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Thread: Aura abilities in SC2

  1. #11

    Default Re: Aura abilities in SC2

    Well, just throwing this out here...
    But what if the Archon had an aura that let nearby units regain energy/shields faster? It's a walking ball of psionic plasma, so SOME sort of energy is going to be hovering around it...

  2. #12

    Default Re: Aura abilities in SC2

    Auras... NO.

    Other tech related stuff, yes!

    Targeting laser will make all units do more damage to targeted target. Or something like that.

  3. #13

    Default Re: Aura abilities in SC2

    Auras are implemented into the current mothership, zerg creep, dark pylon and probably into some other units rather unknown to the public like the overseer, infestor, raven, high templar, brood lord, etc.
    No, they aren't. First, there's no Dark Pylon anymore. Second, Creep is nothing like an aura effect; it's a terrain effect (it doesn't move). And none of those other non-Mothership units have auras of any kind.

    I think a few aura spells would work wonders for SC2 micro. StarCraft generally has more units in a battle than WC3. So auras wouldn't be as powerful, unless you build more aura-producing units. Plus, aura-producing units would have to stay close to the units they're helping, thus exposing such spellcasters to ranged attacks.

    Auras should (usually) not be constant effects; they should be something that the unit has to cast, which means that there are limits on them.

    I could see a Shield Regen aura for Protoss that causes their shield regeneration cycle to always be active (which basically gives Protoss units Roach regen). This would be for a late-Tier unit or upgrade; you wouldn't put it on a Disruptor. Something like a Dark Archon equivalent. Or maybe it gives them shield regen, but at a lower rate (until they cycle).
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  4. #14

    Default Re: Aura abilities in SC2

    Auras aren't anything specific to the fantasy genre, and I think SC2 could benefit greatly from. With systems like unlimited unit selection and warp ins, reactors, mutant larvae increasing unit production, units will be easier to create and manage. Auras or aura-like abilities could help diversify support units.

    Auras were best on heroes, single powerful units that didn't require to be massed. SC2 has some niche units that could use auras, but I really think it would help some diversify some existing units.

    There are two types of units that could benefit from auras: Spellcasters and Meatshields.

    Casters are usually sit-in-the-back support units with very specialized roles. Because they are so specialized, there are times when they would not be valued being brought to a battle with troops, and only when they have full energy reserves. An aura would make them beneficial even if not casting, and since auras don't stack, it counters the need to mass casters for any given situation.

    Meatshields are tough units meant to take damage to protect smaller, more vulnerable ones. Auras help meatshields become prime targets because in essence, they are boosting the ability of all the units around them. It gives an added incentive to pick out and take them out if killing the masses of weaker troops is not an option.

  5. #15
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    Default Re: Aura abilities in SC2

    What I would like to see experimented on is short-range auras. In WC3 you just needed to include an aura guy in your ctrl+1 and suddenly your whole army became 20% stronger. Auras that you need to position, and pull back as they take damage, would be great. Make auras something that will only effect the 10 zerglings that are practically stepping on your toes.

  6. #16

    Default Re: Aura abilities in SC2

    I don't think they're out of place, if they have some sort of real justification, and they're subtle enough as to not break anything. For example: if Thors continue to be huge, they could block vision. Not a "traditional" aura, but sort of. Most units in multiplayer aren't important enough to have an aura, however.

  7. #17

    Default Re: Aura abilities in SC2

    An aura unit in SC would probably have its sole function to have auras. Like a small robotic drone that buffs all shields in an area or something like that.
    Last edited by flabortast; 09-17-2009 at 08:57 AM.
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  8. #18
    Crota's Avatar Junior Member
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    Default Re: Aura abilities in SC2

    Auras in particular are extremely diffucult to balance in multiplayer. Although I do like many of the aspects of wc3, I'm glad auras are not going in.

    For the single player campaign though, it may be a good idea.

  9. #19

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Quirel View Post
    Well, just throwing this out here...
    But what if the Archon had an aura that let nearby units regain energy/shields faster? It's a walking ball of psionic plasma, so SOME sort of energy is going to be hovering around it...
    I had a wild idea like this over in the Archon thread. It was a +3 buff to all friendly ground unit shields in a range of 4. I think it would makes sense considering the Archon is, like you said, a giant ball of energy. Plus it would give the Archon some sort of purpose other than "zomgmyHTsareoutofenergymergemergemerge!"

    I do agree that we shouldn't have tons and tons of auras in the game. There are certain types that either wouldn't really make sense or would overlap with something that was already there. There are many aura-ish abilities, such as Mothership's cloak, all units with detection, creep speed boost, stim packs, Medivac heal, and so on that give buffs to units without being restricted to a halo of sorts. With almost every unit having an ability, we don't really need them.

  10. #20

    Default Re: Aura abilities in SC2

    Quote Originally Posted by PsiWarp View Post
    Perhaps the Overseer could emit pheromones/aura that increases ground unit speed by 30%, might make it more attractive than having a stationary Overlord Excrete Creep?


    -Psi
    Dude, Psi, you realize you just mentioned pheromones and attraction in the same sentence for ... zerg!

    Ew! lol!

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