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Thread: Ideas for new expansion units

  1. #1

    Default Ideas for new expansion units

    Alright! Today is the last day before the hiatus. Maybe we'll have some more beta testing before release but it's unlikely that we would see some units removed and added.

    Now with that in mind, what units do you think blizzard might throw in with the expansions?

    Please bear in mind that isn't about the coolness factor. This is about gameplay.

    Remember how back in SC vanilla protoss didn't have any AtA fighters? How Zerg didn't have any way of handling too large a number of ground units and the defiler didn't work with anything other than ultra/zerglings (which pushed it back a whole lot more in the tech tree).
    Remember the days where stim had to be used with even greater care, because you could never get those 10hp back?

    Also, back in SC vanilla, some of the expansion units, such as the valkyrie, were actually scrapped during the alpha or beta phase and kept for later.

    Maybe back in SC vanilla people were saying the exact same thing, but I don't feel like Blizzard has left any gaps in WoL (which is a good thing of course).

    Take terran for example: they've got their AtA unit, with long range, their uber turrets, GtA splash with the thor, cheap/quick GtA with the marine. They've got their serious ground splash with the tank and hellion(anti-light), their anti-armored units are the tank mode and marauders, plus two casters which are beyond awesome (direct damage, cloak, nuke, EMP, turrets, PDD, splash damage) and designated AtG which can cloak. They've also got a dropship/medic combo... which does a lot for just one unit.
    What have I missed? The BC, which is the capital ship that can only be used in end game scenarios and can do everything (except hide) pretty well.
    I also didn't mention the reaper because for now it seems to be exclusively an early game raider.

    I'd be pretty curious to see people's opinion regarding the three races in the current build. Do you think there are any gaps to fill with a new unit?

    I thought the predator was scrapped because they wanted to keep it for an expansion, but then I saw the PDD had taken its role.
    Many people expect the lurker to come back but blizzard has shot down those suggestions by saying the splash was covered (and I agree, banelings fill that role in a challenging, but interesting way).
    And I doubt the soulreaver or tempest will come back, since those fields seem to be vastly covered for protoss. Chargelots and blinkers seem to cover the mobility section pretty well (the whole "gets stronger with kills was scrapped), and the carrier isn't getting enough use anyways, so adding a AtG carrier seems to be overkill.

    Have I missed any units that were shown but didn't make the build? My memory seems a bit fuzzy.
    Does anyone think one of those units might come back?

    TL;DR:

    And now it's time for people's theories.

    I'll edit the OP with people's suggestions for each race. I can also add a section for spells if people want to discuss that as well (matrix defense and volley for the BC for example).

    I understand many of these ideas will be crazy, but as long as they fill some sort of a niche and don't overlap too much with other units it's all good!

    Feel free to criticize my ideas. I don't really expect my zerg idea to be good, and I doubt people will have that many ideas that can fill a gap in the current races, but i wanted to give this thread a try.


    Zerg:

    -A very fast T1 unit, perhaps ling or roach evolved, that has a low range GtA attack. This unit can cliff-jump, and is supposed to hunt down air units with its superior speed. I can't figure out what kind of GtG damage it could have without overlaping with other units, and I wish I could give it a net or ensnare... but that's already covered. (Hammy)


    Terran:






    Protoss:

  2. #2
    Tobit's Avatar Junior Member
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    Default Re: Ideas for new expansion units

    Protoss: A more traditional AtG attacker that can be used for harassment. VR is great, but you have to stick around for a while before any real damage is done. Something smaller that can fly in, do some damage, and high-tail it out would be different and exciting.

  3. #3

    Default Re: Ideas for new expansion units

    Nah zerg have enought early game units. Zerg realy realy need some more post hatchery ground units, both tier 2 and tier 3 zerg have only one ground combat unit :S. Where the protoss and the terran have almost twice the units to choose from later in the game.

  4. #4

    Default Re: Ideas for new expansion units

    Quote Originally Posted by Tobit View Post
    Protoss: A more traditional AtG attacker that can be used for harassment. VR is great, but you have to stick around for a while before any real damage is done. Something smaller that can fly in, do some damage, and high-tail it out would be different and exciting.
    You mean econ harassement right? Not like buildings or something? Just to be sure

    Nah zerg have enought early game units. Zerg realy realy need some more post hatchery ground units, both tier 2 and tier 3 zerg have only one ground combat unit :S. Where the protoss and the terran have almost twice the units to choose from later in the game.
    And yet you usually have to rush to T2 in ZvP/T :/
    I'd love for T1 to not be insta-lose the second the opponent gets a starport/stargate.

  5. #5

    Default Re: Ideas for new expansion units

    I find that Terran are lacking a late tier infantry (Spectre?), and that they could also use a light ATA vehicle (Diamondback, anyone?). The Predator would be nice to have back, though, I liked the idea of the unit (even though its anti-missile laser was turned into a Raven ability) and its design. Plus, I think the Terrans could use some dedicated ATA fighter (have it require a tech lab, maybe?).

    Zerg definitely needs more late tier combat units! I'd give them a mutalisk mutation, the lurker, and a late tier artillery of some kind.

