) in a 1v1 fight. (For the very few who don't know, Probes will always lose to Drones/SCV's)
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I don't blame you for being you, but you can't blame me for hating it
Gundam for Protoss. Have minor splash to mechs and piercing armor lazer cannon as an active skill. Cost 250/100 with 42 sec build time. takes 3 supplies. can fly to higher ground and moves a little faster than immortals.
for protoss- a 50 mineral unit.. preferably something that can shoot - Air and Ground. something that does high DPS and has a researchable ability to let it take a small amount of damage to sacrifice for a much faster fire rate... It should be small so it can clump together well and maybe reasonably fast moving...
Protoss Armored Flying Unit - KRATOS
Dmg: 25. Attack speed: Same as stalker.
Stats: 300 Shields, 350 Life, 4 Armor
Range: 6. Attacks both ground and air.
Cost: 300 minerals, 200 gas.
Movement Speed: Same as corrupters.
Description: Flying Battlecraft which harnesses whip-like laser beams.
Each attack will pull enemy unit 2 range towards the KRATOS and -2 Armor to enemy unit for 3 seconds.
This battlecraft is often used by Protoss Warleaders to drag siege tanks and queens out from their fortified/cowardly positions, allowing zealots to slash them into pieces with their deadly psy blades. Also used together with void rays in order to allow the void rays to charge up further on their enemies. Even when faced with more powerful enemies such as the Battlecruiser, the KRATOS has no fear, pulling his opponent closer to him so that his allies can finish the opponent off even after his demise. Enemy units, both air and ground alike, shirk away once this mechanical horror is spotted in the skies.
I want a more hellion orientated map. Maybe one with lots of hot wheels loop-de-loops. Also the hellion should have a form of stim called Nitrous Oxide and the ability to toggle a third person camera like in racing games. Then the Hellion would be my dream unit!
Last edited by TABottles; Sun, 9th-Oct-2011 at 5:50 PM.
Reason: Stupid Arse Sentences
Ultralisks with 300 blades and is invisible and can fly and can spit out smaller flying invisible ultralisks with 300 blades!
My dream unit would be a bear like unit with melee only attack that can hide in trees becoming cloaked and un-detectable by detectors when in trees. Look similar to the yhettis in the HoTS teasers
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Drop bears, gotta watch out for dem Drop Bears! - ToR!
Zerg melee harrasser/scouter, researchable into a suicidal support unitr~
Evolved raptorling that'd mainly utilize it's extreme mobility and scouting options. Head consists of mandibles similar to that of a hydralisk whilst legs are tightly bound to the body by tough skin, regenerates when torn due to the nature of zerg cells. Size similar to that of a hydra/roach
Note: This unit cannot attack like a normal unit. See passive ability.
Active Abilities
Overextension - skin ligaments restraining extreme mobility are torn, granting this unit the ability to leap up and down cliffs for a duration of time before skin regenerates. Allows it to also leap over structures. This ability comes at the cost of losing 25% hp after activation.
(Research at Hive) For the Swarm - unit evolves long curved spines down back. Upon activation, the unit throws itself into a ball and rolls into enemy lines. All enemies within range will recieve damage whilst being thrown a distance and being stunned for 1.5 - 2 seconds. This ability comes at the cost of 50% the caster's hp, if the caster's hp is below 50% it'll instantly die after execution. ( Boom anyone? )
Note: This ability was my answer to splitting huge marine and death balls, allowing zerglings and ultras to get a possible/better surround.
Passive Ability
Scavenger - this unit can only kill small units individually (marines, zerglings, probes, scv's, probes). The targeted unit will be snatched and held by the hunter, it will then eventually devour the target when asked to attack, replenishing lost hp. The caster can still move whilst holding its prey. Stacks with Overextension.
Last edited by PlayfulKiss; Tue, 11th-Oct-2011 at 1:55 AM.
P:I'd love something to replace the colo (reaver seems to be popular) because it's a boring unit. A working carrier would be nice too.
T: Do they really need anything added? Ditch the marauder and put a less annoying T1 unit in (buff reapers!)
Z: Ditch the roach, their burrowmovement is cool but the way the unit is played is lame. Make hydra's more common and give them lurkers! (forget the corrupter too, it's boring!)
Since everyone in existence hates the marauder, here's what I really want:
Instead of concussive shells, some terran unit (possibly a mech unit a la vulture... possibly reapers) gets a concussive mines upgrade. Works similar to spider mines (cloaked when placed in the ground) and doesn't deal damage, but just slows all units in AoE 2 by 50% for a few seconds. This will also break zealots charge ability when it goes off.
That would make it so T is able to zone more effectively while playing mech against protoss, and set up traps for units in all matchups.
my dream unit isn't really a unit but a building, the phase cannon, it was actually considered by blizzard at one point.
its like a spine crawler and photon cannon in the sense that the cannon can move around within a pylons energy radius. CANNON RUSH INC!
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