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Tason_Wraith
09-03-2004, 10:45 AM
i even have names

1) Warp Engines: faster battlecruser novement
2) Inersail Dmapeners: faster Dropship movement
3) shiled Generators: Air unit ablitie

feel free to sugesest you own ideas

Moser
09-03-2004, 11:17 AM
They should have some sort of upgrade where you can put a weak weapon on Shuttles, Dropships, and something for Overloards too. It wouldn't do much damage, but it'd be pretty cool and help out a little bit.

Ragnarox
09-03-2004, 11:18 AM
I totally agree about the dropship movement and the shields, but I also think that the heavy ground units like the tank and the goliath should start out with higher armor ratings. Or possibly have somekind of upgrade like the Ultralisk has at the den that increases its armor rating.
something like...
Adamantium Composite Armor: Increases armor of Goliaths and Seige Tanks.

The_Flood
09-03-2004, 12:07 PM
They're good ideas but I guarantee you there will be no shield generators for air units. That's a protoss only specialty that won't be changed.

One thing I'd like to see though is a Zerg seige unit.
One thing i noticed with SC is that terran have S tank and protoss have Reaver. Both can be made pretty quick for long range seige. Zerg though only have guardians that take awhile and are expensive. A ground seige unit would be nice.

As well, a special attack for ghosts. Ie. Grenade. Could work like spider mines where each ghost gets 3 or 2 grenades that do radius damage of say 30. Or a special ability like sniper shot - Double the range of normal shot and 5 times damage for like 75 or 100 energy. Those are my ideas.

Original_JaminGrit
09-04-2004, 10:20 PM
there will be no shield generators for air units. That's a protoss only specialty that won't be changed.

I'm with you on that one, Flood. The shields are unique characteristic of the protoss, and one of coolest things about this game is the blatant differences and practices of each race (Not like in other games where each side has identical tech-trees and units). Blizzard won't screw around with the shields, unless they were willing to screw around with something else in each other race and disapoint their customers. Huge games like these are like works of art; The programmers can't go tweaking every little thing.

Anyways, I think it would be cool to make your own customizable upgrades in the campaign editor for the next Starcraft. like I said, the programmers can't go tweaking every little thing, but it would be cool if they left the tweaking up to us. I'm talking about defining your own special armour and weapon upgrades, and also upgrades for a unit's speed, sight range... anything else you might think of. Or maybe customized abilities, like stimpacks for ultralisks, or observers that launch nucleaur missiles... I dunno. If you could have that kind of freedom with the campaign editor, there'd be all sorts of fun crazy crap on the ums list. I dunno. Tason_Wraith's ideas for upgrades are awesome, but being able to make your own upgrades in ums maps would kick ass.

rpf289
09-05-2004, 3:07 PM
i hope that sc2 includes a couplew new units, redone visuals for all animations, units, buildings, spells, etc, and i hope there are a lot more upgrades, like in bw the goliaths missile range can be upgraded...things like that id love to see...for like all units. upgrades that enhanced workers in some way, upgrades that change characteristics of units...

or maybe even a varying tech tree: example: changing a dragoosn projectile from explosive to normal or concussive. changing a zrealots attack from a melle arm mounted weapon to a sword or something.

personally those r bad ideas, but i think u understand what im saying...i hope...lol

*braces for flaming from the almighty warboards kno-it-alls*

Uuugggg
09-05-2004, 4:00 PM
i even have names

1) Warp Engines: faster battlecruser novement
2) Inersail Dmapeners: faster Dropship movement
3) shiled Generators: Air unit ablitie

feel free to sugesest you own ideas
Hahaha, use a spellchecker, you made me laugh =P
• Upgrades
• I
• battlecruiser
• movement
• inertial
• dampeners
• shield
• ability
• suggest
• your
That's about 1/3 of your words =)

Skapare
09-05-2004, 4:41 PM
Inertial, right. . . thanks for clearing that up. I thought it was something about inner sail.

Pretty nice ideas here although I disagree with some. A sniper shot for the Ghost might just as well be called Storm hammer; go further down that road and you'll have Warcraft 3 in space. Don't go further and Everyone will make Ghosts, because that's a damn good spell.

And while Zerg could use a cheaper siege unit that doesn't drift into the range of static defense while firing at it, it would take away from Zerg's particular uniqueness. I always liked that with Zerg - among other things - their flying siege tanks.

Oh, and instead of shields for terran air units, how about an upgrade that increases their hit points?

ZergMan
09-06-2004, 6:13 PM
My idea for a terran upgrade...

The ability to "polarize the hull" which increases a BC armor rating by two points as long as there is unit energy, kind of like the cloak ability. Of course, this means that there will be no energy for the Yamato Gun to fire but we can't be using both without some sort of imbalance.

Maegtelluma
09-06-2004, 6:26 PM
i even have names

1) Warp Engines: faster battlecruser novement
2) Inersail Dmapeners: faster Dropship movement
3) shiled Generators: Air unit ablitie

feel free to sugesest you own ideas
1. I can see this, but Battlecruisers are made to be slow. Maybe a special ability, not an upgrade.

2. Perhaps, but dropships are already pretty fast. A higher armor rating would be a better service.

3. This won't happen, frankly. It's a protoss specialty, plus, most of the Terran air units have high armor anyways. It would severely unbalance the "air war".

Your spelling is horrid. J/k if you're ESL, but otherwise, you're just lazy :p

Spartan-II
09-07-2004, 8:19 PM
No one mentioned any wraith upgrade heres my idea: Each wraith has a spider minelike ability where it drops like a bomb or two that does like 30-50 or so and splash, that would make the wraith a whole lot better and people might actually make them.

