i agree.
2 years ago i made thread talking about base defenses in sc2 being completely identical to sc1. canon for the toss, turret and bunker, and sunkens for zerg (even if they walk theres still nothing much to it).
I also mention the value and importance of base defenses that it should be given some innovation and make it a big part on pro games as well.
the responses are the same apparently, dont fix which isn't broken. they say base defense should just be a "minor" support for base defenses and you should need troops all over you base all the time. my reply, damn fanboys. haha.
well i say change the mechanics of base defenses as well and give it a strategic value as well. SC2 lacks innovation on how base defenses are played.
Here are some of my ideas.
1.) An aerial base defense (ATG), which is available mid to late game for balance reason. (originally for my UED concept race). Think about it, static floating protoss canon, now jackal, reapers, etc...can't do shit. Viking and Corruptor will be ideal against it. A lot of different strategy and unit raid decision is needed. The building can be mass but easily be countered by ATA units.
2.) AOE base defenses (lorewise base defenses should deal mass damage obviously). This should be a late game building as it is very powerful. I think the zerg needs this one. Major reason why you need battlecruisers, carrier, and mothership. Its about time the big guns makes a constant appearance in pro games. AOE defenses>smaller units. bigger units>AOE defenses. Combination of normal and AOE defenses = all units possible not just mass stalkers etc!
Zerg creep colony level upgrade fits well for this as zerg buildings can evolve. Upgrade the spores by the time you get hive and it will become a huge defensive building that shoots gigantic green balls (like the bugs in starship troopeers) which deal AOE damage. HP of this building is not greatly improve for balance and so that it will still be vulnerable to large units like thors and bcs and mass small units will still be able to handle it 50% of the time. It will not be able to walk. Also it cost supply you need 2 drones and morph them to the targeted sunken or spore hence not massable.
3.) Hardened shield toss canon, siege tank ultralisk battlecruiser will do minor damage. you will actually need small units like marines and zerglings to easily destroy this type of canon. for balance reason make it 1 per pylon field. SO the strategy is to build this in the middle of multiple normal pylons so that marine will have a hard time to attack it. yamato would still blow it in one shot though. ^^
4.) Super base defense. The terran need this. You can only build one. The Ion canon the ultimate terran base defense. You get it after building the fusion core. It has an attack radius and can only be build next to a command center. Will not overlap bunker siege tanks turrets etc. Deal massive damage in a linear pattern killing small units instantly and dealing damage over time. Requires 5 supply depots, after firing 5 supply depots will malfunction and wil be out of service. SO mass those depots well if you can. Good counter is to destroy nearby supply depots so that it will not be activated.
5.) Pylon detonation. All pylons near the nexus explodes and deals damage to surrounding units. Activate it in the nexus. Pros- it will kill your enemies. COns - you require addition pylons.
I like the idea of making new types and mechanics for base defenses it gives a lot of firepower feel.
This idea are never meant to turtle completely as there are counters for it. The idea is to make most type of units useful and add more complex strategy and decision in how you raid or you want to setup base defenses. If you dont know how to counter this base defense or make the perfect base defenses then your done.





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