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sc2 notes

Blogs > omninmo
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omninmo
Profile Blog Joined April 2008
2349 Posts
Last Edited: 2009-03-02 15:52:21
March 02 2009 15:45 GMT
#1
my notes for sc2...this will be a notepad of sorts with updates as i write them. please comment if you will but keep the flames to a minimum for the sake of cohesiveness.

1. Arcade Macro
Originally posted here. In response to Idra and Artosis' SC2 chat.

I am really starting to think sc2 might be alright. Mbs for the kids...fine. new macro pageantry...fine. but then something hit me while watching these guys talk...
every race has wc3 inverted town portals
zerg| nydus worm unit bomb
toss| has warpgate unit bomb
terran| droppod unit bomb.

macro does seem to be very important and paid heavy attention to in sc2... but it is arcade style macro: Unit Bombs. This is not the chess style (as BW was) where the masters are seperated from the greats just by subtle nuances of army positioning and impeccable forethought. You don't get your base army teleported to the field. The astue observer ought to surmise that they really want this game to be exciting for... audiences.

This could help understand the flow between the 90s and the 00s. I want it now has surely been the theme so far of the first decade...
sc2, "every race has recall©"

PS protoss units pop out of gateways. instantly, but followed by cooldowns? does this mean when your first gateway warps in you get a zeal right then and there? or is there an initial cooldown period?

L0thar
Profile Blog Joined September 2007
987 Posts
March 02 2009 16:00 GMT
#2
I wrote it in that thread and I will write it again: Drop Pods CANNOT be used to transport units! They only create the mule...
omninmo
Profile Blog Joined April 2008
2349 Posts
March 02 2009 16:16 GMT
#3
On March 03 2009 01:12 wrags wrote:
could someone please link a source for the drop pod being able to drop things other than a mule


yes, that would certainly clarify a few things. i thought artosis mentioned this. i could be wrong and if so then my arcade comments lose about 33.3% of their force
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
March 02 2009 16:36 GMT
#4
Actually, I'm starting to wonder if the warpgates will be used as much as people think they will. Considering the fact that unless you hit every production round they will not provide a significant production boost AND considering the fact that the production boost they do give could be achieved simply by adding two or three more gateways AND considering the fact that manually placing each new unit each new production round is a time sink, I think the pros will have warpgates only for backdoor uses with their prisms, and will create their armies the old fashioned way.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
TonyL2
Profile Blog Joined August 2007
England1953 Posts
March 02 2009 17:11 GMT
#5
I thought the warp in mechanic has lots of good applications that once people become faster and can manage overall better it'll be really useful

If you put a pylon near their base it can lead to a fast cheese or just to reinforce a contain
But I'm more interested in that if a player buts a pylon in almost every location of the map, and mass expand with the bare minimum of defences then they can easily warp in a sizeable army at any of those expoes to defend
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
March 02 2009 17:16 GMT
#6
It will be fine.
Lim Yo Hwan forever!
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