Topace
09-09-2004, 6:33 PM
lol I make wraiths...They are major carrier kick assers(lol funny sentence no?). I just like the others disagree with the shield, that is going too far.I do think that the wraiths should have a stronger ground attack though, I mean in the original they were a good anti air unit, but now with valks and all you don't need them for anti air AS much. you still needem but I would like to see something that makes them shoot faster or stronger. AS far as the weapon for the transoports goes, thats not a great idea cuz a zerg player could like mass ovies and kick ass with no unit cap on them, plus that starts the zerg out with an advantage and like a quick ling rush would be pointless. Plus they are transports, you arent supposed to send them into fire without support or in mass. but thats like all the ideas I got.

Jorix
09-12-2004, 9:39 AM
1) Warp Engines: faster battlecruser novement
2) Inersail Dmapeners: faster Dropship movement
3) shiled Generators: Air unit ablitiei suggest actually playing the game some before suggesting upgrades that would imbalance it. there are very good reasons that we dont have speed upgrades for battlecruisers or dropships.

in both TVT and TVP, battlecruisers need to be as slow as they are or it becomes imbalanced. if you had a speed upgrade in tvt, you could use your BCs to snipe tanks away without being hit hard by the goliaths by them as youre running back...and in tvp, if battlecruisers had a speed upgrade, you could not micro carriers against them...making them utterly overpowered, because they have yamato as well.

as for the dropship movement upgrade, the dropship doesnt have one to keep it balanced with the other transports. you can have overlords from the start, but to balance this they were made extremely slow (even slower than terran buildings) so as to prevent some scouting imbalances early game. later on when you need them for transport and detection, they are given a speed upgrade which you must tech to. shuttles also start slow so that its possible to shoot them down and to slow down cliffing for toss early on. they are given a speed upgrade because shuttlezeals are very important for breaking a push, and without a speed upgrade the shuttles would get shot down by turrets long before they could unlode their zealots.

the shield idea is just dumb. -_- its like saying 'lets give protoss an upgrade that allows them to regenerate their hit points just like the zerg!'...

No one mentioned any wraith upgrade heres my idea: Each wraith has a spider minelike ability where it drops like a bomb or two that does like 30-50 or so and splash, that would make the wraith a whole lot better and people might actually make them.oh thats smart, lets give a cloaked flying unit the ability to run over a mineral line and destroy all the workers, or level your entire army before you even know theyre there. how about NO.

My idea for a terran upgrade...

The ability to "polarize the hull" which increases a BC armor rating by two points as long as there is unit energy, kind of like the cloak ability. Of course, this means that there will be no energy for the Yamato Gun to fire but we can't be using both without some sort of imbalance.
making bcs practically invincible to carriers, whoo! -_-;

Atman_theGreat
09-12-2004, 4:25 PM
I always thought a great upgrade would be for bunkers to lift off, and not necessarily be able to attack, but just so that u could mobilize an entire base. Not to mention the strategy of bunker rushing and putting bunker atop cliffs for an added bonus

my_2cents
09-12-2004, 4:56 PM
I have in interesting idea. But first, I would like to laugh at the original poster's grammer/spelling. HahahaHaHa!

I think I have a composite cure all. Battle Cruisers are supposed to be slow, so maybe make it spell (someone else's idea).
Dropships just have a bit to pick up momentum...leave the speed alone. Dropships, shuttle, and overlords are NOT to have weapons...it ruins all of their purposes! Imagine overlords, even with a weak weapon, swarming on Fastest Possible! It doesn't take any manpoints!
Wraiths could have a spell with which its energy could make a shield. It should take an initial 10 energy out for it to start. Then it could work just like a cloak. If that worked out, would cloak and shields work same time?

Tank and goliath armor upgrades? Hmm, tanks should just have more armor armor anyway! Medics and firebats have the same initial armor! I think there should be an armor upgrade(expensive would be proper) with which you can upgrade (at least) your tanks.

Bunkers lifting off, they should not be able to fire then...why? Because it would work similar to a dropship, only slower. And realistically, if you are floating in low orbit, wouldn't you want your windows closed? Bunkers floating is a bad idea, I think it would be a major imbalance. How about you just take a dropship, pick up your old units, and build a new structure that is only 100minerals?

ElvishKnight
09-13-2004, 1:49 PM
Yes I agree, The protoss are unique in their own for their sheilds. Things I would suggest would be for the queen to infest other structures like a factory, then you could have your zerg seige. Also I would suggest use of the water. Have sea units. It would be useful for water maps instead of just air u could have sea as well. Another suggestion is for the terrans. You all know how the Science Vessel can make a force feild. Now of course the terrans are trying to research sheild technology. Lets say they actually get some where. They could have sheild genorators like in star wars. They could give a wall of energy protecting a certain raduis. That sheild wall would collaps oncee it's own hit points were dropped to zero.
Now for the guy who suggested that we be alowed to tweak the units. It would be highly unfair if observers are able to use nukes. Yes ghosts can cloak to bt only for a limited time.

singo
09-13-2004, 2:42 PM
righty, firstly, terran armour upgrades should be a bit better.... I MEAN COME ON!!! LOOK AT THEM are you seriously saying a marine suit offers virtuall no protection against anything?

should the ultralisk really have so much more armour than a tank?? bearing in mind tanks are supposed to be very well armoured indeed?

should the zerg units not be made less effective but the zerg have a higher population cap? well, they are supposed to overwhelm positions by masses of weak creatures.


the protoss are a psycic race...maybe all their units should have a psi power, just a weak one, maybe +2 damage for a limited time?


just a few thoughts

NaughtyDogs
10-08-2004, 11:02 PM
I think it would be a cool addition to the game if you could research things that took your strategy to new places. Say, you get the option to upgrade air units or ground units but the individual options only came up once. If your a big air guy your obviously going to choose the air upgrade, which in turn affects your ground units ability. I think if your going to upgrade armour on anything it should become slower, only if the upgrade is to thicken the armor however. I mean in real life if you strengthen armor by putting more on then the weight becomes an issue which affects the speed, thats why APC's dont have a ton of armor, because it slows them down. I just think that upgrades or research that reflects your personal preferance would add an interesting wrinkle to the game, and it would still be balanced because what your oppenent researched would weigh heavily as well.

