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Any Hero Ideas?

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Any Hero Ideas?

Post by Daleman on Sun Dec 29, 2013 4:35 am

Which hero unit would you like to see added to the game?

What special passive behavior would you like added to this unit?

How will this unit be unlocked?

What kind of abilities will this unit have?

Will this unit be imported from HotS?

Please share any ideas or suggestions if you have any. Thanks  :D
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Re: Any Hero Ideas?

Post by WhemeStar on Fri Jan 10, 2014 3:26 pm

Helion

Passive behavior could be more resistant to fire damage

Unit will be unlocked by completing the dragon boss on normal, hard, and expert

An ability at level 12 or 10 could be he can transform into hellbat from hots



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Re: Any Hero Ideas?

Post by warfalco on Tue Jan 14, 2014 5:20 am

The Viking in Assault Mode

Passive could be slightly increased armor vs. melee

Unlock by completing raid bosses? or Tier 4 mechanical (Theoretically of course)

Abilities could be 1) Missile launcher, 50 dmg, 30 sec cooldown,
2) Grenade launcher, 28 dmg with splash, 35 sec cooldown,
3) Flight Mode, fire from the air for 5 sec, 40 sec cooldown.
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Re: Any Hero Ideas?

Post by Daleman on Tue Jan 21, 2014 5:11 pm

Right now all the heroes ingame are compatible with each of the weapons ingame. For example the warpig can fire a quick machine gun or fire a shotgun without the hero animations looking strange.

The problem with most other units is that they don't look good when they fire a weapon. Another example is the marauder. This unit looks great when using shotguns, special weapons and tactical weapons but, looks strange when firing a machine gun or a rifle. This example goes for a bunch of units.

The solution? Well heres a possible one: Only allowing each class to use 3 weapon types.

Tactical Heroes; Machine guns, shotguns and tactical weapons.

Ghost Heroes; Rifles, Shotguns and special weapons.

Spectre; Rifles, machine guns and tactical weapons.

Marauders/Swan/Similar units; Shotguns, tactical and special weapons.

Viking/Helion; Machine gun, tactical and special weapons.

Medical; No weapons, just health related abilities and some offensive ones such as irradiate and energy based ones.


This would allow for more heroes to be added to the map, but at the same time remove the vast combination of weapons that can be equiped. This has its pros and cons but, it's the only solution I can come up with to add more units.

Let me know what you think
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Re: Any Hero Ideas?

Post by Tyuru on Sun Mar 02, 2014 5:47 pm

I would like to see a melee hero. Would really be a cool way to change the dynamic of the game.
Someone like zeratuel, then you can give him passive cloaking, as to not get smashed on by swarm type units that he cant kite.

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Re: Any Hero Ideas?

Post by comfromal on Tue Apr 29, 2014 10:28 pm

Impaler hydralisk.
Passive would be ignoring half the target's armor when he attacks.
his Q ability would be burrowing. his energy represents for how long he can burrow. when burrowed, he takes less damage and can't be killed, but moves slower and cant fire back or revive.
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Re: Any Hero Ideas?

Post by Daleman on Mon May 05, 2014 12:21 pm

As for adding these units, I will need to add more weapon types for them to use since a hydralisk and a melee unit cannot use guns.

For example I could add psi blades, energy swords and knifes to a melee class.
And for biological weapons, I could add various types of spines and needles for the zerg units.

Another requirement that will be needed is to limit classes to certain weapons. This will take some time though. Thanks for the input!
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Re: Any Hero Ideas?

Post by comfromal on Tue May 06, 2014 7:22 am

that, or attach a gun model to the hydralisk's weapon points.
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Re: Any Hero Ideas?

Post by mjk6994 on Tue Sep 09, 2014 8:41 am

I actually think a Hyrdralisk using a gun would be awesome and quite comical. Requirements could be beating all Zerg Bosses on Extreme

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Stalker and other race based characters

Post by FireBat on Fri Sep 12, 2014 6:43 am

Stalker

Weapon: As the stalker is a different race the normal terran weapons shouldn’t be useable. The stalker should have a choice of a few race specific weapons. Eg. Void ray (short range, charges up), tempest (long range), stalker (cause it would look natural), phoenix (cause the phoenix weapons would look cool, also this could be a low damage weapon but fast firing), photon cannon (dps based weapon), one of these ideas for the weapon types.

Special Ability: to switch between 2 or more weapons. Kind of like quick swap but hero specific.

First ability choices: Shock wave (self explanatory), Energy pulse (this should be kind of like the void archon sending out attacks in all directions), Passive Rip field Generator (maybe 3/4 dps to everything close range 3/4), time distortion field.

Second ability choices: Blink, shield boost, (Passive) increase shield regen / max shields, clones (don’t deal damage).

Third ability choices: Quad shot (shoots main weapon 4 times in quick succession at the target), Shadow clone (does damage), psionic storm, Spread shot (like the high templar in the templar as a boss the 3 shot).

Forth ability choices (ulti): Psionic Blast, Charge up (damage increase), Overdrive (attack / speed increase), penta lasers.

This is just an idea I have for the stalker to help give ideas for the developers.

Other than the stalker I have heard ideas for: a hydralisk (possibility for lurker enhancements), a roach (tank), queen (possible support), zealot / DT / zeratul (melee but is cloaked to minions possibly).

If you have any more ideas on other units from other races that you think I should mention or construct an ability idea list for leave a reply.

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-FireBat 987

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Re: Any Hero Ideas?

Post by Pray on Sun Jan 18, 2015 8:15 am

I was thinking a mechanic/engineer/machinist (find a cool name for it); specialist class, similar to Hunter (is able to equip a weapon), and most of his abilities include creating robots/machines on the spot to assist in fighting (should have a short time required to create).

