The Raven, formerly known as the "Nighthawk", "Vulcan", and "Nomad", is analogous to the Science Vessel of the original StarCraft, and are "primarily support craft" for the Terran faction. Upgrades include making Vikings do splash damage with ripwave missiles and long range firepower. Vikings are strong against slow moving targets like Battlecruisers, Corruptors, Void Rays and colossi but expect it to be weak against marines, thors, Mutalisks, Hydralisks, stalkers and anything that is fast moving due to Vikings are fragile to anything. In this mode, it has superior mobility and base-raiding capabilities. When in this mode the Viking has an extremely powerful anti-air attack (MT50 Lanzer Torpedoes) designed to destroy capital ships but does not have the ability to attack ground units. Karune stated that its ground mode could attack both ground and air units but that ability was undergoing balancing testing and may have been removed. it can only attack ground units (a change from previous builds). The walker mode is armed with twin gatling cannons. In the walker mode the Viking has low armor, leaving it vulnerable to powerful ground units such as Siege Tanks. The Viking is produced from the Starport. Those who survive however, become amongst the most skilled pilots. Few pilots are able to handle both combat modes and the majority of Viking pilots are killed in their first battle. While the Viking's versatility is its greatest asset, it is also one of its drawbacks. With the ability to change its combat role from an assault walker to an air-superiority fighter, the Viking can switch smoothly to fulfill tactical needs in a developing battle. Based heavily on the transformation design of the Siege Tank, the Viking was designed to be the ultimate anti-air and ground-support weapon system. In the aftermath of the war, Terran weapon technicians proposed a radical new concept to resolve both of these problems. In addition, ground-based anti-air support from Goliath assault walkers was too limited in its mobility: all too often airborne attackers would simply move out of the Goliath's range. Wraith combat fighters and Valkyrie missile frigates proved to be an unwieldy combination against agile Zerg airborne organisms. The Brood War revealed weaknesses in Terran anti-air capability. Also they are trained a lot faster than reapers. Only used in multiplayer.Ĭan be upgraded to stay cloaked forever and upgraded to have a longer range attack and see much farther. Similar to the Science Vessel's EMP Shockwave ability, the EMP Shot is an area of effect attack which drains 100 shields from units and structures and all energy from spellcasters.Requiring 45 energy, this ability deals 25 damage(50 to psionic targets) to any biological unit, ignoring any armor.Launching player sees a large red symbol on the target area while the opponent only sees a red dot. Similar to the ability in StarCraft but does 300 damage to all units and 500 to structures.Makes the Ghost invisible to anything but detectors.The below is a listing of the Ghost's special abilities however, all information here is tentative and subject to change pending the release of the game. Ghosts may be available earlier in the tech tree, but abilities like Cloaking would only be available afterwards. Ghosts are trained at a Barracks with an attached Tech Lab, and require a Ghost Academy. Ghosts gain some new abilities suiting their role as special forces troopers. In the campaign the reaper can throw special bombs that do heavy area damage to both units and structures. While theoretically a Reaper who survives two years of duty would be pardoned and released back to civilian life, in its five years the Reaper Corps has yet to have a single trooped survive more than six months. Reaper recruits are chemically altered to make them even more aggressive before being subjected to brutal training in close-quarters combat and the use of their jet packs. These resistant recruits tend to be among the most hardened of criminals, and are sent instead to the "Icehouse" in the Torus system to be inducted into the Reaper Corps. Reapers are drawn from Marine recruits that could not be successfully subjugated by neural resocialization. Reapers are clad in self-contained body suits, and are armed with dual P-45 Scythe Gauss Pistols(against units) and deuterium-eight demolition charges(against buildings). They are more mobile than Marines as their jet packs allow them to surmount obstacles independently. Reapers specialize in hit-and-run, close-quarters combat.
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