Skapare
10-09-2004, 1:26 PM
1. I have wished for flying Academies, Supply depots and Armories, but not Bunkers. Strange. >_>

2. It's not realistic that Siege tanks has less than 10 armor, but I for one prefer game balance over realism.

3. Now how about an upgrade (or a patch) that makes units come out of buildings in the direction of the Rally point? Yes I've been playing Warcraft 3. ^_^U

Frattimonde
10-09-2004, 1:33 PM
What about grenades for marines?

DeJaZvU
10-09-2004, 10:09 PM
siege tanks should get their own little mini chain guns on top of them when they seige, so thy have "some" protection with little pests try to rape em up close =)

and scout ground dmg should be greater o.O

~DeJaZvU~

Dark_Viper
10-09-2004, 11:07 PM
What about grenades for marines?
Marines have RPG's in the cinematics so they should have it in SC

Ragnarox
10-09-2004, 11:25 PM
Marines have RPG's in the cinematics so they should have it in SC

Too true. They also seemed to have a certian ammo capacity...Im not suggesting anything.

Nahotnoj
10-09-2004, 11:54 PM
siege tanks should get their own little mini chain guns on top of them when they seige, so thy have "some" protection with little pests try to rape em up close =)

and scout ground dmg should be greater o.O

~DeJaZvU~
That would make the siege mode tank too powerfull i think. Siege Mode Tanks can't attack at close range because of realism, and game balance.

The-Emperor-Master
10-10-2004, 1:01 AM
some interesting ideas, but i'd know what i'd like to see.

Fusion Armor upgrade: increases armor of SCV by 1.
think about it, don't the SCVs' look like they're getting too LOW an armor rating? they kinda look like armored robots. KINDA.

more ideas soon.

Ragnarox
10-10-2004, 1:10 AM
Fusion Armor upgrade
How does that work?

Fusion is a process of "melting" atoms together, its energy not matter, might want a different name for it. (Sry for being a jerk.)

Although, I totally agree with you, scvs need an extra armor upgrade from command center or something.

The-Emperor-Master
10-10-2004, 2:01 AM
oh i had rushed on the name. any name will do, but they do need an upgrade for that. perhaps a increased mineral capacity upgrade would do good as well...

Garrec
10-10-2004, 11:45 PM
Why does everyone want the Terrans to be so powerful? I've watched tons of replays and Terrans seem to win most of the time. (I'm talking "normal" maps like Lost Temple). Personally I think that if anything, the Terrans should be made a little weaker. I'm not talking less damage or armor, but special abilities and upgrades. For example, it always bothered me how insanely fast medics heal infantry. It takes like 2 seconds to fully heal a badly hurt marine, and it costs hardly any energy.

Sikawtic
10-11-2004, 7:27 AM
Why does everyone want the Terrans to be so powerful? I've watched tons of replays and Terrans seem to win most of the time. (I'm talking "normal" maps like Lost Temple). Personally I think that if anything, the Terrans should be made a little weaker. I'm not talking less damage or armor, but special abilities and upgrades. For example, it always bothered me how insanely fast medics heal infantry. It takes like 2 seconds to fully heal a badly hurt marine, and it costs hardly any energy.They want the terran better, because they are second best to only the... ZERGIES!!! mwhahahahahahaha! and EVERYONE hates the protoss, and in reality the terran are a quite a bit stronger per unit than the zerg, so logically the peoples choices are persuaded in chosing the terran. Then you have to take in the cheese curd affect, which dampens the marshmellow rays, and makes all the little broodlings taste like ketchup.


^- i bet that made more sense than adding shields to the terran ^_^

Aqo
10-11-2004, 7:39 AM
and EVERYONE hates the protoss
that's not true...

I think that th reason why everybody are posting here terran ideas cuz this thread's name is New terran Upgrade I'd like...

Hunta
10-11-2004, 2:52 PM
A bomb-dropping aircraft unit like the Kirov Airship from Red Alert 2 :)

Sikawtic
10-11-2004, 4:22 PM
that's not true...

I think that th reason why everybody are posting here terran ideas cuz this thread's name is New terran Upgrade I'd like...everyone DOES hate the protoss... they just don't know it yet ^_^

Spartan-II
10-11-2004, 5:13 PM
lol I love the protoss

CovertOps
10-12-2004, 7:24 AM
well...to tell you the truth...there are some upgrades i'd like to see, for all three armies, let's start with terran:

M-12 launcher- marines get 3 grenades with 30 normal damage and a 2x2 splash(academy)

AGM 315- +5 wraith ground damage(physics lab)

Armor piercing rounds- +3 goliath ground damage( machine shop)

C-10b canisters- ghost gets 11 normal damage(covert ops)

Arclite frag grenades- vulture gets splash of 2x2

Titanium-chloride armor: all terran vehicles and aircraft gets +2 armor (armory)

new "unit"- arm a "AAA" class nuke, costs twice as a normal nuke, cannot be diverted and needs only 5 seconds of targeting, does 50% more damage than a normal nuke( nuclear silo)

now for our beloved 'toss

Adun's blessing- all units gets 20 more shields and 2 more damage( citidel of adun)

Psychic shilding- by destroying themselves, three high templars can defend all of your buildings from damage for 20 seconds( templar archives)

Laser jammer- observers can divert a nuclear missile's course by a range of 5-15 (fleet beacon)

Anti-grav drives- faster reaver movment( rob. support bay)

Flight formations- 2 more interceptor damage(fleet beacon)

Neutrino control- longer corsair firing range( fleet beacon)

Dark illusion- dark templars can summon illusions that, when killed, destroy all organic life forms and slow down mechanical units in a 3x3 range. each dark templar can only summon 1 dark illusion.(templar archives)

energy spear- zealots get +2 damage and high templars gain a 5 damage melee attack.