    As for Protoss, I think they're ok, but they could always use a new ship or two. (Light Air ATA/ATG similiar to the scout, perhaps a DT unit?) They could always get a Shield Generator of some kind (Note: Not a shield battery, but an actual building that creates a shield bubble around it).

    BTW, I've read somewhere that Blizzard says they might not add new units to multiplayer in expansions at all, as they feel the races are already kind of complete.
    Last edited by Alex06; 06-06-2010 at 08:43 AM.

    Kudos to Arkceangel for the Terran avatar and sig!

  6. #6
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    Default Re: Ideas for new expansion units

    Terran:
    Remove Hellion
    Add Firebat
    Stats: 80HP, 1 Armor, Range 3, Movement speed normal, attack rate: very fast, damage 2x5 + 2x3 vs light
    Abilities: Stim
    Costs: 100 minerals, 25 gas, 30 seconds build time, 2 supply

    Protoss:
    Remove Carrier
    Add Tempest
    Stats: 200HP, 100 shield, 2 armor, Range 8, Movement speed normal, starts with 4 interceptors
    Interceptors stats: 25HP, 0 armor, range 2, movement speed fast, attack rate: fast, damage 5, ATG only
    Abilities: buy + 4 interceptors, defensive matrix
    cost: 200 minerals, 150 gas, 45 seconds build time, 6 supply
    Defensive Matrix: Creates a temporary shield around the tempest, that negates damage.
    Stats: 50 energy, lasts 12 seconds or negates 100 damage and it dissipates

    Rework Mothership:
    Stats: 300HP, 400 shield, 50/200 energy, 2 armor, range 5, movement speed slow, attack speed normal, damage 4x8
    Abilities: Overload, Cracker
    Cost: 300 minerals, 250 gas, 80 seconds build time, 8 supply, can only build 1
    Overload: As a latch dish defense or attack the mothership is overloaded and starts firing with more lasers and faster than ever.
    stats: 100 energy, adds 4 more attacking lasers and makes attacking rate very fast, lasts 8 seconds.
    Cracker: Spawns mini space-ships to defend the mothership
    stats: 100 energy, spawns 6 space-ships, that fire at the nearest enemy units, lasts 15 seconds
    Space ship stats: 45HP, 1 armor, range 4, movement speed fast, attack rate fast, damage 6

    Zerg:
    Add Lurker
    Stats: 120HP, 1 armor, range 7, movement speed slow, attack rate slow, damage 8 + 4 vs light, morphs from hydralisk
    Upgrades: 2 way spikes, tunnel claws
    2 way spikes: makes the lurker have attack spikes from the other side also
    tunnel claws: makes the lurker able to move while burrowed but at a speed of 1.
    Cost: 75 minerals, 50 gas, 15 seconds morph time, 2 supply

    Remake roach
    Stats: 160HP, 2 armor, range 3, movement speed normal, attack rate slow, damage 10 + 6 armored
    Abilities: can move underground, 2hp regeneration per second
    cost: 150 minerals, 50 gas, 35 seconds build time, 3 supply

    Remake Hydralisk
    Stats: 80HP, 0 armor, range 5, movement speed normal, attack rate fast, damage 8
    Upgrades: +1 range, faster movement speed
    Costs: 75 minerals, 25 gas, 30 seconds build time, 1 supply

    Zergling buff:
    Stats: same as now
    upgrades: +1 specific zergling armor

    Remove Ultralisk
    Add Brutalisk
    Stats: 800HP, 3 armor, Range 5, movement speed normal, attack speed normal, damage 6x6
    Upgrades: Specific +2 armor upgrade, +1 range upgrade
    Abilities: Toxic blast
    Cost: 350 minerals, 400 gas, 70 seconds build time, 8 supply
    Toxic Blast: Upon death the Brutalisk explodes, damaging all enemy units within 2 radius of it, for a total of 200 damage

  7. #7
    Tobit's Avatar Junior Member
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    Default Re: Ideas for new expansion units

    Quote Originally Posted by Hammy View Post
    You mean econ harassement right? Not like buildings or something? Just to be sure
    yeah, econ harass

    Quote Originally Posted by Alex06 View Post
    BTW, I've read somewhere that Blizzard says they might not add new units to multiplayer in expansions at all, as they feel the races are already kind of complete.
    Dustin Browder mentioned this. http://starcraft2.net.pl/portal/sc2/...aft2netpl.html

  8. #8

    Default Re: Ideas for new expansion units

    Hm, meele units for terran. Idk what they should be good versus. (new technology based, stolen protoss technology in testing?) So it's not firebats, and we already got hellions for light units. Maybe a special spellcaster killer or similar? (but we already got snipe...)

    Damn this was hard

  9. #9

    Default Re: Ideas for new expansion units

    Maybe an dedicated terran GTA unit? The thor hardly files that role, and he is late tier unit.

  10. #10

    Default Re: Ideas for new expansion units

    hm, maybe both protoss and terran needs it. I got lots of troubble dealing with a late late zerg combo of mass mutas/corruptors/broodlords which are uppgraded. Doesn't really happen in 1v1 at all, but it does in 2v2 and up. The broodlords just eat thors/marines, mutas eats vikings, and protoss phoenix didn't work well either.... and where way to hard to mass and cost to much.

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