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[SC2B] Beta 101
February 19th, 2010 03:41 GMT
It's barely been a day since the beta went live and yet Team Liquid has been hard at working looking for great content for you to devour. While our beta page is up and running and livestreams are going strong, we're certain that this post will put a lot of these things into perspective. Our first instalment of Staracraft 2 Coverage comes courtesy of none other than Hot_Bid and Insane, a pair who have been tearing up the 2v2 ladder so far! Let's hear what they have to say about everything Beta.
Noob School With Professor Hot_Bid and Doctor InsaneSchool is in session, boys and girls. Hot_Bid's Introduction to SC2This is just an update after the first night of the SC2 Beta. I won't be going very in depth in strategy, mainly because I don't understand this game deeply yet. First, a little bit about myself. I'm a C at best on ICCup, and I am by no means an expert at SC1. At Blizzcon, I won a ridiculous number of games doing a 1-Hatch Queen-Hydra rush which I felt was quite strong. Blizzard has since nerfed the Hydralisk. Battle.net BasicsGet used to this screen.. My computer specs: C2D 3.0 GHZ, 4GB RAM, Radeon HD5770 1G video card. I have every visual setting at maximum, and it's perfectly smooth early to mid game. Once you get into late game with gigantic maxed armies (this hasn't happened yet), I anticipate there will be choppiness or lag. There are no chat channels on Bnet, but you can chat with your friends (search and add them). The "find a game" auto match making is great, even for 2v2. After playing 10 "placement" games, you are placed into a division and ranked by Elo. The games seem to get progressively harder. As of right now, I can't see a way to view divisions other than my own. The CompetitionThe first eight hours under my belt and I'm in a murky haze of SC2. Total, I've played 29 games and gone 26-3 but the vast majority of the wins were against very new players. So in reality, I've only played three or four "real" 1v1s, and me and Insane have only played six or so "real" teams. I've only used Zerg, and I've only made very basic units. Each game I tweak the builds a little bit more. I feel its much easier to understand 2v2 than 1v1, but perhaps that's just because I have someone to discuss games with. I am simply rolling players by macroing better than them or abusing terrain, not by doing anything strategic build or micro wise. My 1v1sMy first ten 1v1s were streamed, but in case you missed them, it was me doing the same 1-hatch Queen Hydra rush. Except since then, Blizzard has greatly nerfed the hydra, making them 100/50 and lair tech. Regardless, it didn't stop me from going 9-1 just hydra rushing, but this was because my opponents were bad. It's certainly not an unbeatable strategy. The one loss I had was to a fellow TL-er who reaper rushed me, and hilariously I completely forgot to get lair so I was sitting there waiting forever to make my den. I won against a few TL-ers who even knew I was hydra rushing, but honestly it didn't feel very strong at all. I had a really nice game on the Paranoid Android map clone where I fought mass marines and marauders with hydras, losing every early battle but barely holding on and coming out on top later. Currently I'm in Platinum Division in 1v1, with a bunch of other players who are 9-1, 8-2, etc. There's one guy who is 27-3, he's #1 so far. I don't feel like I know how to 1v1 very well yet at all. My Team GamesInsane and I decided to play 2v2, and we went 17-2 and are currently ranked #1 in the Platinum Division 1 (1166 Elo). We play Zerg (me) and Protoss (him). One of our losses was to a 9-1 team who we split a series 1-1 with, and our other loss was when Insane accidentally chose Terran instead of Protoss. Two-on-two is really, really fun. The match making system removes what was the most annoying aspect of SC1 Bnet, so you just click and wait and then get into a game. We've gotten a good sense of early game unit counters and have largely been beating teams based on superior macro and army movement. Some games we go for early aggression (especially when there's a Zerg on the other team), and some games we play for later game map control (vs defensive P/T combos). One of the maps is called "Twilight Fortress" and both sets of allies spawn next to each other and share several bases. Every time we get that map, Insane and I basically play for maxout and expansion denial. All the other 2v2 maps are relatively straightforward ramp location bases. I haven't seen a 6 or 8 player map yet, probably because 3v3 and 4v4 modes aren't available at the moment. That's it for now, I'll hopefully write another update this weekend. Insane's InsightsStarcraft 2 is a macro game. No really, it is. Even though people have been worrying that all the MBS, automine, etc. would turn it into a newbie-fest where macro is too easy, there still is a lot of macro to be done in the game. If you get more money and more units than your opponent you will (usually) win. Thus, the early game is about maximizing your economy while minimizing your opponent's. It took years for SC1 to get to the point where people were FE-ing and doing heavily economic builds, in part because it was not based off a previous RTS (in the sense that SC2 is heavily similar to SC1), and because there had not been a professional RTS scene. SC2 is SC1, but updated and with cool new features (and some annoyances.. hello what happened to F2-F4??). I've been playing Terran in 1v1 and Protoss in 2v2. They each have a macro mechanic which doesn't have to be used in a macro sense, but should be. Today I'll be talking about the Terran one! Terran Special AbilityTerran can upgrade their CC for 150 minerals after they have a Barracks. This makes it start generating energy, and gives them the ability to cast three abilities: - MULE