I'll edit and post about zerg upg's, did you like my ideas?

Spartan-II
10-12-2004, 5:58 PM
No it makes the terran and protoss overpowered imagine a wraith rush 12 X 16 FLYING and cloakable... No thx. Reavers are slow for a reason... And the shielding thing
Terran: Ha Ha im nuking you!!
Protoss: *uses shielding*
Terran: ...
Protoss: No dmg n00b.
Terran: has left the game

master_link
10-14-2004, 4:57 PM
You know what? I think there should be an upgrade for the Dropship so that infantry units that have long range be able to attack from the Dropship like a bunker sort of but in the air. We can call it "Firing Openings".

Frattimonde
10-14-2004, 11:29 PM
You know what? I think there should be an upgrade for the Dropship so that infantry units that have long range be able to attack from the Dropship like a bunker sort of but in the air. We can call it "Firing Openings".

Only one problem.

It wouldn´t really work If you are outside at a Space-Platform, the vacuum outside would squish everyone inside the dropship.

WarPlay
10-16-2004, 10:27 PM
sorry but those ideas suck


especially the faster BC movement.. rofl! that would just be a wraith with twice the attack power

Krossbow
10-19-2004, 1:00 PM
Since SC2 will most probably have four races, possibly five, they will most probably have to exemplify the races strengths in order to keep them unique (i.e. make the Zerg even faster or cheaper, and either make the protoss more spell casterish, or focus on their strong units). Because of this they should focus on upgrading the terrans main charactreristics, namely versatility and defense. after all, terrans are known for their defenses, and how versatile and adaptable their units are (marines, the base unit, can attack air and land, and seige tanks have two modes). so they should give more of their units multiple modes, and make this a unique terran characteristic (no other race units should have two modes). for instance, give the vultures the option to either be in their normal land attack mode, or have a rocket pack on the end pop up and the canister shooter close, so it can either be used as an anti-infantry unit, or a speedy anti-air unit, just not at the same time. also, give the valks the ability to cloak and attack much harder if they enter something like a "watcher mode" where they can't move, kind of like an air Zerg lurker. in addition, they should give the terran wraith the ability to switch between it's normal mode and a bomber mode, giving it much more air to ground use. of course, all these abilitys must be researched, and have hefty costs to balance them out.

also, for their defense characteristic, terrans should have the most durable buildings (transfers to bunkers and turrets). they should also allow an upgrade to be researched that allows bunkers to lift off, or one to increase building flight speed. the terrans should have a unique upgrade in that they should have the ability to upgrade their structures with armor, while none of the rest would be able to. this should be slow and costly, but be able to be done up to 5 times. this would make the terrans stand apart from the other races, in that while they may not be as powerful as the protoss, they would have the most difficult bases and defenses to destroy, in addition to being able to adapt to the enemy attacks quickly (with their multiple unit modes)

Garrec
10-19-2004, 2:43 PM
I'm not against adding new abiliites to all the races, but there are some things are just impractical.

give the valks the ability to cloak and attack much harder if they enter something like a "watcher mode" where they can't move, kind of like an air Zerg lurker. in addition, they should give the terran wraith the ability to switch between it's normal mode and a bomber mode, giving it much more air to ground use. of course, all these abilitys must be researched, and have hefty costs to balance them out.
I don't think the Terrans need another cloaking air unit. So "Watcher Mode" would just be giving them an order to hold position, and they suddenly do more damage? Say goodbye to every air unit in the game. This might put Zerg and Protoss at a disadvantage. Suddenly air is not an option, and siege tanks will own any ground forces. I like the idea of improving the wraith, but I'm not sure how. I think the bombs are a bit of a cheap tactic, but wraiths are incredibly weak. Wraiths classify as large units, so take more damage from enemy missile turrets and hydralisks than do mutalisks.

they should also allow an upgrade to be researched that allows bunkers to lift off
Haha, I'm trying to imagine this right now, but I gotta say, I don't think it will work. If they did this, they should make the bunker unable to carry infantry while in flight, and it should have reduced armor and take more damage. When was the last time a bunker's underside was as reinforced as the walls?

they would have the most difficult bases and defenses to destroy
No race should have a more difficult base to destroy. As far as defenses go, Terrans are already quite powerful. Siege tanks have extreme range, bunkers have more HP then photon cannons or sunken colonies, and turrets have very low cost and are quick to build. Not to mention that Goliaths with charon boosters make excellent addition to an anti-air defense.

Spartan-II
10-19-2004, 6:03 PM
Since SC2 will most probably have four races, possibly five, they will most probably have to exemplify the races strengths in order to keep them unique (i.e. make the Zerg even faster or cheaper, and either make the protoss more spell casterish, or focus on their strong units). Because of this they should focus on upgrading the terrans main charactreristics, namely versatility and defense. after all, terrans are known for their defenses, and how versatile and adaptable their units are (marines, the base unit, can attack air and land, and seige tanks have two modes). so they should give more of their units multiple modes, and make this a unique terran characteristic (no other race units should have two modes). for instance, give the vultures the option to either be in their normal land attack mode, or have a rocket pack on the end pop up and the canister shooter close, so it can either be used as an anti-infantry unit, or a speedy anti-air unit, just not at the same time. also, give the valks the ability to cloak and attack much harder if they enter something like a "watcher mode" where they can't move, kind of like an air Zerg lurker. in addition, they should give the terran wraith the ability to switch between it's normal mode and a bomber mode, giving it much more air to ground use. of course, all these abilitys must be researched, and have hefty costs to balance them out.

also, for their defense characteristic, terrans should have the most durable buildings (transfers to bunkers and turrets). they should also allow an upgrade to be researched that allows bunkers to lift off, or one to increase building flight speed. the terrans should have a unique upgrade in that they should have the ability to upgrade their structures with armor, while none of the rest would be able to. this should be slow and costly, but be able to be done up to 5 times. this would make the terrans stand apart from the other races, in that while they may not be as powerful as the protoss, they would have the most difficult bases and defenses to destroy, in addition to being able to adapt to the enemy attacks quickly (with their multiple unit modes)No, no , no , no no NO I can see someone filling up bunkers and flying into someones base and killing them..

