Zerg Hybrid Units

Discussion in 'StarCraft II: Wings of Liberty' started by Lizardbreath, Nov 14, 2007.

  1. Lizardbreath

    Lizardbreath Former Staff member

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    What would you guys like to see out of the zerg hybrid units?
    For me I think a zealot/zerg combo would be nice...I would call them zerglots.
     
  2. Pains Requiem

    Pains Requiem BattleForums Senior Member

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    dragoon that spawns broodlings when it dies or some **** like that. more units that spawn broodlings.
     
  3. PauseBreak

    PauseBreak BattleForums Senior Member

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    The problem with the Hybrid unit is that Zerg is all bio and Toss is bio+engineered weaponry. I think the mistake we make is that we combine these two. Biologically, the Zerg would MOST likely bipedal (like Kerrigan) with carapace and more likely to have claws and teeth. Possibly better eye sight rather than depending on smells and sounds, sounds as in waves because of the fact most Zerg can burrow and they would need to feel other species above them. Not to mention the Lurker would have to angle itself to spine the enemy to death.

    So back to topic, since its already well known that ever since Kerrigan sped up the "reat design according to the agent of a higher power. This could indicate that this was or is close to the ultimate design. Bipedal creatures usually have arms and hands for manipulating their fingers (and possible thumbs). This creates a huge problem for the Terran and Protoss. No longer would they be fighting aggresive beasts, but humanoid features, such as hands meaning the Zerg could adorn weapons, armor, and possibly type on keyboards or whatever systems set up they could wield into combat such as but not limit to spacecraft, landcraft, or lesser Zerg beings; beasts of burden.
     
  4. Sogeking

    Sogeking Shithead

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    the suicide marines that infested command centers spawn and ghosts.
     
  5. avatar11792

    avatar11792 BattleForums Junior Member

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    I've been thinking about the possible nature of Hybrids for quite some time, and I've also been working on my dream-version of StarCraft 2 for several years now. Now that the real game is coming out, I'm working on my "ideal" game, as my game will never come to pass.

    Whatever. Point is, I've come up with quite a number of Hybrid units. My opinion is that the Hybrids would essentially possess the Zerg's inherent nature and organization, while possessing Protoss psionics, strength, and especially psionic shields. Essentially, Zerg or bio-units of some kind with Protoss shields and some psionic abilities.

    Remember, there's no guarantee that Duran's created the "perfect" race in his first attempt; the first breed of Hybrids may be lacking, and future generations of Hybrids will correct for these errors.



    Are we allowed to post our Hybrid units, if we have them?
     
  6. Emperor Pan I

    Emperor Pan I Respected Member

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    No one will stop you from doing so.
     
  7. avatar11792

    avatar11792 BattleForums Junior Member

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    Okay.:driving

    ***********************************

    There are few who know where the race first known as the Vishano first came to be, or of the lands pertaining to their origins. Protoss say they are the Unclean, their unholy powers rendering them a threat to the entire universe if not properly stopped or contained. The Zerg wish to be like them but not of them, rendering them enemies. The Terrans believe they were the creation of some unknown race, harbingers of things to come.

    But, in the end, the Vishano are simply the Enemy, and as such need no other question need be asked of them aside from how to kill them.

    Hybrids: Infantry

    Samurai—A nightmarish fusion of the Zerg and Protoss’ most elite warriors, the Zergling and Zealot, Samurai are the deadliest melee creatures ever to walk the galaxy. Razor-sharp claws and psi-blades encompass a bony spiky hide and the faint glitter of psionic shielding, their keen senses psychic and otherwise detecting their prey.

    In tactical terms Samurai serve much the same purpose as the Zergling, to be used in mass swarm assaults. When supported with even a few Griffins or heaven forbid Titans, Samurai will overwhelm any enemy fortification or formation set in their sights.

    Upgrade: Synapse Activators—Samurai attack speed increased (cooldown 5)
    Upgrade: Metabolic Enhancements—Samurai speed increased

    (150 HP, 150 PS)

    Griffin—Vishano military strategy revolves around primarily Zerg tactics and logistics, with minimal Protoss enhancements aside from their potent psionic powers and increased intellectual capabilities. This strategic picture requires a tactical setup much like the Zerg possess.

    The Hybrid version of Hydralisks, Griffins fire razor-sharp barbs from their shoulders at near-hypersonic speeds. Their shields regenerate, and when combined with Burrowing Griffins can be very hard to kill.

    Griffins can mutate into Arachnids with the appropriate upgrades.

    Spider Aspect—Arachnid mutation
    Regurgitate—Griffin firing speed increased (cooldown 15)

    (200 HP, 200 PS)

    Arachnids—The Hybrids, in some special cases, have even improved on Zerg tactics and limitations quite nicely. The Arachnid, based on the Lurker design, fires antimatter-laced spikes from its underground maw and is the prime example of these new developments.

    Arachnids unlike their Zerg counterparts possess limited mobility underground, consuming the very earth as fuel for their energy-intensive weapons. This gives them, in groups, to move quietly and silently across the landscape, patiently waiting for the right time to strike. Often used for ambushes or holding critical choke points on invaluable terrain, Arachnids are nothing to scoff at.

