To its divine amounts, after days of face-desking to my AI's auto-build and set intelligence, I have decided to take a break from building the AI up. And to broadcast a idea which I tested at numerous occassions to get it right, the easily counterable but not to friendly creation which would fall under "Elite Super Unit". I also have like 2 more.
Nuclear Baneling
--5000 HP/ 1 Armor, 0.5 per Upg. (Zerg Armor)
--0.43ms (Cannot be loaded into Transport)
--Upon death, releases a nuclear explosion dealing 3250 Damage (Ignores Armor contrib Ratios) in a surrounding area. (Friendly fire on)(Can be detonated on demand)
--Cost for Merchants/Warlords: 4250 Minerals, 3500 Gas, 50 supply.
Brutalisk
--2500 HP, 4 Armor, 0.5 Per Upg. (Zerg Armor, Benefits from Ultralisk Upgrades)
--1.43ms (Can be loaded into Hercules)
--Viscious Spew: 66-88 DmgVsMechanical AA (1.44as) (Benefits from Zerg Missile)
--Bladed Strikes: 150x2 Dmg AG (3.0as) (Benefits from Zerg Melee +10 Dmg Contrib - Max 210x2)
--[Passive]Frenzied Regeneration: When out of combat heals 4.8 HP/sec
--[Passive]Spiked Carapace: Units that attack the Brutalisk within 5 Range or less will have 20% of their damage reflected back at them.
--[Passive]Resistant Carapace: The Brutalisk only takes 50% damage from Spell-Based abilities.
--Death And Decay: The Brutalisk infests a nearby building dealing 100 Dmg/sec for 6 Seconds (costs 250 HP)
--Devour: The Brutalisk devours a nearby enemy unit to restore 100 HP. (Can only devour land units of 1x1 - 5x5)
--Cost for Merchants/Warlords: 2500 Minerals, 2500 Gas, 38 Supply.
The Archimedes -Battlecruiser-
--1500 HP/ 500 SP, 3 Armor, 0.5 Per Upg, 500 Energy
--1.22ms
--[Active]Siege Cannon: The Archimedes contains a very large cannon onboard that must manually be fired, the cannon is very long range and deals a devastating amount of damage. 22 Range, 450 Dmg, 18.88as.
--[Passive]Armageddon Batteries: The Archimedes contains auto-firing cannons along its side that fire at nearby targets while moving or stationary. 9 Range, 20x10 Dmg (Multi-Cannon Fire 2 Per Target), 4.80as
--[Passive]Heavily Plated Flagship Armor: The Archimedes only takes 50% damage from Spell-Based abilities.
--[Passive]Hydrostatic Repair Drones: The Archimedes has drones onboard that allow it repair internal and external even during fights. {2.8 HP/sec In-combat| 5.0 HP/sec Out of combat}
--[Passive]Field Sensors: The Archimedes has a long range detection grid allowing it so see nearby invisible units and detect incoming hostiles. {18 Sensor Tower Range, 8 Detection Range}
--[Active]Flash Cannon: The Archimedes releases an incredibly large source of pure energy at the target Unit/Building dealing 500-150 Line damage to anything along the trajectory to the target. (Costs 500 Energy)
--Cost to Merchants/Warlords: 3000 Minerals, 3000 Gas, 30 Supply.
Now, the Archimedes has been having problems but I'm sure mesk can figure out how to swap between passive and active skills, I'm trying to base it off the idea for the Voidray in Starbattle how it could swap between plasma and beam, or the Destroyer from Siegemode and regular mode, I wanted to make it unable to move while using the Siege Cannon. I literally have no clue