Krossbow
10-19-2004, 7:06 PM
I thought I'd clarify the bunker thing: I should have noted that it should NOT be able to fire while moving, like how a factory cannot produce goliaths while flying. I didn't mean that you could move it and attack at the same time. that would be like creating a super unit. also thanks for the info on the Valk/watcher mode. I just realized that though, yes, it would still be vulnerable to ground attacks (especially if it took time to switch modes like a siege tank does) since all detectors are flyers, it would be difficult and overpowered. I still stand by the Vulture upgrade and the building armor. after all, armor only takes off one p[oint of damage per grade, so it would only be really effective against lings and rines.

ALL your base are belong to us!!!!

Zergplex
10-20-2004, 9:38 AM
Why does everyone want the Terrans to be so powerful? I've watched tons of replays and Terrans seem to win most of the time. (I'm talking "normal" maps like Lost Temple). Personally I think that if anything, the Terrans should be made a little weaker. I'm not talking less damage or armor, but special abilities and upgrades. For example, it always bothered me how insanely fast medics heal infantry. It takes like 2 seconds to fully heal a badly hurt marine, and it costs hardly any energy.

We are talking about Starcraft 2 here, and hence what NEW things we would like to see. The other races would get new things as well to balance it out. If Terran get a new ability that allows them to shell in their base far easier/more effectivly then the Zerg will get a weak seige unit to help break it and the Protoss might get a reaver upgrade. If the Protoss get a Fast and powerful new unit with low HP then the Terran might get an upgrade to the ghost to emp enemy units (but only one at a time unlike the Science Vessel) and the Zerg might get a more effective quick defense. The point I'm trying to make is any upgrade mentioned here will be balanced by the other races if it is used.

-Zergplex

Calibur
10-20-2004, 11:18 AM
Lets see:
-Faster building movement
-faster mineral gathering after having a complete base(All buildings)
-Firebat explosion: Fire bat comits suicide by exploding;30 dmg and decent splash.
-scvs can fix buildings from inside and avoid enemy fire(After complete base)
-Nuclear radiation:after a nuclear missile launch the are hit will be affected by radiation from 5-15 seconds and hurt what ever units or buildings are in its range at around 2-3 dmg per second.
-Ghost Scope Spell: A spell that would allow ghosts to scope out areas at twice their normal range(this would only be for seeing, the ghost would not be able to shoot tragets at longer ranges useing this ability)
-Overload: Building will be able to produce from 10 to 20 units twice as fast but will then go into red zone and shut down for around 1.5 to 2.5 minutes
-Squad ability: A squad of infantry units 10+ will gain +1 dmg each.
-Armor peircing goliath(mentioned before but I think it was good so I want to say it in my own words): Goliath twin 30mm Autocannon fire will be able to cancel out a total of 2 armor.

So what you guys think?

Krossbow
10-20-2004, 2:55 PM
Hey that thing about there being no ground detectors gives me a great Idea for a new unit! you should be able to produce a unit from the terran S. ops and sci lab thats a sort of terran spy/specialist type character. he would be able to cloak like a ghost, and detect; however he shouldn't have any weapons. it would make building two sci labs (BC's and ghosts) more worth it. but since terran detctors have to be expensive to balance out their com-stat ability, the detector should cost something like 50 min and 100 gas. however to make him worth it he should have 60 hp, 1 armor, and a spell called "flak explosion". this spell costs 100 energy, and would release electo-magnetic strips into the air. this would decloak all enemy units with the detetors line of sight (include DTs and lurkers), and prevent them from recloaking for a minute. this would make the detector a great unit (d-matrix, rush toss base, and flak. he'd die, but oh well, flak), but due to his low hp, high cost, and lowspeed (grounded) he'd be balanced.

P.S. while we're on special ops, they need to increase nuke power; they suck.

"what, me fail english? that unpossible!"
I R graduitt! Me smart!
All your base are belong to IRS!!!

WarPlay
10-20-2004, 3:39 PM
Brood War Shouldnt Be Changed Cuz That Would Probably Fuck Up The Whole System

Calibur
10-20-2004, 3:56 PM
Brood War Shouldnt Be Changed Cuz That Would Probably Fuck Up The Whole SystemThis is not about Broodwar this is about the new upgrades you would like to see for Terran in SCII.

Spartan-II
10-20-2004, 7:53 PM
Lets see:
-Faster building movement
-faster mineral gathering after having a complete base(All buildings)
-Firebat explosion: Fire bat comits suicide by exploding;30 dmg and decent splash.
-scvs can fix buildings from inside and avoid enemy fire(After complete base)
-Nuclear radiation:after a nuclear missile launch the are hit will be affected by radiation from 5-15 seconds and hurt what ever units or buildings are in its range at around 2-3 dmg per second.
-Ghost Scope Spell: A spell that would allow ghosts to scope out areas at twice their normal range(this would only be for seeing, the ghost would not be able to shoot tragets at longer ranges useing this ability)
-Overload: Building will be able to produce from 10 to 20 units twice as fast but will then go into red zone and shut down for around 1.5 to 2.5 minutes
-Squad ability: A squad of infantry units 10+ will gain +1 dmg each.
-Armor peircing goliath(mentioned before but I think it was good so I want to say it in my own words): Goliath twin 30mm Autocannon fire will be able to cancel out a total of 2 armor.

