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This blog is supposed to be about how the current races feel in beta. I haven't had the chance to actually play SC2 Beta, but I've watched a lot of streams and studied stuff.
From my point of view currently the only "almost ready" race for SC2 is Protoss. Protoss: Protoss units are diverse a lot and almost all are useful. Their abilities are interesting and also useful. Use of the abilities requires both skill and apm. The resource cost distribution among units is good - there are units that cost a lot of minerals but no gas, units that cost about the same and units that are gas heavy. improvements & ideas: - dt & dt-tech, currently seems to be not useful enough also I don't like that morphing 2 dts to archon seems to be more expensive(and rather not too benefitical) than morphing 2 hts. - archon - should get a spell, which? - mothership - maybe more gas heavy to buy and easier on minerals. Also maybe ground attack only and more spell based or sth. - carriers - 2 types of interceptors could be interesting like one better vs armor, and one vs light. Upgrading from one to another would cost time + some small money.
Zerg is rather interesting race too with a lot of new interesting stuff but some things don't feel right yet. Zerg: If you count down usable combat units for each race you get the obvious loser - zerg. Yes some unit/units will have to be added to the release SC2 to make it good. Compared to protoss their resource costs are not that well balanced. Almost all units cost considerably more minerals than gas. The only choice to make at lair level is whether to invest to mutalisks or corruptors. Infestor is gas expensive too but I don't think that it's supposed to be massed in large numbers. In SC1 the choice was more interesting - you could choose mutalisk or lurkers and later on on hive tech between guardian, defiler and ultralisk. In SC2 there should be also at least 3 units to chose from at hive level. What about lurker? Well I think lurker is not a good choice for hive unit where the other races already have hard stuff like colossus, siege tanks. Further the races have changed a lot - terran soldiers feel more like tanks now and won't die so easily to spines + there are no swarms to make them invincible latter on. improvements & ideas: - zerglings feel weak starting from midgame. I don't know whether adrenal glands make them worthwhile but maybe it should be on lair level or different upgrade? - unit idea - beetle (look inspired from KKnD), rather more slow moving and shooting(slower than rest of zerg units), siege like unit with long range and large ground AoE and damage like 15+15a. Special ability - corrosive acid - reduce armor of all units. Purposely to make specific units like lings deal a lot more damage afterwards. Cost suggestion : 100 150, Hp : 150.
Well Terran was really interesting in SC1, but now seems to lack a general concept. Terran: Mines are gone, good old infantry micro is gone, vessels are gone... With now easy macro and old gadgets - scan, looks now like a straightforward boring to watch race. Their units and abilities on their own seem to be interesting, but together don't form as sound forces as those of other races. bad concepts: - one of the thing that really bothers me that infantry is no longer infantry, it's more like tanks. Marauders are nearly siege tanks with 125hp, ghost now have 100hp. Wtf? If anything protoss warriors are on the same as before which makes terran infantry to about the same strength. Not only that I don't like it, but also it takes away the race diversity. - terran infantry should be low hp, but can deal damage as pleased for low cost. - I don't know how I feel about medivac's magic healing ray, i guess it's fine, just missing the ladies :'( - terran units need more abilities, that can be used elegantly together with other units and abilities
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No offense, but if you haven't played you can't say much about the races. From a Terran players perspective, it's the most versatile race out of the three with many options and provides a lot of entertainment value for the player. I won't comment on Protoss and Zerg because I only play them when I random them in 2v2, so I won't assume anything about them.
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how is infantry micro gone?
i appreciate the effort in here but definitely play the game before the next big post on balance.
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I feel terran is the most interesting. they have a lot of options. Infantry, mech, or air. And a lot of different cheeses, all-in, timing pushes.
I myself play protoss. we have 4 options. manygate allin, robo tech, templartech. or voidray cheesse. And mostly or choose is dictated to us by our oponent.
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On April 03 2010 06:51 Marradron wrote: I feel terran is the most interesting. they have a lot of options. Infantry, mech, or air. And a lot of different cheeses, all-in, timing pushes.
I myself play protoss. we have 4 options. manygate allin, robo tech, templartech. or voidray cheesse. And mostly or choose is dictated to us by our oponent. add to that... cannon rush, 2 gate, FE, DT rush, pheonix rush, proxy pylon, and stalker harass
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I'm going to have to disagree with you when you say infantry micro is gone, that just doesn't seem to be the case to me. Also, giving a spell to the Archon? Why do that when the unit can retain its original and satisfying nature with a little more tweaking from Blizzard?
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I dont think people who havent played the game should comment on how the game "feels"
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People who haven't played the game can comment on how it feels because they view it from the spectator's perspective. I feel like the game could use an additional 1 or 2 units or abilities on existing units for each race to add more variety and flavor. I feel like starcraft 2 currently is more similiar to the original starcraft before broodwar came out than it is to broodwar, in terms of the variety in the game and viable strats.
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On April 03 2010 07:07 Rice wrote: I dont think people who havent played the game should comment on how the game "feels" I think they should. I'm representing a spectator's opinion, which is important.
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On April 03 2010 06:59 DeathSpank wrote:Show nested quote +On April 03 2010 06:51 Marradron wrote: I feel terran is the most interesting. they have a lot of options. Infantry, mech, or air. And a lot of different cheeses, all-in, timing pushes.
I myself play protoss. we have 4 options. manygate allin, robo tech, templartech. or voidray cheesse. And mostly or choose is dictated to us by our oponent. add to that... cannon rush, 2 gate, FE, DT rush, pheonix rush, proxy pylon, and stalker harass
None of those is even remotely as effective as any of the stuf terran can trow at you. have you ever seen reaper, marauder or banshee rushes. its redicelous
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On April 03 2010 07:20 LastWish wrote:Show nested quote +On April 03 2010 07:07 Rice wrote: I dont think people who havent played the game should comment on how the game "feels" I think they should. I'm representing a spectator's opinion, which is important.
spectators are important but the OP reads like an opinion on balance which you really can't speak to well
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I really agree that terran infantry feels to strong to just be terran infantry, at least compared to sc1.
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I actually feel like Zerg gameplay is similar to SC1, except easier I guess. The new style of less hatcheries but using queens to boost larva goes really easy with me I guess. My maining Zerg in SC1 transferred over to SC2, making Zerg my best race still.
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On April 03 2010 07:25 choboPEon wrote:Show nested quote +On April 03 2010 07:20 LastWish wrote:On April 03 2010 07:07 Rice wrote: I dont think people who havent played the game should comment on how the game "feels" I think they should. I'm representing a spectator's opinion, which is important. spectators are important but the OP reads like an opinion on balance which you really can't speak to well at least he isn't trying to make 1 race overpowered of all the others. TERRANS ANYONE?
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