    Upgrade: Spinal Phase Appendages—improved Arachnid firing range

    (150 HP, 150 PS)
    Serpent—Hybrids possess the collective mentality of the Zerg without the need for a central processing intelligence like the original Zerg Overmind. This is due to their increased intelligence and very potent psionic abilities, both inherited from the Protoss. As a sign of their increased intelligence, various units have been created to exploit the weakness of their enemies to a degree previously unseen.

    The Serpent is a prime example of this. It burrows underground to such a depth that even capital ship-grade Detector units cannot detect them. As a result, the Serpent offers unprecedented recon abilities as well as permanent tactical dominance of the landscape. However, a disadvantage of this is that the Serpent can only detect ground units. In theory, chains of Serpents could stretch across the entire map, exploiting troop movements to the fullest degree, laying ambushes and so forth.

    (25 HP, 25 PS)

    Vehicles

    Titan—Based from Zerg Ultralisks, Titans are the ultimate predator. Approximately 18 feet tall, Titans are covered in Class 2 armor and can be enhanced with the Mono-psi Spikes upgrade. Titans possess two monomolecular tusks (50 damage), which give them 2 range when attacking other ground units. However, Titans are as slow as unupgraded Ultralisks, thus tactically exposed. They are nearly invulnerable in numbers, and even one can destroy an unprepared enemy encampment.

    Upgrade: Mono-Psi Spikes—Titans can evolve hardened plating with a psionically-reinforced force field. The plating is covered in monomolecular spikes, making the job of penetrating the Titan’s hide even more difficult. Adds 2 armor to the Titan, and adds 50 HP as a byproduct.

    (500 HP, 500 PS)

    Mantis—The Hybrids were bred to be the pinnacle of perfection, an ideal warrior breed. It was noticed by Those from Afar that both Zerg and Protoss lacked a long-range unit. Thus was the Mantis conceived, a mutation of the Scantids residing in the radioactive ruins of Korhal.

    Mantises, because of their heritage, are highly resistant to radiation. Fired from a tail-like appendage is a glob of biochemically-explosive synth-proteins sealed inside an organic polymer. Each blast does 30 damage (+2/upgrade), and extra splash damage can be added via Acidic glands. Mantises in addition possess psionic shields and potent psionic defenses.

    Upgrade: Acidic Glands—Mantises can evolve an upgrade which attaches several small sacs to their projectiles filled with highly potent acid. When the explosive detonates the acid splashes everything within another 5 radius, and deals 12 acid damage/second for 5 seconds.

    (200 HP, 200 PS)

    Warlock—Those from Afar have noticed the lack of conspicuously powerful spell-casting abilities among the first generations of Hybrids. Thus subsequent generations of Hybrid Broods incorporated two of the deadliest spellcasters of the Zerg and Protoss races into the Warlock.

    A fusion of Defiler and HT, Warlocks can cast Plague, Psionic Storm, and Dark Swarm.

    (150 HP, 150 PS)

    **************************************

    Post rest in another post.
     
  8. avatar11792

    avatar11792 BattleForums Junior Member

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    Starships

    Destroyer—A Vishano form of Scourge but with an Infested Terran’s biotoxins, Destroyers are the main kamikaze units of the Vishano. Destroyers explode when in proximity 2 range of the target and deal 250 damage, and can target both air and ground targets. Odds of missing their targets are roughly 30%. They have Class 1 armor.

    (25 HP, 25 PS)

    Sphinx—The Vishano version of a Queen, Sphinxes perform light reconnaissance and aid in base functions, much like Queens. They possess a variety of spells, including Ensnare, Infest and Chameleon. Sphinxes have Class 2 armor plating.

    Sphinxes act as psi projectors for camp functions, like an organic Protoss Pylon; this nourishes and passively speeds up healing 2x for fellow Vishano units.

    Upgrade: Infest: unlike the Queen’s ability to Infest Terran Command Centers, the Sphinx disgorges a parasite which targets organic infantry. The ability costs 75 energy from the Sphinx’ 300 energy reserves. Once the parasite is lodged in the target, it takes over and turns it into an Infested Terran or Protoss or whatever, which then automatically heads to the closest enemy of the Swarm and detonates. Causes 100 damage, and is irreversible.

    Upgrade: Chameleon—a passive ability where Sphinxes if still and not fired upon for 2 seconds fade into the background for protection. A form of cloaking, but ordinary units have a 22% chance of spotting the Sphinx anyway without Detectors. Useful in conjunction with Infest.

    (200 HP, 200 PS)

    Night Flyer—Devourer DNA saw several uses in the Vishano swarms. Night Flyers are the legacy of Zerg Devourers, and are permanently cloaked due to the Dark Templar energies coursing through all the Vishano. With a cooldown of 80 and 25 damage, the Night Flyer’s acid spores function exactly like a Devourers’ spores do. Night Flyers possess Class 2 armor.