So what you guys think?Buildings move slow for a reason.. lets look for that reason.. THEY'RE BUILDINGS!!Faster minerals gathering even after a complete base would make the terran late game so hard to beat it would be gay.Wow I spent 50 minerals and 25 gas JUST FOR 30 DAMAGE WOW!!(Its a stupid idea anyway.)Nukes would be too overpowered they already can kill any nit in tha game (Besides a bc) Ghost scope is ok but it would be kinda stupid.. Ghost would have to be immobile and unable to attack while looking atleast (Can anyone say Comstat??)Building overload.. No.. Just. NO! Make the terrans so overpowered it wouldnt be fair anymore :|. A 50 hp maine with a 10 attack just by grouping them together? No, each unit should remain the same. And the armor piercing round are an ok idea but u would have to research it and make it cost $$

Calibur
10-20-2004, 8:18 PM
Buildings move slow for a reason.. lets look for that reason.. THEY'RE BUILDINGS!!Faster minerals gathering even after a complete base would make the terran late game so hard to beat it would be gay.Wow I spent 50 minerals and 25 gas JUST FOR 30 DAMAGE WOW!!(Its a stupid idea anyway.)Nukes would be too overpowered they already can kill any nit in tha game (Besides a bc) Ghost scope is ok but it would be kinda stupid.. Ghost would have to be immobile and unable to attack while looking atleast (Can anyone say Comstat??)Building overload.. No.. Just. NO! Make the terrans so overpowered it wouldnt be fair anymore :|. A 50 hp maine with a 10 attack just by grouping them together? No, each unit should remain the same. And the armor piercing round are an ok idea but u would have to research it and make it cost $$
Alright before you start saying this would all make terran over powered no one ever said these upgrades couldnt be balanced out by upgrades on the other races.

Ragnarox
10-20-2004, 8:31 PM
Ok, just because buildings are buildings, doesn't mean they have to slow down while airborne. Personally, I think that making a building fly makes it a bigger target so it should be able to move faster anyway.

And what are people saying about Terrans being overpowered? According to Blizzard anylists, and mulitple players that I go to school with. The ranking of race power is 1. Protoss, 2. Zerg and Final are Terrans.

Plus, terrans need new weapons, esspecially unique ones because you play with similar units in almost every mass army RTS game anyway.

Krossbow
10-20-2004, 8:49 PM
quote "ukes would be too overpowered they already can kill any nit in tha game"true, but very rarely will a person leave their units around to be nuked (and if they do, they deserve it). nukes are too difficult and expensive (plus high supply) to really be worth it. nukes should definitely be upgraded, so whatever building are at ground zero would be destroyed. shields or no shields, there's no way a protoss nexus should stand up to a damn nuke (especially one from the future).

"what, me fail english? that unpossible!"
I R graduitt! Me smart!
All your base are belong to IRS!!!

doogehlez
10-21-2004, 4:44 AM
I'd like a dropship with a weak gun upgrade.

Krossbow
10-21-2004, 10:53 AM
I'd like a dropship with a weak gun upgrade.
I forgot, does the terran dropship have a supply cost? because if it doesn't, then you can't have that, because you could mass an unlimited amount of them to fight. otherwise, that would be pretty cool, something like the covenant dropship in halo (I forgot it's name). however, it should fire automatically while moving since you'll be too busy unloading to fire back normally.

WarPlay
10-21-2004, 3:22 PM
I forgot, does the terran dropship have a supply cost? because if it doesn't, then you can't have that, because you could mass an unlimited amount of them to fight. otherwise, that would be pretty cool, something like the covenant dropship in halo (I forgot it's name). however, it should fire automatically while moving since you'll be too busy unloading to fire back normally.
ALL units have a space cost..... there is not ONE unit without at LEAST 1 space/psi needed

btw.. it would be easy to attack and drop at the same time.. just gotta learn how to multitask :)

Garrec
10-21-2004, 5:34 PM
Ok, just because buildings are buildings, doesn't mean they have to slow down while airborne. Personally, I think that making a building fly makes it a bigger target so it should be able to move faster anyway.
Okay, all a Terran player would have to do is build a barracks or something, and they suddenly get a great scouting unit. It's the same thing with overlords. Overlords don't move fast in the beginning because it would be too easy to spy on other players in the beginning of the game. It would put the terrans at an extreme advantage on islands, just build a command center, and quickly fly it over to expansions, while all other races need a transport unit first. I know Terrans can do this now, but it still takes a fair amount of time even to get to close expansions.
And what are people saying about Terrans being overpowered? According to Blizzard anylists, and mulitple players that I go to school with. The ranking of race power is 1. Protoss, 2. Zerg and Final are Terrans.
I don't care what anyone says, I still think Terrans are overpowered, especially with brood war. The siege tank is very low in the tech tree, has cheap costs, extreme range and damage compared to the other races, medics heal extremely fast and it hardly costs any energy, and goliaths become the best anti-air unit in the game with the charon booster upgrades. Plus they got comsat. Every other race has a dectector you actually have to move to your target, but terrans get instant view with comsat.
I'd like a dropship with a weak gun upgrade.
Didn't the manual say that weapons were removed from the dropship to keep the dropship's speed at it's best? Or something to that effect?
there is not ONE unit without at LEAST 1 space/psi needed
I believe the Overlord is one. And I think broodlings are too. Zerglings have 0.5 supply cost.
nukes should definitely be upgraded, so whatever building are at ground zero would be destroyed. shields or no shields, there's no way a protoss nexus should stand up to a damn nuke (especially one from the future).
Any nuke, present day or future, if it was realistically done in the game, would level the entire map, or at least most of a big one, while at the same time destroying everthing in it's effective radius and damaging everything else.

BSTRhino
10-21-2004, 5:49 PM
You know, what I like to say to people is that, StarCraft is fun because it is slightly unrealistic. Nukes don't level maps, dropships don't have weapons, carriers aren't 200 times larger than mutalisks, large ships don't lose engines and crash to the ground, and so on.

