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Thread: What are some abilities you would like to see on SC2 heroes?

  1. #31

    Default Re: What are some abilities you would like to see on SC2 heroes?

    Quote Originally Posted by PsiWarp View Post
    Thanks Josue, and I think Kerrigan has the ability of flight, simply from her sheer psionic might (telepathy we've known, but telekinesis would be overwhelming at her psionic level).

    Muspelli, that ability sounds great. Kinda like a Defensive Matrix, but the name could use some work (like, Membrane, for example).

    The ability I made up earlier reminds me of the battle scene with Kerrigan and Zeratul, her flying kicks xD

    Edit: SCUMEdit will most likely have a majority of the previous game units and structures, but don't count on that being final (we know Reaver, Dragoon, Medic, Vulture, Goliath and Firebat will be included).


    -Psi
    Her psionic powers could be the very reason, but also the wings give a "she could fly!" feeling.

    Ohh c'mon! there's a lot of things the old units can do in the new maps
    BLLIZZARD! HEED MY CALL, PUT THEM ALL THERE, I'M SURE THE FAN COMMUNITY WILL BE GRATEFUL!

  2. #32

    Default Re: What are some abilities you would like to see on SC2 heroes?

    Haha, Super Girl gone bad and scaly :P

    Don't worry, I am sure Heart of the Swarm and Legacy of the Void will add a product-size collection of units, buildings and abilities to the Core game's SCUMEdit.

    After all, they are their own campaign with their own unique doodads, units and buildings!


    -Psi
    >>You Must Construct Additional Pylons<<

  3. #33

    Default Re: What are some abilities you would like to see on SC2 heroes?

    Quote Originally Posted by PsiWarp View Post
    Haha, Super Girl gone bad and scaly :P

    Don't worry, I am sure Heart of the Swarm and Legacy of the Void will add a product-size collection of units, buildings and abilities to the Core game's SCUMEdit.

    After all, they are their own campaign with their own unique doodads, units and buildings!


    -Psi
    I hope so... I had been thinking about re-making all the original missions for SCII, it'd be cool to have all the units, tech trees, after all, the new SCII editor is quite more powerful than the SC1, and all the original hero units can get everything they were limited to do in the original Star Craft. i.e. the Gantrithor can get all the might, abilities, etc that it couldn't get in SC1

    Quote Originally Posted by Josue View Post
    Quote Originally Posted by n00bonicPlague View Post
    The hero Carrier shall be a Supercarrier -- it should be able to hold twice as many interceptors and should also have a version of the warp ray's weapon that is twice as powerful. The default attack mode causes both groups of interceptors to attack the same target, but each group of interceptors will also have their own attack buttons so they can attack separate targets simultaneously. The ray weapon will have its own little attack button as well, so the Supercarrier could effectively attack three targets at the same time.

    The hero BC should have twice as many laser cannons, which can be split into two groups in order to attack separate targets. It should also have all three abilities available to it, but with cheaper casting costs.
    That's the description of what I thought the legendary Gantrithor was, an uber carrier with bigger model, more interceptors, HP and hardened shields and some kind of energy beam attack... like Warp ray's weapon.

  4. #34

    Default Re: What are some abilities you would like to see on SC2 heroes?

    Here's one that almost made it into my Hero Contest submission for a 'win first, screw logic and physics' Zealot hero:

    Shield Bomb:
    Turns the hero's psionic shields into an offensive weapon; dealing 1 damage within a 3 range radius for each remaining shield point (e.g.: 200 shields = 200 damage to all enemies within 3 range radius).

    Imagine the uses of this coupled with Charge.

  5. #35

    Default Re: What are some abilities you would like to see on SC2 heroes?

    I would like good defense abilities on heroes to keep them alive. Imagine an ability of Zeratul which makes all attacks targeted at him miss for a certain duration; like a single unit dark swarm that affects melee attacks. I'd also like to see innovative attack and combo abilities. If Raynor makes a kill, his kill timer activates and if he kills another unit within a few seconds he gains access to more deadly skills. The window of time to chain kills in a combo decreases as the combo gets longer; like from 5 seconds for the first kill, then 4 seconds, 3, 2, 1......
    Decepticons, transform and rise up!

  6. #36

    Default Re: What are some abilities you would like to see on SC2 heroes?

    Quote Originally Posted by flabortast View Post
    I would like good defense abilities on heroes to keep them alive. Imagine an ability of Zeratul which makes all attacks targeted at him miss for a certain duration; like a single unit dark swarm that affects melee attacks. I'd also like to see innovative attack and combo abilities. If Raynor makes a kill, his kill timer activates and if he kills another unit within a few seconds he gains access to more deadly skills. The window of time to chain kills in a combo decreases as the combo gets longer; like from 5 seconds for the first kill, then 4 seconds, 3, 2, 1......
    Sounds very WoW or DOTA. I don't mean it as a bad thing, I think its a formula that works.

  7. #37

    Default Re: What are some abilities you would like to see on SC2 heroes?

    Quote Originally Posted by flabortast View Post
    I would like good defense abilities on heroes to keep them alive. Imagine an ability of Zeratul which makes all attacks targeted at him miss for a certain duration; like a single unit dark swarm that affects melee attacks. I'd also like to see innovative attack and combo abilities. If Raynor makes a kill, his kill timer activates and if he kills another unit within a few seconds he gains access to more deadly skills. The window of time to chain kills in a combo decreases as the combo gets longer; like from 5 seconds for the first kill, then 4 seconds, 3, 2, 1......
    I disagree. The hero doesn't have to have a defense ability. Rather, what the hero needs are abilities, whether defensive or offensive, that promotes their use in the battlefield. It can be an ability that helps it survive longer or it could just as easily be an aura that buffs nearby friendlies or even a powerful attack that can't be used from miles away. In other words, the hero needs to confer some tactical advantage that cannot be achieved, or at least not easily achieved, through other means.

    Specifically for Zeratul, just being permanently cloaked would be sufficiently advantageous.

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