We have somewhat compleated the Terran forces. More structures might be added but only few changes as we see it right now.
We are satisfied with the units. However what the final number of units on the battlefield will be we have no clue.
Lets se if we run out of bricks.
Introducing the Terran units and structures:
In addition to providing supply in StarCraft II, the depot gains the ability to lower and rise from the ground. When lowered ground units may pass over it. Unlike the Perdition turret, it is not considered burrowed or hidden when lowered.
A refinery is a somewhat ramshackle and antiquated terran structure, designed to speed up the arduous process of the vespene gas mining on the more desolate terran worlds within the Koprulu Sector. Constructed on top of a geyser, the refinery processes the raw gas into a harvestable form and then automatically packages the gas into containers easily transportable by SCVs.
Refineries have a core that, if damaged, can destroy the entire refinery in an explosion.
The barracks is one of the most essential buildings, producing 'first-tier' units. Without other buildings, the barracks can only produce marines for 50 minerals apiece. With the academy building, the firebat can be produced for 50 minerals and 25 gas. With an academy and a science facility building with an attached covert ops add-on, the ghost can be trained for 25 minerals and 75 gas. If playing the StarCraft: Brood War expansion pack, the medic is produced here at the same cost for a firebat, and same requirements (barracks and academy). The barracks itself requires 150 minerals to be built.
The starport is an advanced terran structure, responsible for the construction and maintenance of all space-faring vehicles and starships. A control tower may be attached to coordinate the upgrading and construction of advanced vessels.
Starports can function both terrestrially and as space stations. At least some feature a flight school.
Command centers, or "command posts", were designed to be roving resource processors for Confederate prospectors. The command center can pick up stakes and move on to new mineral or vespene deposits. They also have the ability to manufacture SCVs and serve as the return point for mining vehicles. With pressed metal plates, command centers are heavily armored and sturdy, though are slow moving whilst in flight, where they are at their most vulnerable.
Structurally, the command center is as wide as it is tall (3 stories), easily identifiable from a distance through its flashing beacons. Massive repulsor landing claws support the main bulk of the structure with external ablative plates reinforcing the main hull. Observation towers, antennae, sensor domes and other similar devices are situated above the center proper. Processors are also maintained to process resources, taking up the bulk of the command center's external space. Command centers may be relocated using jump-jets, but must shut down all other systems to move.
SCVs can patrol, a very useful ability considering they can auto-cast repair. While multiple SCVs are able to simultaneously repair a unit/structure, only one SCV can construct a structure at a time due to reasons of balance. SCVs may repair any allied unit that is considered "mechanical" regardless if it is terran or protoss, but they can only repair terran structures. It is also the only terran unit that does not have a ranged attack
The marauder is equipped with dual grenade launchers that are effective against armored targets and slow the speed of enemy units except massive units. The marauder can only slow one opponent at a time.
The marauder is considered an early support unit, designed to pick off early game units. It is useful for slowing down fast melee units. Marauders are better off facing mixed (light/armored) enemy forces, but are especially useful against the armored roach. They are also powerful against stalkers, immortals and, to a lesser extent, siege tanks and thors. Marauders can destroy buildings very quickly. The marauder is vulnerable to zealots, marines, and zerglings. As a general rule, a player battling zerg should build fewer marauders than usual, while against the protoss, marauders are effective, though work well with medivac dropships as a "commando force" when battling the former.
In use by 2490, the hellion is a high-speed raider built around a lightweight four-wheel chassis. Hellions are capable of causing damage disproportionate to their size, particularly against enemy infantry, thanks to their heavy Infernal flamethrowers. Additionally, their remarkable acceleration allows for improvisational tactics in the field. Some hellion drivers will deliberately outrun their enemies only to turn and attack when they have reached maximum range. The low cost, exceptional agility, and devastating firepower of these vehicles have made them extremely popular with mercenary companies.
The Banshees were heavily optimized for its intended role. Armament was limited to air-to-ground Backlash rockets. The aircraft was powered by relatively low-thrust and inexpensive turbofans capable of operating only in an atmosphere, or allowing the aircraft to be dropped from orbit.; the engines were incapable of attaining escape velocity.
The thor is a huge and powerful terran mechanical walker. Despite the thor being smaller than the Odin, the thor is still heavily armed and armored, and known to be one of the most heavy and powerful mechanical units in the Dominion Armed Forces.
The siege tank continues to function as it did in previous games with the dual tank and artillery modes, except it doesn't require as much support as is needed in the original StarCraft. The tank cannot fire when moving, leaving the tank vulnerable to attacks by melee units. It is also highly vulnerable to air units.
The siege tank bobs slightly when it stops moving.
Siege tanks are strong against marines and hydralisks, and weak against thors, immortals, and zerglings. Given its firepower, siege tanks are also popular with marines and marauders, providing artillery support for both defensive and offensive roles. When combined with the MMM combo, it is especially effective against roaches, stalkers and even deterring collosi to an extent.
The battlecruiser fires multiple relatively low damage shots, with the anti-ground attack being more powerful than the anti-air attack. This makes the unit better able to handle groups of weaker, low armor, units. In turn, the battlecruiser's high armor makes it less susceptible to weak attacks. This makes them good against marines, hydralisks, mutalisks, and sentries. However, they are weaker against vikings, corruptors, and void rays.
The Yamato Cannon out ranges defensive structures and may be used to clear out defenses. It may also be used to soften up tougher units or thin enemy ranks quickly. This is especially useful in numbers against void rays, potentially eliminating several before they can charge up.
A preview of the Protoss forces in its design phase:
Next update, we thought would be a WIP of the battleground itself. However the builds of the Protoss race is flowing very nicely.
So we simply have no clue which update will reach you all first. Anyhow, thanks for looking by, and please tell what like and dislike.
Construction in progress. :D