StarCraft puts the goal of making the game balanced ahead of creating a realistic game, and that's why it has been so successful. I mean, we could go along and reason why a building moves slowly in StarCraft, but perhaps it does that so that players don't take Terran bases and move them every five minutes. It's about balance.

Games that put realism ahead of balance do exist. Like... C&C. And, which game do we like better?

I do agree with your statements about Terrans being overpowered though Garrec.

Spartan-II
10-21-2004, 9:27 PM
I agree rhino. And one terran upgrade Id like to see is called Watcher Mine- Vulture upgrade 100 minerals and gas 1 mine per vulture and has a sight range of 8x8. 25 hp and no attack

quote "ukes would be too overpowered they already can kill any nit in tha game"true, but very rarely will a person leave their units around to be nuked (and if they do, they deserve it). nukes are too difficult and expensive (plus high supply) to really be worth it. nukes should definitely be upgraded, so whatever building are at ground zero would be destroyed. shields or no shields, there's no way a protoss nexus should stand up to a damn nuke (especially one from the future).

"what, me fail english? that unpossible!"
I R graduitt! Me smart!
All your base are belong to IRS!!!Learn to use quote tags.

Krossbow
10-22-2004, 11:47 AM
you mean like... THIS?!?:D

Learn to use quote tags.

Krossbow
10-22-2004, 1:53 PM
don't care what anyone says, I still think Terrans are overpowered, especially with brood war. The siege tank is very low in the tech tree, has cheap costs, extreme range and damage compared to the other races, medics heal extremely fast and it hardly costs any energy, and goliaths become the best anti-air unit in the game with the charon booster upgrades. Plus they got comsat. Every other race has a dectector you actually have to move to your target, but terrans get instant view with comsat.

terrans aren't the most powerful; they are merely the most EFFICIENT. they can usually drain more money away from their enemy than they are spending. this gives them an advantage mid game, making them appear to be ovepowered. however, late in the game their usefulness drops, as zerg speed and toss power overwhelms them, forcing terrans to use either a slow tank push or BC rush.:ninja:

oh yeah, and in order to balance out their somstat ability, terrans have the worst detector. though it has uses as a support unit, it's too expensive to produce a lot of them, so the terrans are forced to rely on their com-stat a lot. the sci vessel is also very slow and vulnerable to attacks or feedback.

Cross_Fire
10-22-2004, 8:10 PM
terrans have the worst detector...
Un-upgraded lords are the worst.

Krossbow
10-22-2004, 8:30 PM
however, they are much cheaper, and since they are suppliers too they are built spontaneously. however, your right that they suck prior to the speed upgrade

MidnightGladius
10-23-2004, 12:21 PM
the sci vessel is also very slow
It is? That's news to me...

Krossbow
10-23-2004, 8:07 PM
slowere than most air units, like the scouts constantaly on its ass.:D

MidnightGladius
10-24-2004, 1:34 PM
Not really. A SV can outfly an upupgraded scout, and who would have undefended SV's flying around?

Krossbow
10-24-2004, 9:01 PM
while toss and zerg will often leave undefended ovies and observers around... (detectors are most useful for acting as watchers, looking out for upcoming or massing enemies, which the SV cannot do due to its high cost and hence low numbers);)

MidnightGladius
10-25-2004, 5:20 PM
You know, Ghosts should be detectors. I think it should come along with the sight bonus for Ocular Implants. But then, Implants ould have to cost more.

It completely solves the SV problem... just put a cloaked Ghost at all the choke points :D

Or, Matrix could be made auto-cast and then the SV would automatically cast it upon being under attack.

Just some thoughts...

Krossbow
10-25-2004, 5:25 PM
that's a great idea! though you may be tired of hearing this, that would probably be best made by a mode switch, where the ghost has no attacks but detects.

how about a spell that decloaks all units in the area, and keeps them decloaked for a minute? (either ghost or SV):D

Original_JaminGrit
10-26-2004, 8:48 PM
Cloaked ghosts that are also detectors? That might not be such a great idea. Maybe if ghosts just have a stronger attack. But not a detector ability. The only unit that's both cloaked and a detector is the observer, which has no fighting ability or spells, so it's only fair. A cloaked/detector/fighter would have to be almost expensive as a BC or Ultralisk to be fair.

Though, I'm not sure ghosts would really be in SC2. In the story, the Confederate Ghost program was destroyed with the Confederacy, and so all people trainedas ghost would eventually die off. If the plot of SC2 takes place after BW (which is logical), then terrans won't really have any ghosts, but they would likely have other types of psi units that are like spinoffs of ghosts, but not with the same abilities. If there are ghosts, they might be more like protoss templars and have more spellcasting abilities, but then again, who knows? They could go in the other direction and be tactical military agents, and even then, there might be more than one type of "ghost spin-off unit".

MidnightGladius
10-27-2004, 5:21 PM
In response to Krossbow, EMP ought to decloak units as well. I mean, if it completely disrupts mental and electrical currents, don't you think that the Dark Templar wouldn't be able to concentrate, and subsequently, cloak. That would go for DT's and Ghosts. Then of course, the Wraith cloak is automatically disabled by the energy loss. Observers should also be decloaked by this, assuming that's it's using some sort of cloak engine (Observers with innate cloak doesn't sound right...), then the EMP would disrupt that, causing the entire Observer to become destabilized (and uncloaked).

Also, Medics should have a special ability like "Neuronic Inhibitors" that acts like an EMP (with a shorter radius), execpt that it works specifically against the Zerg. I'm guessing that it would cause all burrowed units to unburrow, make air units fly around randomly, etc. for about 5 seconds. It should cost 150 mana and have a short range to decrease imbalance.