    (250 HP, 250 PS)

    Shogun—An Hybrid version of the Guardian, Shoguns serve as the Vishano’s main ground suppression and siege bombardment creatures. When 5 are near, Shoguns can rain down a cloud of acidic toxins, poisoning ground units underneath it and causing friendly fire due to the toxin’s mild hallucinogenic effects. Their primary weapons are bolts of explosive acid (30 damage) that can sear though an enemy unit’s armor in one blast.

    Upgrade: Toxic—Shoguns can spray a cloud of mildly hallucinogenic, acidic vapor that causes disarray and friendly weapons fire among enemy troops (10 damage/second, 5 seconds, 50 cooldown). Last for 1 minute. 50 energy.

    (225 HP, 225 PS)

    Phoenix—The Hybrid Mutalisk, Phoenixes are the basic ground and aerial attack fighter of the Vishano swarms. Phoenixes possess a powerful bio-plasmonic blast, explosive bolts of ricocheting secretions giving the Phoenix extensive splash damage, much like the Mutalisk’s Glave worms. They also possess a limited version of Dark Swarm which can reduce the effectiveness of enemy weapons fire passively, as well as a reincarnation ability which makes future generations of Phoenixes deadlier than the last.
    Upgrade (Passive): Dark Cloud—A limited version of Dark Swarm, it is a cloud of parasitic creatures that the Phoenix occasionally shakes off during mid-flight, causing a severe problem in any sensor equipment which is dependent on monitoring bio-signatures. Increases odds against successful weapons impact by 26%.

    Upgrade: Reincarnation—Upon death, Phoenixes, like their namesake, can be reborn in the next generation of Phoenixes. When they come to term, the new Phoenixes have 2% higher weapons damage, 5% higher shields, and a 7% improvement in their Dark Cloud effectiveness. When a Phoenix is selected, it will say on the readouts below what generation it is: 3, 12, etc.

    (125 HP, 125 PS)

    Shaman—The Hybrid Overlord, Shamans accelerate the shield regeneration rate of friendly Vishano units by 27%. Shamans, like Overlords, can transport up to 15 infantry, or 4 large constructs, or any combination in between. Shamans have an ability to cloak themselves which lasts approximately 20 seconds, useful for quick insertions of troops behind enemy lines. They also act as Detectors and are born with the ability.

    Upgrade: Shroud—Shamans can spend 150/300 energy engaging a cloak which lasts 20 seconds. Short, but useful in tight spots or in enemy insertions.

    Upgrade: Holy Vision—Shaman detection range (8) increased by 2 (10).

    Upgrade: Tissue Resonance—Shaman speed 2x.

    (100 HP, 100 PS)

    Miscellaneous

    Collector—Collects the resources for the Vishano hordes. Weak bio-electric weapon intended for mining and excavating, not combat (5 damage, 2 range). Can Suicide, useful for kamikaze missions and/or a last ditch base defense.

    Upgrade: Suicide—When selected, Collectors can swallow whatever they are carrying, and then accelerate towards the target at twice the speed they normally travel. They then explode, dealing 10X whatever the value was of the lump or barrel they swallowed.

    (50 HP, 50 PS)
     
  9. Ximp-Wraith4

    Ximp-Wraith4 Member of Clan Ximp

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    dont expect too much from hybrid units after all if u hadn't noticed and u look at the basic units from the protoss and the zerg they are like the same, and from the start they were bor to merged thats why the Xel ' Naga had to make some of the units almost the same
     
  10. ivebeenbribed

    ivebeenbribed New Member

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    ya tat would be sik:hxc
     
  11. PauseBreak

    PauseBreak BattleForums Senior Member

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    The Zerg are far from the form of the Protoss. The base of the Zerg are larva. The base of the Protoss are humanoid. The Protoss have one form expect when High Templar merge. The Zerg have many many forms.

    Now in the game we know you can make Infested Terran. But how are they really made? Are the human born and then made infested? Or are they born mutated? This was never specified.
    We could assume both, but more likely the Infested Terrans were infested after human birth. That is what makes Kerrigan so special.

    Her rebirth into the Swarm was finally a successful mutation? Obviously the Overmind's first duty was to survive. Even though the humans were slaughtered by the Zerg they still are a forum that the Overmind took into the fold with Kerrigan. Even though humans seem to be the weakest of all three species. Which brings me to the Protoss.

    After the Overmind made its prize, and found its sacred home world why did it not begin a infested Protoss? Did it not have time? Maybe it did but produced was stopped because Tassadar blew it to the heavens. I still would have thought it would have started pumping out infested Protoss. This seemed to be its goal and oddly we find that the humans are protecting this type of creature regardless who's it really is.

    Oddly enough, the fact the Xel' Naga didn't put any genes of the Protoss in the Zerg is rather disappointing. I know the Protoss were a failure but it was their closest perfection.

    Even though Blizzard said it will only have 3 playable races its totally in their nature to add plenty of single player fun and randomness. Not to mention Blizzard plays the books every time so you could put money down that you will see the Hybrid and the Xel' Naga this game.

    END