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Thread: Advanced defenses

  1. #41
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    Default Re: Advanced defenses

    Quote Originally Posted by DemolitionSquid View Post
    IF the Photon Cannon got an upgrade, it'd prefer it to be splash damage.
    Because psi storm isn't enough area damage XD

    In any case, what I think would be an interesting idea would be to allow photon cannons to act as pylons, but only for other photon cannons and only if they are connected to either a pylon or a canon that is connected to a pylon or a cannon that is connected to a cannon that is connected to a pylon, etc.

  2. #42

    Default Re: Advanced defenses

    Use your god damn units to defend your base

  3. #43

    Default Re: Advanced defenses

    there should be an AOE base defense for lorwise sakes.

  4. #44
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    Default Re: Advanced defenses

    Just had a funny idea. Combine the drop pod thing and the bunker to make the man cannon. It loads up infantry and provides them with security while they can fight off attackers, then when the enemy begins retreating, it launches infantry to block off the retreat.

  5. #45
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    Default Re: Advanced defenses

    Nah, I'd rather have a suggestion made ages back where the Dropship could be landed and turned into a Bunker, althought I must admit, that was back when we still had the old Dropship, it could become OP now, what with the Medivac healing SCVs.

  6. #46

    Default Re: Advanced defenses

    The problem, is that late game there are lots of units out there, and a lot of them can focus fire over one defense building, while being shot back with much less firepower.
    I think that the way to go should be a per-building upgrade, for example: every Photon Cannon could get a power-up upgrade that increases damage, and/or fire rate, and/or hp, and/or get splash damage, etc, for that specific Cannon. That would be like building additional static defense, but without the mess that causes on the map.
    A single upgrade to power-up all your static defense will probably be too powerfull for it's cost.

  7. #47

    Default Re: Advanced defenses

    Quote Originally Posted by Whanhee View Post
    Just had a funny idea. Combine the drop pod thing and the bunker to make the man cannon. It loads up infantry and provides them with security while they can fight off attackers, then when the enemy begins retreating, it launches infantry to block off the retreat.
    too much like blink in a sense
    MAGIKARP USE A SPLASH ATTACK!

  8. #48
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    Default Re: Advanced defenses

    Quote Originally Posted by RainbowToeSocks View Post
    too much like blink in a sense
    True... Maybe make it capable of building (internally) small barricades then launch those around itself to disrupt enemy unit flow. It can even drop them around itself for additional defense.

  9. #49

    Default Re: Advanced defenses

    Quote Originally Posted by Norfindel View Post
    The problem, is that late game there are lots of units out there, and a lot of them can focus fire over one defense building, while being shot back with much less firepower.
    I think that the way to go should be a per-building upgrade, for example: every Photon Cannon could get a power-up upgrade that increases damage, and/or fire rate, and/or hp, and/or get splash damage, etc, for that specific Cannon. That would be like building additional static defense, but without the mess that causes on the map.
    A single upgrade to power-up all your static defense will probably be too powerfull for it's cost.


    This is probably the best way to go about it. And I think it would fit in SC 2 pretty nicely.

  10. #50

    Default Re: Advanced defenses

    IDEAS:

    Protoss:
    Photon Capacitor ~ Global or individualized upgrade for the Photon Cannon, giving it a secondary mode where it deals 100 damage per shot at five times its cooldown (same DPS). This makes it better against high armor units (which are more common in late tech) and allows the Cannon to deal more damage before it is destroyed.


    Zerg:
    Swarm Infestation ~ The Queen's Razor Swarm can bind directly onto a Spine or Spore Crawler, resulting in the Crawlers' attack gaining a damage over time attribute at the same rate as the Razor Swarm. The effect lasts 5 seconds. With micro, Crawlers can take out enemy units even quicker by switching targets and letting the DoT kill the unit for it.


    Terrans:
    Skylight ~ Upgrade for individual Bunkers, allowing them to target air units as well (only those with GTA attacks). Turrets remain useful as they are cheaper, unmanned and provide detection.

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