Krossbow
10-27-2004, 8:05 PM
thats a good idea for emp blast, it makes sense. it should decloak them in a way similiar to a comstat station (15-20 seconds). however, I was thinking of a decloaking specific spell, like maybe a flak grenade (you know, like how in metal gear solid a flak grenade decloaks the ninja). it could be a ghost ability that decloaks all unfriendly units for 1 to 2 minutes. but yah, EMP should definitely decloak.

blupp74
11-01-2004, 2:04 AM
should the ultralisk really have so much more armour than a tank?? bearing in mind tanks are supposed to be very well armoured indeed?

should the zerg units not be made less effective but the zerg have a higher population cap? well, they are supposed to overwhelm positions by masses of weak creatures.

I always thought of the tank as...well..a tank. The Ultralisk is a humongously huge creature that...uhm...well...is larger than a tank. Feels a bit weird to think of "armour" on a fleshy monster. But if we think along the lines on "giant rhino on crack", it might work.

The zerg don't need to be less effective, or have a higher population cap.
The game as it is now already is perfectly balanced. Except I think zerg lacks an effective area-kill-spell. Protoss has their psionic storm, and terrans the nuke (although the nuke takes longer...but it also affects buidlings).
Ok, Zerg has the plague, which can be really effective, but maybe it should be able to actually kill units, instead of just taking them down to one hitpoint?

...or maybe that's just quite enough anyway.

Nevermind. I'll just stick to them being perfectly balanced. In fact, don't change a thing. Just make a new cover, and sell the old game again!
=)

One thing I've always felt lacking in the terran arsenal, is a static weapon/building for ground units.
Zerg have sunkens and spore colonies, protos have cannons. Terrans have nothing to defend against ground that doesn't take up population.
Ok, so a bunch of bunkers and tanks is a better defense than both sunkens and cannons, but still...zerg and protoss can pretty much build defense until the mapspace runs out. Terrans are limited to the population.
Games generally don't last that long, and those idiots that fill up the map with cannons are easily crushed, but still.

Guess what I'm trying to say is that I have an opinion. It's quite pointless, but it's an opinion, and it's all mine. Unless you share it. Then it's yours too.
Though not less pointless.

blupp74
11-01-2004, 3:27 AM
Lets see:
-Faster building movement Nonono. Buildings moving at all is an extreme advantage to the terrans. Well, not extreme, because they move so slow. But it would be if they moved faster.


-faster mineral gathering after having a complete base(All buildings)In long games, especially fastmap games, this would be too much of an advantage. In long games all buildings will have been build probably over 9/10's of the gametime, during which terrans will collect minerals faster, thus needing fewer workers.
So, no.


-Firebat explosion: Fire bat comits suicide by exploding;30 dmg and decent splash. Hmmm. Maybe. In early game, marine, firebat, medic is a really powerful compunation. Don't know what the explosion would do to the balance.
Maybe if the explosion had to be manually triggered, forcing microing...or if the explosion did damage to your own units...


-scvs can fix buildings from inside and avoid enemy fire(After complete base)Medics can already help the SCV's when fixing buildings...and (depending on how many SCV's you think should be allowed inside a building, fixing it) it could be pretty much impossible to destroy terran buildings. Terrans already have a big advantage with being able to repair. What if Zerg's regeneration was greatly increased? Or the shield generators could restore building shields?
Destroying important buildings is an important part of tactics. Important.


-Nuclear radiation:after a nuclear missile launch the are hit will be affected by radiation from 5-15 seconds and hurt what ever units or buildings are in its range at around 2-3 dmg per second. This, however, sounds like a good idea. It's already quite difficult to make a nuke successful. Buildings shouldn't be hurt, though. Haven't heard of radiation affecting concrete and steel much. Not too much damage though, but the area should be slightly greater than the radius of the explosion.


-Ghost Scope Spell: A spell that would allow ghosts to scope out areas at twice their normal range(this would only be for seeing, the ghost would not be able to shoot tragets at longer ranges useing this ability) Also good idea. Protoss cloaked observer and zerg's burrowed units make an advantage the terrans lack. The only cloaking units (ghost and wraith) have no detection abilities...so giving the ghost some binoculars couldn't hurt much :)



-Overload: Building will be able to produce from 10 to 20 units twice as fast but will then go into red zone and shut down for around 1.5 to 2.5 minutes
Also good idea. Pro's and cons. Shutdown time I don't know about though.


-Squad ability: A squad of infantry units 10+ will gain +1 dmg each.
Not sure what the point of this would be. Marines already become more powerful in masses by the sheer numbers themselves. Add to this the medics and stimpacks...don't see why they would need to be even more powerful.


-Armor peircing goliath(mentioned before but I think it was good so I want to say it in my own words): Goliath twin 30mm Autocannon fire will be able to cancel out a total of 2 armor. Would be a nice upgrade, but I'm afraid it would make the balance wrong. The goliaths usually travel with some marines and medics, and tanks...

blupp74
11-01-2004, 5:38 AM
In response to Krossbow, EMP ought to decloak units as well. I mean, if it completely disrupts mental and electrical currents, don't you think that the Dark Templar wouldn't be able to concentrate, and subsequently, cloak. That would go for DT's and Ghosts. Then of course, the Wraith cloak is automatically disabled by the energy loss. Observers should also be decloaked by this, assuming that's it's using some sort of cloak engine (Observers with innate cloak doesn't sound right...), then the EMP would disrupt that, causing the entire Observer to become destabilized (and uncloaked). ...of course, wasting EMP to decloak enemy units when the presence of the SV itself decloaks them, might seem a bit uneccesary.


Also, Medics should have a special ability like "Neuronic Inhibitors" that acts like an EMP (with a shorter radius), execpt that it works specifically against the Zerg. I'm guessing that it would cause all burrowed units to unburrow, make air units fly around randomly, etc. for about 5 seconds. It should cost 150 mana and have a short range to decrease imbalance.
What the hell...why not? Put it on the list!