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Engineer, Magnetar, HopperForums / Special / Contest: The Perfect Trio

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mrtfb
March 25th, 2010 12:26am #1mrtfb
Regular (2)

Terran Engineer

Mineral Cost: 75
Gas Cost: 25
Build Time: 50
Supply Cost: 1
Hit Points: 40
Armor: 0 - Light, Biological
Attack: None
Movement: Slow
Built From: Barracks
Requires: Barracks, Engineering Bay

Abilities: Restore, Capture, Speed Build


The main purposes of this unit is similiar to that of the engineer from the Command and Conquer series in that it can take over enemy structures of any race including zerg structures through recent confederate advances in DNA reprogramming, as well as rapidly repair damaged allied structures of any race.

An engineer has no attack, however, its "Capture" ability can be used to take over enemy structures and can be stacked with other engineers to decrease the amount of time necessary to take over an enemy structure.  The "Capture" ability is channeled and takes 1 second for every 50 hit points plus shields the building currently has until the engineer(s) cause the structure to permanently revert control to the terran player.  So for example, if 1 engineer was trying to "Capture" a protoss Nexus which has 750 hit points and 750 shields, then it would take 30 seconds to capture the Nexus since 750+750/50 = 30.  However, if 5 engineers were channeling the "Capture" ability, then capturing through protoss Nexus would take 1/5 as long or in this case only 6 seconds.

The "Restore" ability allows the engineer to repair terran or allied structures of any race.  Unlike the SCV which can only repair terran structures and units, the engineer can repair any allied structure of any race.  However, unlike the SCV the terran engineer cannot repair mechanical units.  Also, due to the frailty of the terran engineer who cannot wear armor due to it getting in the way of the engineer doing his sensitive job that requires a lot of dexterity, the terran engineer is easily killed in battle when trying to "Restore" an allied structure.  Last but not least, the "Restore" ability can be stacked using multiple engineers at one time.

The terran engineer can also assist an SCV in building a terran structure faster through the "speed build" ability though the engineer cannot build structures on its own as it lacks the heavy duty equipment of the SCV.  However, Just like with the "Capture", and "Restore" abilities, "Speed Build" can be stacked with multiple engineers to rapidly build a terran structure.

Some notes about this unit:

Though this is a copycat unit in many ways from the engineer of the C&C universe with its "Capture" ability, the engineer functions in a manner similiar to human peasants in Warcraft III which have the speed build ability.

It is also important to note that though the terran engineer can be used offensively using the "Capture" command (provided they are not being focus fired while trying to take over an enemy structure), they can also be thought of as a base support unit like the Zerg queen.


Protoss Magnetar

Mineral Cost: 200
Gas Cost: 100
Build Time: 50
Supply Cost: 4
Hit Points: 100
Shields: 200
Armor: 0 - Light, Mechanical, Psionic
Attack: None
Movement: Slow
Built From: Robotics Facility
Requires: Robotics Facility
Abilities: Attract, Repel, Recharge

The purpose of this unit is to fill in the void left by the removal of the Starcraft Reaver unit which made the protoss shuttle a flying unit to be feared without actually adding the reaver unit (or a unit that is the same thing in all but name) back into the game.

Since the Protoss Warp Prism is only really useful as a mobile pylon for directly warping units into battle, and not really useful at all for troop transports because there are no troops worth loading into the warp prism that can be used offensively that would not be better placed in an enemy base using a warp gate (aside from high templar psi-storm raids) the Magnetar becomes a slow moving unit that when comboed with the Warp Prism, can be as deadly as the Reaver drop from the original Starcraft.  Though the Magnetar unit has no attack, when combined with a few other attacking units, it can be an extremely powerful unit both offensively and defensively.

The first ability of the Magnetar is "Attract". What this ability does is cause a group of units in a given range to be magnetically drawn directly to the Magnetar in a manner similiar to how Scorpion's hook (from the Mortal Combat series) would draw the enemy player up close where they would then be vulnerable to a combo.  This ability would also stun affected units temporarily so that friendly units near the Magnetar would be able to destroy those "attracted" units with impunity.  So one way this unit might be used is to have it loaded in a warp prism (since its movement speed would be about as slow as a Starcraft Reaver), with a couple of other attacking units (perhaps zealots or dark templars), and land the Magnetar and other attacking units inside the Warp Prism inside an enemy's base outside of cannon range (the range for this ability would be quite far). Then the Magnetar would use the "Attact" ability in the mineral line where workers are moving which would then cause several of the workers to be pulled immediately to the Magnetar where the zealots would then finish them off.  The "Attract" ability, can be used against both land and air units.

The second ability is "Repel". This would do the exact opposite of "Attract" in that it would cause units in the targeted area to be thrown away from their current position.  Think of this is Obi-Wan-Kenobi using the force to repel a bunch of droids in the Star Wars movies.  This ability essentially would do the the same thing and would be invaluable to the protoss army in preventing them from being overwhelmed by superior numbers of units.  Like the "Attract" ability, the "Repel" ability can be used both against land and air units.

The third ability is "Recharge" in which the Magnetar can magnetically recharge the shields from a distance of any protoss unit or structure.  Think of this as the protoss answer to the Zerg queen's "Rejuvenate" ability.  The "Recharge" ability can be used on any Protoss unit or structure.

Last but not least, this unit benefits from the Immortal's "Hardened Shields" ability as this unit would not be too useful in the later stages of the game if it were to die too easily from attracting a bunch of powerful units around it.

The main weakness of this unit is that it has no attack of its own as it is a caster unit, so it needs to be used with other offensive and/or defensive units for it to be effective in battle.


Zerg Hopper

Mineral Cost: 125 + (gas cost of roach) = 200
Gas Cost: 75 + (gas cost of roach) = 100
Build Time: 40
Supply Cost: 3
Hit Points: 300
Armor: 3(+2) - Armoured, Biological
Attack Range: 7
Attack: 48 + splash
Speed: Immobile except for hopping
Abilities: None
Requires: Lair, Roach Warren

The purpose of the Zerg Hopper is to address Zerg's loss of the Lurker unit from Starcraft Brood Wars which was great at combatting massed clusters of units such as marines, zerglings, and zealots.  The Zerg hopper is mutated from the Zerg roach and moves exactly as its name suggests by hopping across the map like a giant toad.

The Zerg hopper's attack is combined with its movement in that it literally lands on enemy units and displaces them just as the Protoss Sentry's Force Field ability does while doing splash damage to all units within a given radius.

The tactical function of this unit is like that of a knight in chess in that you can hop over the front lines and attack supporting units.  The Zerg Hopper, like the roach it mutates from, is also highly armored so that it can take a beating while it takes hits from the units that will inevitably be surrounding it when it lands behind enemy lines.

Like the lurker from Starcraft Brood Wars, the attack value is high, but the rate of attack is quite low.  The obvious weakness of the Zerg Hopper is that it cannot attack air units.  It is also vulnerable to high damage units like the terran siege tank.
mrtfb
March 26th, 2010 3:24am #2mrtfb
Regular (2)

Updated 03/26/10

BTW, mods can you change the title from:

Terran Engineer, Protoss Magnetar, Zerg Hopper to simply:

Engineer, Magnetar, Hopper
mrtfb
March 27th, 2010 7:55pm #3mrtfb
Regular (2)

Thanks for the quick response.