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Thread: Expansion Units

  1. #131
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    Default Re: Expansion Units

    For the Zergs, the ability to build, anywhere on the creep, a structure that would serve as a barricade, or to block sight, or both. It could be similar to the claw-like towers we've seen in infested terrain in the single player campaign (called "Char Spire" in the editor), and you could "grow" it in a certain direction to block a specific path.

    This could use the same mechanic as the creep tumor, maybe even an evolution from it. It'd be an interesting macro gimmick that would put more emphasis on map control and queens. think of it as some sort of permanent force field with hit points that could maybe also block sight.

    Or maybe it'd be terribly useless. Depends on how strong and costly it'd be. But it'd certainly be pretty.
    Last edited by B~E; 01-22-2011 at 01:54 AM.

  2. #132

    Default Re: Expansion Units

    How would that be useful? Since it has hit points the enemy can simply destroy it if your army isn't there. And Zerg prefer more open areas in battles usually.

  3. #133

    Default Re: Expansion Units

    Quote Originally Posted by Noise View Post
    How would that be useful? Since it has hit points the enemy can simply destroy it if your army isn't there. And Zerg prefer more open areas in battles usually.
    it could have alot of hitpoints and high armor (like 3+), it could also be summonable at a whim from a hidden creep tumor or some more mutation of that witch is more durable even before the actual wall is summoned; if the enemy stops to attack it, that can be a welcome distraction for the zerg (buys time to churn out mre units before the armies clash)

    if the enemy ignores the "wall tumor" it makes possible for the zerg toleap forward while summoning the creep-wall to shut the retreat path!


    ... enerally speaking, youre correct that zerg likes open spaces. but if it becomes possible to use a creep barrier to help seal a surround, then thats surely an awesome tool worth using!

    good idea IMO. lets keep in mind though, its very hard to judge what can fit the MP as a whole and what cant, but i think schematically, this kind of idea is great and see no reason why it shouldnt fit nicely into the zerg campaign - at the very least.
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  4. #134

    Default Re: Expansion Units

    Quote Originally Posted by Todie View Post
    it could have alot of hitpoints and high armor (like 3+), it could also be summonable at a whim from a hidden creep tumor or some more mutation of that witch is more durable even before the actual wall is summoned; if the enemy stops to attack it, that can be a welcome distraction for the zerg (buys time to churn out mre units before the armies clash)

    if the enemy ignores the "wall tumor" it makes possible for the zerg toleap forward while summoning the creep-wall to shut the retreat path!


    ... enerally speaking, youre correct that zerg likes open spaces. but if it becomes possible to use a creep barrier to help seal a surround, then thats surely an awesome tool worth using!

    good idea IMO. lets keep in mind though, its very hard to judge what can fit the MP as a whole and what cant, but i think schematically, this kind of idea is great and see no reason why it shouldnt fit nicely into the zerg campaign - at the very least.
    That actually seems like a good idea for multiplayer in general, like the watchtowers or LoS blockers. Have it toggleable for whoever controls units at a certain point, and they can opt to wall off the area.

    Like the doors in Brood War installation maps.

  5. #135

    Default Re: Expansion Units

    Quote Originally Posted by Muspelli View Post
    That actually seems like a good idea for multiplayer in general, like the watchtowers or LoS blockers. Have it toggleable for whoever controls units at a certain point, and they can opt to wall off the area.

    Like the doors in Brood War installation maps.
    Or you could make something that's the opposite of destructible rocks, like destructible statues that fall onto a path and block it, or destructible bridges. Destroyed statues could then turn into destructible debris that could be cleared.

  6. #136

    Default Re: Expansion Units

    Slightly digressing...

    Do you guys think they should ADD BACK any old units that were cut?
    I would like to see the reaver to be honest...I miss my reaver drops.
    The valkyrie could be nice too...a beefed up version though. Something that can fight headon with the mutalisk swarms.


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  7. #137

    Default Re: Expansion Units

    My units for SC II expansions would be:

    TERRAN:
    • Valkyrie with a change. (Beats Muta groups but sucks against Corruptors.)
    • Spider Mines or Speed Upgrade for Hellions (Upgrade at Factory Tech Lab.)
    • Air Cloaker (Wraith or any other units Blizzard comes along.)
    • Firebats or new close-quarter infantry.


    ZERG:
    • Lurker (Requires Nydus.)
    • Defiler.
    • Anti-Air evolution for Roach.


    PROTOSS:
    • Reaver and scarab range upgrade.
    • Disruption Ray for Phoenix.
    SC II - HOTS Coming Soon... What to expect? I don't know, I'm busy playing WoL.



    I failed a thousand-fold to many enemies, but won a hundred victories over the same enemy. Now he trembles in fear, knowing I am bettering at prevailing. Tremble, enemies of the Code. For I am Legionnaire and you are my enemy. Therefore, today, thou fall! - Imperator Davien Servolo III.

  8. #138

    Default Re: Expansion Units

    I never thought I'd say this - I mean, if you'd asked me a while back what unit from Brood War I'd like to see brought back, this would probable not even have occurred to me - but I think they should bring back the Shield Battery, or give that ability to another low-tech Protoss building.

    I never actually used the thing in Brood War. but Protoss versus Protoss definitely needs a defender's advantage to break the constant four Warpgating that plagues the matchup. This might just be it?

  9. #139

    Default Re: Expansion Units

    The big thing that is currently missing is a Protoss GTA unit. Zerg have Hydras, Terrans have Thors (and sometimes Marines depending on the specific unit), but the closest Protoss has are Stalkers, which aren't as devastating against air as the other options. To get a nice cost for cost hard counter against air you need to get Stargate, so it's harder to quickly switch to producing AA when you're going heavy with Robotics Bay or Gateway units.

  10. #140
    Junior Member
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    Default Re: Expansion Units

    Quote Originally Posted by B~E View Post
    For the Zergs, the ability to build, anywhere on the creep, a structure that would serve as a barricade, or to block sight, or both. It could be similar to the claw-like towers we've seen in infested terrain in the single player campaign (called "Char Spire" in the editor), and you could "grow" it in a certain direction to block a specific path.

    This could use the same mechanic as the creep tumor, maybe even an evolution from it. It'd be an interesting macro gimmick that would put more emphasis on map control and queens. think of it as some sort of permanent force field with hit points that could maybe also block sight.

    Or maybe it'd be terribly useless. Depends on how strong and costly it'd be. But it'd certainly be pretty.
    your idea makes me think of protoss warpway for zerg

    make a worm, load it up with drones, and grow buildings up anywhere on your creep.

    drop an overlord creep at their base and BAM 20 spores on the dime. overlords and worms working together.

    at the moment the lurker is obsolete in blizzard eyes, they seem to think the roach and baneling covers all its aspects. unless they can think of something new for it to do i don't think it can make it back.
    Last edited by mythology; 01-22-2011 at 10:42 PM.

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