Page 7 of 19 FirstFirst ... 5678917 ... LastLast
Results 61 to 70 of 184

Thread: Expansion Units

  1. #61
    Member
    Join Date
    Sep 2009
    Posts
    1,084

    Default Re: Expansion Units

    Quote Originally Posted by Omi View Post
    - New ability to make Mothership more viable in 1v1.
    I'm new with this theorycrafting but here's my two cents:

    A new ability for the MS could be a factor; after all it's a caster unit, and I though of the old Planet Cracker. It could work in 2 ways:

    -Nerf it so it does less initial damage, smaller AoE and/or less DPS (Could work if tested correctly)

    or

    -Change the Planet Cracker into a more specific role: give it a bonus vs certain armor type the Protoss may lack to counter.

  2. #62
    ooZer0's Avatar Junior Member
    Join Date
    Oct 2010
    Posts
    94

    Default Re: Expansion Units

    Quote Originally Posted by Blasterion View Post
    I know! give Vikings a research for Valkyrian Missile Array, gives the vikings a new attack vs light units, (attack effect similar to Valkyries in BW) only used against light Air
    I got one better!

    Give Marauders a research so that they can attack air units! And it gives a splash range of 2.5! And while were at it... make them double produce able, because heck, the Tech lab is so superfluous that Reactors need a buff. That would do just the thing!

    Seriously people...

    Why get rid of an op units only true weakness. Its fairly cheap, double produce able so you can get lots of them, massive range, huge damage, good movement speed and can attack both ground and air without any research. Yeah, lets get rid of its only weakness, in that it doesn't instant kill light air units...

  3. #63

    Default Re: Expansion Units

    Terran:

    I'd like to see the drop-pod mechanic put back in for ghosts or as a tier 3.5 rally point upgrade mechanism for the barracks. I realize it would essentially be Warp Gates on steroids but in ultra late game Protoss/Zerg have options to "instantly" get units on the field.
    Warp Gate and Creep/Nydus Wyrm.


    I'd also like to see... (I have been ranting for this since Beta day 1) for a Ghost hold fire TOGGLE. Right now, it is STILL impossible to
    a) Cloak your ghost
    b) load him up into the medivac
    c) drop him into the enemy base without him aggressively shooting
    When this happens; enemy player hits spacebar and your "Covert nuking" mission is over


    I'd like to see a dedicated ground to air unit...hell I just want the goliath back...I am sick of using the slow ass thor. He's badass and all but it really forces the terran player to be really immobile. One reason why I try to avoid em at all costs against Zerg.


    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?

  4. #64

    Default Re: Expansion Units

    Quote Originally Posted by hyde View Post
    I'd like to see a dedicated ground to air unit...hell I just want the goliath back...I am sick of using the slow ass thor. He's badass and all but it really forces the terran player to be really immobile. One reason why I try to avoid em at all costs against Zerg.
    I'd say a dedicated AtG unit would be fail because you could never win the game just building it, but then again we already have the AtA only Phoenix - a unit you can never win the game with. Quite frankly, the Viking just fucking owns. Cheap, can be produced in pairs, and a strong long ranged attack. If you're having trouble with Mutas, skip the Thor and just get more Vikings. It really is a flying Goliath.

  5. #65
    TheEconomist's Avatar Lord of Economics
    Join Date
    May 2009
    Posts
    6,895

    Default Re: Expansion Units

    What? Vikings are pretty weak against Mutalisks if the Zerg player uses them right. Besides, if you get mostly vikings, you won't have a strong enough ground force to take out the ground army.



    Rest In Peace, Old Friend.

  6. #66

    Default Re: Expansion Units

    I like to see Spawn larva reversed. Considering all other races can instantly recouperate, and Zerg have to wait 40 seconds.

    Spawn larva should be this: The second you pit a hatchery to spawn larva, it goes into over drive. Spitting out 4 larva quickly (but slower than the current solution), maybe 1 larva every 2 seconds second. And then it goes into a 32 second cool down.

    Queens can agitate this functionality using a toggle skill.

    Furthermore, this functionality is no longer mana cost. As long as you have a queen nearby, you can agitate a hatchery into doing this.

    Also, I'd like to add back Roach's 2 armor since they're now 2 food so that they're better off suited against marines and zealots.

  7. #67

    Default Re: Expansion Units

    @Wankey

    Roaches are fine as they are. With 2 Armor at the start they would be back to their "overpowered" status and you wouldn't see Zerglings openings at all.
    "Living for the Swarm!"

  8. #68

    Default Re: Expansion Units

    Quote Originally Posted by TychusFindlay View Post
    What? Vikings are pretty weak against Mutalisks if the Zerg player uses them right. Besides, if you get mostly vikings, you won't have a strong enough ground force to take out the ground army.
    Vikings actually do twice as much damage to Mutalisks than Goliaths did in SC1, 20 vs 10, and they have a longer range (10 vs 8 with Charon Booster).
    Their ground mode attack does the same damage, 12. The crippler is that they cost 50 more minerals and 25 more gas than the Goliath did.

    And yes, I know I read and replied to TF's post after saying I wouldn't, but it was a great chance to once again prove he's just trolling nonsense.
    Last edited by DemolitionSquid; 01-12-2011 at 07:00 PM.

  9. #69

    Default Re: Expansion Units

    You know, the AoE version of the Viking's attack would be interesting to test in MP.

    Kudos to Arkceangel for the Terran avatar and sig!

  10. #70

    Default Re: Expansion Units

    Vikings already do a better job at AA than Goliaths did in SC1. The reason Goliaths were successful was because people could make so many and it was long range. The same case applies here with vikings, if you make enough you can technically use them to hold off muta packs. The only difference is goliaths were cheaper to make which warrants making lots of them, while Vikings are a bit more expensive and less cost effective in the specific role of being anti-muta. This doesn't mean Vikings are not effective at what they do, it just means marines are cheaper.

    This is a needless call for change. It's like asking for Zerg to get another melee unit because Lings are too weak and Ultras are too expensive. It's not enough of a reason to require change.

Similar Threads

  1. Terran Build Order TLO Fast Expansion
    By dejai in forum StarCraft Discussion
    Replies: 4
    Last Post: 08-06-2010, 04:08 PM
  2. New unit speculation for the expansion
    By Scar in forum StarCraft Discussion
    Replies: 41
    Last Post: 07-31-2010, 07:27 PM
  3. Expansion Cycle Time Expectations
    By Asfastasican in forum StarCraft Discussion
    Replies: 20
    Last Post: 07-26-2010, 04:10 PM
  4. Ideas for new expansion units
    By Hammy in forum StarCraft Discussion
    Replies: 23
    Last Post: 06-07-2010, 03:36 AM
  5. *Spoiler* New WoW Expansion Information
    By Gifted in forum Off-Topic Lounge
    Replies: 30
    Last Post: 08-22-2009, 10:26 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •