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Thread: Expansion Units

  1. #141
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    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.
    Indeed, as a general rule, the Zerg prefer more open area to surround and flank, but I'm sure there are other instances where altering the terrain could prove useful. But being able to set up choke point, barricads and blocking line of sight just seem like a logical ability for a race that is forced to sink so much time and action on map control.

    For exemple, an area covered with creep will give you vision. Now imagine if, given enough time and ressources, you could set up some sort of indestructible "wall of spore" that would deny the opponent his LoS, not unlike so many doodads on multiplayer maps. Indestructible as long as the creep doesnt recede. It would be a nice addition to further protect your natural or watchtowers and limite scouting.

    However, honestly, I'm not really sure what I'd do with a barricade-like structure, even if it was relatively cheap and with high armor. Turtling is the opposite of what I'd like to encourage with this ability; it should instead reward creep expansion and further map control for the Zergs, since it is so vital for them. Then again Todie's idea make a lot of sense.

    Who knows what really creative players could do with such a mechanic, depending on how it worked.
    Last edited by B~E; 01-24-2011 at 02:32 AM.

  2. #142
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    Default Re: Expansion Units

    Another thing I'd like to see in HoS: the first version of the corruption ability the Corruptor had, where affected ennemy units would spawn a short lived towers/units upon death.

    Except you give it to the Infestor (so it would actualy infest things for once), and make it an AoE spell. It would work great on workers, which are nothing more than abundant and easily killed units.

  3. #143

    Default Re: Expansion Units

    Quote Originally Posted by B~E View Post
    Another thing I'd like to see in HoS: the first version of the corruption ability the Corruptor had, where affected ennemy units would spawn a short lived towers/units upon death.
    ...so like the goblin tinker's ability 'clockwerk factory', but it disables a unit at the same time?

    This actually could be fun/useful. Would you want the amount of spawnlings (or whatever) to change depending on how big (or armored?) the affected unit is?

  4. #144

    Default Re: Expansion Units

    Quote Originally Posted by almostfamous View Post
    ...so like the goblin tinker's ability 'clockwerk factory', but it disables a unit at the same time?

    This actually could be fun/useful. Would you want the amount of spawnlings (or whatever) to change depending on how big (or armored?) the affected unit is?
    How the ability worked was as follows: the corruptor had a passive ability (like the marauder's concussive grenade), or an activated ability (it switched between the two) that infested an air unit when it hit. Basically, the ability would mean that, if the unit died while 'infested', it would become a zerg unit, and would temporarily fight for them.

    That's the best explanation I could manage. I can try to find a video.

    EDIT: Ah. Here we go. This is the first footage we have of the corruptor. The clip with them starts at 1:42.
    Last edited by Sheliek; 01-24-2011 at 02:28 PM.

  5. #145

    Default Re: Expansion Units

    Quote Originally Posted by Muspelli View Post
    How the ability worked was as follows: the corruptor had a passive ability (like the marauder's concussive grenade), or an activated ability (it switched between the two) that infested an air unit when it hit. Basically, the ability would mean that, if the unit died while 'infested', it would become a zerg unit, and would temporarily fight for them.

    That's the best explanation I could manage. I can try to find a video.

    EDIT: Ah. Here we go. This is the first footage we have of the corruptor. The clip with them starts at 1:42.
    Damn, zerg units looked cool back then. Especially the hydra and baneling!


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  6. #146

    Default Re: Expansion Units

    Given the number of units already, I really think any additions will be mostly new upgrades and abilities....like maybe additional macro stuff for Protoss. Maybe an option to add guns to a bunker, (similar to the campaign) but sacrifice the ability to salvage it.
    "Wait.....no Gzhee-Gzhee.....?.....whu......Why no Ghzhee-Gzhee?!?!?!?!"


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  7. #147

    Default Re: Expansion Units

    The corrupter ability is pretty OP given the "Macro Nature" of the game.
    I don't know how you're supposed to counter that if you have say...12 cruisers versus 24+ Corruptors. One volley would theoretically "corrupt" your cruiser...They could just fly "in and out" to corrupt one at a time. That would be soooo over powered.

    Maybe if it was an energy based thing..but the corruptors themselves are really great AtA units already. I think maybe the zerg needs a more offensive Flying caster...or perhaps put in that Giant Zerg capital ship.


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  8. #148
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    Default Re: Expansion Units

    i hope a new zerg expansion unit is a caster because the infestor needs a break from fungal growth spam.

    i dunno maybe make it so the roach can make other zerg units move while burrowed as long as a roach is next to them. piggyback riding.

  9. #149

    Default Re: Expansion Units

    As mentioned, 'd like a new mutation for some ground unit (like zergling->baneling) .. along wtih that, there could be an upgrade to allow for submerged mutation.; setting up baeling-mines would be much more straightforward if you could jsut burrow some zerglings and morph them, or maybe burrow many more, across more locations, and only start morphi as enemies approached....
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  10. #150

    Default Re: Expansion Units

    Most of my SC2 experience is in playing low level 1's and 2's, mid level 3's and watching casts and livestreams. From observation, I think the following units could be added.


    Zerg
    - Defensive type unit
    Zerg are played very offensively and are very mobile. They need to get the fast expand, and they don't get the opportunity to wall in like Protoss and Terran do. I think Zerg need a unit that can act as base defense, like what the Lurker used to be. This doesn't mean it has to be the Lurker, though. A caster unit or something that could compliment the queen would work. It would be most practical if it could be used to help deter proxy pylon and bunker rushes. Perhaps bring back the Queen evolutions with new spells, the way overseers are completely different from Overlords. Have the queen evolutions have similar abilities as they were supposed to have, like Razor Swarm and Toxic Creep.

    Protoss
    - Ground To Air specialist
    Protoss have Stalkers, Sentries and Archons to deal with air. While Stalkers are generally all-around good, they don't have very long range and are only best used in large groups (especially when dealing against lots of mutas). A long ranged dedicated GTA specialist would be useful. The sentry is also a good AA unit, but it doesn't last long in battles and is easily picked off in skirmishes. Maybe bring back the Soul Hunter in a different form, a fast-moving ATA unit that can move in packs to pick off Air harass. This unit can also have a ground attack too, but it should specialize more as Anti-Air.

    Terran
    - They need something?
    Terrans are pretty damned solid all-around. I can't really see any particular gaps to fill. Their ATA is solid, they can deter most unit combinations, and they have the best all-purpose unit in the game in the form of marines. Give em Spectres cuz they're cool.

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