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Thread: Expansion Units

  1. #41

    Default Re: Expansion Units

    I mentioned earlier in my post regarding the Twilight Champion with the Crusade passive ability, that would be nice for zealots to have early on.
    Crusade/Pursuit- Attacks increase movement speed, this effect does not stack but will refresh.
    Allowing in combat zealot to catch up to runby zerglings or marauders etc.

  2. #42
    Gradius's Avatar SC:L Addict
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    Default Re: Expansion Units

    Quote Originally Posted by SonOfChaos View Post
    QFT. Although it would be cool to have new units in the expansion, Blizz needs to balance out the units. If they do add new units... well, then they'll have to rebalance out everything again. The problem is that Blizzard put too many units for SC2 to begin with.
    Which is why I'm wondering why so many people on our front page poll just opt for cramming new units into each race w/ each expansion.

  3. #43

    Default Re: Expansion Units

    I'm just as confused as you are Grad. I voted for new upgrades and abilities, and have consistently said we need less MP units.

  4. #44

    Default Re: Expansion Units

    I voted other. I'm not saying there is NO room for any new units it just should not be a priority over making what we already have work well. I, and any honest thinking person, would rather have a well functioning and balanced game over a hodgepodge so so game with more "options".
    I would rather be a superb meteor, every atom of me in magnificent glow, than a sleepy and permanent planet.

  5. #45

    Default Re: Expansion Units

    Quote Originally Posted by SinsWage View Post
    I voted other. I'm not saying there is NO room for any new units it just should not be a priority over making what we already have work well. I, and any honest thinking person, would rather have a well functioning and balanced game over a hodgepodge so so game with more "options".
    Pretty much this. I'm not saying I wouldn't like to see new units, but it surely doesn't have to be on the same level as Broodwar or TFT. The functioning of the game comes first of course.

    But if you ask me it's probably going to be 1 unit per race + some creative abilities. And there's definitely room for some casters to gain extra abilities; especially considering there's hardly any researching required in SC2.

  6. #46

    Default Re: Expansion Units

    Quote Originally Posted by SinsWage View Post
    I voted other. I'm not saying there is NO room for any new units it just should not be a priority over making what we already have work well. I, and any honest thinking person, would rather have a well functioning and balanced game over a hodgepodge so so game with more "options".
    But then what would the expansions be? Just the single player?
    Well, at least in that case it won't segment online gameplay.

  7. #47

    Default Re: Expansion Units

    I made a proposal for how to integrate the Aberration. Read about it here: http://us.battle.net/sc2/en/forum/topic/628235392#1

    Quote Originally Posted by Gradius View Post
    Which is why I'm wondering why so many people on our front page poll just opt for cramming new units into each race w/ each expansion.
    Some people like variety. Naturally balance needs to be considered, but I'd love to have more units over more abilities. It gives players more depth of choice.
    Last edited by Blazur; 10-05-2010 at 09:37 AM.

  8. #48

    Default Re: Expansion Units

    idk what to say, TFT was the best thing to happen with RoC. And there was a lot of changes there.

  9. #49

    Default Re: Expansion Units

    The thing about TFT is that it introduced not just new units, but new unit roles; specifically the anti-caster unit type. Hence, it is should only with this in mind that new units be brought in. Alternatively, another way of adding new units is to identify each race's shortcomings and implement units specifcally designed to pick up the slack in those functions.

  10. #50

    Default Re: Expansion Units

    Just a side note : I think the mothership is imbalanced in anything past 1v1. Once you have 2v2/3v3/4v4 and if your team does not have a protoss player...Motherships can seriously turn the tide by vortex'ing half your army.

    I've pulled off a lot of 1v2 victories in Public 2v2's massing carriers with a mothership. Pretty instrumental in my out numbered wins.


    Back to topic : If they seriously need to add more units, then add overlapping things.
    Terran:
    I want options in my anti air, the Viking is nice - but I want something dedicated that can fight hand in hand with the mutalisk. Bring back the Valkyrie but buff her.

    Zerg: Lurker? Why not? I know the baneling "does that job" right now pretty well - but sometimes doesn't a zerg player want some static supply food defence? Also out of all the races, they are the only ones without a long range "siege" unit that can fire again and again...

    Protoss: Protoss Air is pretty much covered in my opinion. They need something in Tier2 to Tier 2.5 for a ground unit that can be warped in. Dark Archon 2.0 or the Protoss Purifier?

    Like what others have said, WC3 TFT brought in units that filled in gaps in the game/roles. Right now, there's not much for gaps in SC2 with the current unit count.
    I mean look at the Reaper....after T1 he is sort of useless... his roles are superceded by Ignition Hellions and Medivac Marauders ....


    Quote Originally Posted by dustinbrowder View Post
    You are very weird man. Have you no logic?
    And again you had to be pretty big noob about PC not to know about the change, I mean even the birds on the trees knew about it.

    ...Its like calling throwing stone an athletic competition. Get a grip man and don't write nonsense...
    Shot put anyone?

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