Unlocked by Terratron on Extreme, with maybe reaper or Swann or something as base model.

His skillset could also include a certain tech/equipment based skills that other classes have, like lasers, mini yamato cannon, camouflage droid, chrono shift field, etc. The numbers I have for skills are just my thoughts on around what range the skill stats should be at.

Most of the ideas are inspired by the mechanic/machinist class from the game DFO, which was in turn inspired by various starcraft 1 units (here's a gameplay video: https://www.youtube.com/watch?v=CCElKDRW9zE).

The passive should be an untargetable robot assistant that can construct robots so that you don't have to immobilize yourself. (you can separately build something else by using another skill while your robot assistant builds something.)

Starting skill (q) should be robot detonation, a skill that causes mobile robots near you to kamikaze the target with a jump or increased movement speed and explode with increased damage (maybe 20% more?); Range: 5; Cooldown: 15. (DFO equivalent: https://www.youtube.com/watch?v=KpfX_GrVFxM#t=1m10s).

All machines/robots should have timed life and explode for aoe damage if they survive till their expiration (mobile mechs should kamikaze nearest target). All robots' attack and explosion damage should be affected by skill damage.

W skills:
Something like raven auto turrets maybe? Build time: .5 seconds; cooldown: 30 seconds ; damage: 15-20 dps; duration: 10 seconds; explosion damage: 30-40; hitpoints: 50-75?

Creates two ground kamikaze robots; Build time: .15-.20 seconds; cooldown: 10 seconds; damage 20-25; duration 7 seconds; hitpoints: 20-25. (DFO equivalent: https://www.youtube.com/watch?v=KpfX_GrVFxM#t=16s)

Skill to cause your robot assistant to shoot at nearby enemies. dps: 8-12; range: 6-6.5; duration: 20 seconds; cooldown: 40 seconds.   It should not be able to fire while building.
Maybe a stun grenade for the last skill.

E skills:
Combat mechs: Build time: .75 second; Duration: 10 seconds; cooldown: 45 seconds; should use missiles at least twice, maybe when created and before expiration.

Air combat mech Tempester; air mech with strong single target machinegun dps and weak aoe missile damage. Machinegun damage: 30-35 dps; missile damage: 30 (2 missiles); explosion damage: 60. ( https://www.youtube.com/watch?v=xKRzyYcCcgI).

Air combat mech Gale Force; air mech with weak single target machinegun dps and strong aoe missile damage. Machinegun damage: 15-20 dps; missile damage: 30 (6 missiles); explosion damage: 60. ( https://www.youtube.com/watch?v=KpfX_GrVFxM#t=36s)

A ground combat mech similar to a goliath or a high dps melee capable combat mech?

Chronoshift maybe?

R skills:
Raptor; Transforms passive robot into several (maybe 6 or so) satellites that track and laser targets near the player. dps: 4-8 each; range: 4-4.5 (from player); duration: 15 seconds; cooldown: 40 seconds. Satellites should attempt to find separate targets before focusing a single target; also disables passive assistant robot from building (DFO equivalent: https://www.youtube.com/watch?v=KpfX_GrVFxM#t=1m40s).

Shielding droid that provides additional shields and regeneration to all allied units within its range (air shielding droid, or ground shield battery; shield amount and regeneration should be affected by skill damage; shields should start at max value on droid/battery spawn, but rapidly decay if the droid expires or is destroyed); shield amount: 40; regeneration amount: 10/second; duration: 8 seconds; cooldown: 45 seconds; Build time: 1 second; Explosion damage: 40-50.

A buff skill for all robots on the map. It should apply to robots you build after activation; 30-40% more health, movement speed, and damage for 10 seconds; cooldown 60.

T skills:
Timed life factory that produces mini interceptors (up to 6 or so, at around 2 per second); interceptors should be able to be detonated with Q skill. Interceptors kamikaze when factory expires and cannot exceed a certain distance from factory (maybe range 5-6) unless robot detonation is used; normal interceptor stats are probably fine. Build time: 1.25 seconds; duration: 15 seconds; cooldown: 150 seconds; interceptor explosion damage: 40; factory health: 400; factory explosion damage: 120. (DFO equivalent: https://www.youtube.com/watch?v=KpfX_GrVFxM#t=2m22s)

An area targeted mech drop using (hopefully mini) drop pods to drop maybe 15-20 of a randomized variety of ground robots, which also do impact damage upon landing (should affect air too). Robots dropped could include kamikaze types, melee types, and a few (rare) types that can do a one time health restoration to an ally before expiring. The idea is more bursty and less sustained damage, and most dropped robots cannot target air. Impact damage per dropped robot: 45-50; Cooldown: 120 seconds (DFO equivalent: https://www.youtube.com/watch?v=KpfX_GrVFxM#t=2m9s)
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Re: Any Hero Ideas?

Post by Daleman on Tue Jan 20, 2015 1:27 pm

Mira Han, Infested Terran and the Inferno Marine are the next classes to be added. The heroes you are suggesting will need to be in a different class than whats in the game already. This is something that will definately get added down the road.
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Re: Any Hero Ideas?

Post by Kriegwaffe on Mon Feb 23, 2015 7:00 am

While i like the vast amount of combinations the game offers as of now, i think class-specific weapon types are a minor sacrifice if it's for a bigger variety of heroes. I'd love a marauder hero and that mechanic/constructor hero idea feels awesome (why not just make Swann a hero a give him those costruction abilities, and put him in the same class as the marauder?)

On a second note, if i'm correct Warcraft III models are now available for use in SCII arcades. Could be an idea for the future to make some WCIII-based heroes and bosses.

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Re: Any Hero Ideas?

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