Suggestion: Enhance Ventral Sacs/Omegalords! (Omegamind+Omegalisk!)

Change ventral sack/overseer so that it allows the combination of both overseer and ventral sack upgrades.

Ability: Enhanced Ventral Sac/OmegaLord:
Cost: Min: 125 Gas: 125 Time: 43
Allows the application of both Overseer and Ventral Sacs at once.
Requires Hive

Omegalord: (Ventral sac+Enhanced Ventral Sac+Overseer):
Total Cost: Min: 0(175) Gas: 0(75) Time: 42 Supply: 16
or: Min: 0(200) Gas: 0(100) Time: 42,54,or60 Supply: 16
Attributes: Armored, Biological, Detector
HP: 200-240 Armor: 2(+1), or 350-400 Armor: 0-1(+1)
Cargo Capacity: 16
Speed: Full: 0.64(+1.98), Empty: 2.62(+2.1)
Sight: 11
Detection Range: 11
Abilities:
Drop/Load
Creep spread?
Infest Hive
Detector

?=May not be on the unit.

Alternatively enhanced ventral sacks could cost an extra 25/25/0,12,or18 and cost a total of 200/100 for each Omegalord.

Omegalords have varying speed. When even a single unit is inside they move at full speed. When empty they move at empty speed. Omegalords drop two units at once.

If an overseer exist this will give it the option to either apply Ventral Sacs if OmegaLord has been upgraded if it hasn’t been applied. Overlords/Overseers will not be Omegalords until All three upgrades are applied

OmegaMind:
Requires: Hive, Omegalord, No OmegaMind?
Flavor: With the increase difficulty of time and the loss of kerigan, the hive has once again began producing An Overmind like structure.
Sacrifice an Omegalord to make a hive into an Omegamind for extra control of your armies and extra resources.
Cost: Min: 150(900), Gas: 150(700) (900/700 including omegalord cost.) Time: 57 Supply +8
HP: 3000 Armor: 2-3(+1)
Attributes: Armored, Structure, Biological, Detector, Massive
Sight: 13
Detection range: 13
Abilities:
Detector
Builds:
Omegalisk
Queen
Larvae Every 11 seconds
5 Min/Gas per 1.6666… seconds normal speed. Approx. 1.2 seconds Fastest speed.

Produces Min/Gas per second from deep within the ground(regardless of the state of surrounding resources.). This acts like a building from AOE or other games to give minimum resources when out of other buildings or resources. Unique to OmegaMind. Should more than one OmegaMind be able to exist?

Gives the ability to spawn Omegalisk!!

Consume an ultralisk to turn one into one.

Other cool thing would be backup cerebrate buildings but that might be op or a waste of resources. they would spawn into a new omegamind after the first died.

Omegalisk:
Cost: Min: 400(1300) Gas: 300(1000) Time: 90 Supply: 8
Requirements: Omegamind, Ultralisk, No Omegalisk?(for single Omegalisk version)
Attributes: Armored, Biological, Massive
Cargo Size: 8
HP: 900 Armor: 2(+1)(+2 chitinous plating)(5-7max)
Speed: Same as ultralisk, uses upgrades from ultralisk.
Range: 1.5
Attack:
9(+1) x4 Ground splash 50% +3(+1) vs massive
Cooldown: 0.61
Abilities:
Frenzied
Burrow

It should take 400 second minimum to obtain an Omegalisk. Compared to 300 seconds for a Mothership.

If more than one Omegamind can exist then only one Omegalisk can exist per Omegamind. And max of 12.

Omegalisks may be too big to fit up small ramps. This requires drops from OmegaLords to get into bases. This also limits their potential without air support from drops.

I imagine one of it’s uses is a massive ground push to wipe out the enemy base before they can kill yours. Or taking out massive ground units under a mothership if possible.

I realize this is a bit OP. Especially with the mineral gain. Something similar would need to be added for protss and terrain so not to be overwhelmed by resources. That or the OmegaMind must be retricted to one along with the Omegalisk potentially.

Omegalisk:
Cost:
spawning pool:------ 100/- 0/ 46
Lair:--------------------- 150/ 100/ 57
Infestation pit:------- 100/ 100/ 36
Hive:-------------------- 200/ 150/ 71
OmegaLord Tech:-- 125/ 125/ 43
Infest Hive:----------- 150/ 150/ 57
Spawn Omegalisk:- 100/ 100/ 90
Extra:-------------------
Apply Ventral Sac:-- 25/ 25/*12
Apply Overseer:----- 50/ 50/*12
Ultralisk:-------------- 300/200/*39
Total:---------------- 1300/1000/400
*Not needed for Total

Mothership:
Pylon:----------------- 100/-- 0/ 18
Gateway:------------ 150/-- 0/ 46
Cybernetic Core:— 150/-- 0/ 36
Stargate:-------------- 150/ 150/ 43
Fleet Beacon:------- 300/ 200/ 43
Mothership:--------- 400/ 400/114
total:------------------ 1250/ 750/300

Stupid Question. Does anyone know the time it takes to drop a unit in this game? I’ve seen it before but can’t find the info. I’m trying to figure out how much time it has to sit there to drop units to see how balance works with it.

And I’m assuming the use of the old drop units could count as a form of mothership. If the got the old good drop pickup mechanics it might be worth while. Especially the ability to tell a bunch of units to pickup on the minimap or ground around units to pick them all up in the area.

As a Protoss Player, I suggest that we should have the Omganexus which will allow us to produce Omegaprobes which are like regular probes but have a mobile psi-field that can warp in units.

The Omeganexus produces a large psi field around itself, gives 20 supply because Omeganexus babe. Omeganexus can produce Omegaprobes which don’t even have to mine because they are Omegaprobes, they will produce minerals and gas at a slow rate. But they can min at the speed of mules.
Omeganexus is a detector. Omeganexus can fly like Command Centers. Omeganexus will be the Mothership that never was.

These Omegaprobes can build Omegacannons. These Omegacannons are Photon Cannons the size of Gateways and have the range of Tempests. Their fire rate is that of a Cyclone. We do not talk about Omegacyclone. We do not.

Omeganexus:
Produces:
Omegaprobe

Oh yeah, Omega Stargates are like regular Stargates but can produce Arbiters which can combine into Alphabiters

Omega Cannon
Cost: 150 Minerals. 150 Gass Time: 20

1 Like