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 Guardian (unit)

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Sylon
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Join date : 2011-05-23

PostSubject: Guardian (unit)   Tue Dec 27, 2011 4:14 am

Guardian (update 0.1)



Hit Points: 150
Armor: 2
Damage: ground: 30?
Range: 8
Type: armored - biological, flying
Price: (?)
Requirements: Tier 3
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Angelus
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Age : 32
Location : Netherlands

PostSubject: Re: Guardian (unit)   Tue Dec 27, 2011 8:11 am

What would be the purpose of adding this unit, what would it add to the game?
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Angelus
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PostSubject: Re: Guardian (unit)   Tue Jan 03, 2012 8:32 am

If this unit is going to be a tier 3 unit, it needs a buff Razz

I think that the damage might be increased to 35, but I'm not too sure on that bit.

Also, I think it would benefit from a minor splash damage (half the original or something).

Not sure about the price. 425 is about in between the ultra and the broodlord and would be a good starting point.

Whether it should be able to hit ground only is something I think time will tell.
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TohoBuWaha
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PostSubject: Re: Guardian (unit)   Mon Jan 09, 2012 11:16 pm

Giving zerg another the 3 air unit which can attack only ground is kinda senseless imo...broodlords already do exactly the same.

What zerg would need is a big alround air unit, like bcs are carriers...anyway I'd like it more to use my idea of those suicide flyers (3-4 per building) and broodlords would build the t3-zerg-airforce, so I also dont like the idea making this unit a bc-like unit which would result in every faction spamming alround air units lategame.

What do you think about making it like that (massive allround flier), but making it a bit weaker and making it tier 2? Would be another strategical option...
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zuPloed
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PostSubject: Re: Guardian (unit)   Sat Jan 14, 2012 1:55 pm

I totally agree with TohoBuWaha,
if u implement them like the sc1 ones,
theyre absolutely redundant.

and interesting idea would be:
how about mixing scourges and broodlords?
guardians spawn some scoureges evry attack,
spawning units suites the zergstyle imo,
and having scourges as counter to the common mass air lategame,
actually fits a role

so this suggestion would be (sort of):

HP: 150
Armor: 2
Range: 8

damage air: ? (mb a small amount like broodlords do)
Spawn scourges with each attack
attackspeed: i'd say like siegetanks and spawn many scourges
but contrary is also possible

armored, flying, biological
requirements: T3
Price: 450 uppwards definetly


Spawned scourges:

HP: 50
(i'm not sure, but i think more then in ur suggestion,
i think they would die way to easy with 25 hp
u should consider: hydras, thors, storms(!), archons, ...)

Armor: 0
Type: armored - bio - flying
(not light, because light is hardcountered by thors)

Range: melee
damage: 70 (plusminus 20 i think)
(or mb 20(+60 against armored)?
that would suite theeir role)

at that keep in mind that i suggested rare massive spawns.
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Zee
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PostSubject: Re: Guardian (unit)   Tue Jan 17, 2012 10:58 am

IMO it should be some unit comparable to Carriers or Battlecruisers for the zerg:


HP: 350
Armor: 2
Attack: 25(+3) dmg / 1.25s, both air and ground
Range: 8
Cost: 500
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TohoBuWaha
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PostSubject: Re: Guardian (unit)   Tue Jan 17, 2012 11:52 am

Zerg is the only faction without a unit like that and I like it the way it is, its jsut boring if every faction in lategame just spamms high cost allround-air units, so please do not make them like Zee said.

And no, zerg dont need that, they're even a bit too strong without a unit like that
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Zee
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PostSubject: Re: Guardian (unit)   Wed Jan 18, 2012 5:26 am

Well, SC1 Guardians are pretty redundant because of Broodlords. Spawning any number of 70-ish damage scourge is just ridiculously OP, especially if they are destroyable (units are occupied with them, just like with Broodlords now, and it is horribly broken - see my game analysis), if not destroyable it might as well just be a missile attack. Also, spawning scourges with a missile attack results in instant detonation, so that is right out.

Maybe it could be a cheaper alternative to Broodlords with SC1 stats (Tech2, 150HP/2A, 8 range, 20 damage / 1.8 sec, 225 cost), or consider swapping it with the Devourer which was a nice AA unit (kind of overlaps with the Corruptor, which is basically a blander version of the Devourer, but it can be made a bit beefier and costlier, to help zerg in late game capital ship battles, which is kind of their weak point (unless using mind control)
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Arkless
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PostSubject: Re: Guardian (unit)   Wed Jan 18, 2012 6:15 am

I am just gonna answere here and not in all the other threads, feel free to link to this.

We are currently adding more units to our "unit database" wich will be available in different modes.
For example: classic - SC1
or maybe campaign? (we will know later)
and sure as hell we'll add a fun mode!

It doesnt matter if a similar unit already exists, those units might not be available in a specific mode.
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