- Scanner Sweep
- Supply Boost
That's also roughly in order of priority. Let's start with the worst: Supply Boost. What does it do? Well, it gives you +8 supply to one of your Supply Depots (permanently, although probably if the Depot gets destroyed so too does the extra supply). Let me make this clear: it is a free supply depot. That's 100 minerals. That's not very good... Next up: Scanner Sweep. Well this one can really save you in a crunch, like if your opponent has Dark Templars out. Ultimately this ability is pretty good actually, same as in SC1. The reason it's "bad" is simply because of what it has to compete with. When examined from a strictly isolated point of view, your average college team's Basketball player is actually pretty good. Well, the Scanner Sweep is that college player compared to the Kobe Bryant of the MULE. The MULE is free minerals, basically. It's a super SCV, and you need to be careful to protect it (just like your SCVs! Although actually with the MULE mechanism you can fight with some SCVs to defend your base and it doesn't really hurt you too much). Every single time you have 50 energy, you should be calling down a MULE. Your entire early game play should be focused on getting the MULE going. That means that you should not do something like 13 CC, because it will delay your MULE (you need a Barracks to upgrade your CC, remember...). Optimizing the MULESince each CC can be calling down MULEs, you'll quickly find that you are getting a ton of Minerals (especially since Marines are pretty weak, and you really need gas to get units that are not simply countered). The other races have this issue where they need to pull off a reasonable number of workers to get gas early on, which slows down their mineral intake (they can both compensate by making more workers, but they do not get free workers the way Terran does). Thus, you can get more gas early on without negatively impacting your minerals the way the other races have to. This is especially important because unlike SC1, you really really feel low on gas off only one refinery  As a general build order, I've found the following has been working well for me: - 9 Depot
- 11 Rax
- 13 Refinery
- 15 Depot
- Upgrade CC
- Cast MULE and at same time get 2nd Refinery
You can make another Rax or a Factory according to what you've been going. Contrary to SC1, I've found that double Rax opening is actually good against Protoss/Terran, and so I've been doing that. I won't go into detail about the army compositions or followups because this is about the economy, not about the game as a whole. I will say, however, that I think doing a hidden expansion pretty earlyish is very worthwhile. If you get the CC up, you should upgrade it ASAP. Assuming it gets upgraded (it gets 50 energy, enough to cast a MULE, instantly), then it already has practically paid for itself. Note that you can call down a MULE anywhere on the map, so even if the CC is far away, you can call it down in the safety of your own base without issue. Well that's all for now! And there you have it, folks, the first in a long line of beta posts that will keep you informed and entertained in the months to come. Stay tuned over the weekend, because exciting things are set to happen. Will Nony get to play David Kim? Will Hot_Bid and Insane maintain their ladder position? Find out in what's sure to be an exciting few days for Starcraft 2!
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interesting, 2v2's in sc1 were really vague to me, maybe sc2 can change that?
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Nice hands on look and commentary on the new macro mechanics. Really appreciate the write up, and though I don't have my beta key yet, this will help me understand the game a bit more once I jump in.
Also congrats to Hot_Bid and Insane in owning up the SC2 2v2 ladder.
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It's great to see that there's awesome macro potential in this game unlike *cough* *cough*... but F2-F4 are missing?! I always used those to macro....
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Thanks a lot for the info. I look forward to more updates like these. (:
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Baa?21243 Posts
Watching HB's stream was fun ^_^
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rofl nony vs david kim
the real TSL final
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Wow, thank you very much for this! TL's the best.
And gl hf
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What's the replay feature like, if it has even been implemented in the Beta.
I just finished watching DAy[9]'s show where he briefly touched on some of the replay features, but i'm more curious on whether or not it is possible to get other people's replays, and is so, how easily.
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Guess will be needing a new PC
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hehe nice coverage. keep us updated!
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its started and it wont stop. i look forward to these perfectly sized updates almost daily. THANKS TL!
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Good read. Can't wait for the release, since I didn't get a key and I don't know what my chances of my opt-in being taken are.
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what resolution where you playing at?
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This was a very well written write-up, just the kind of information i love, thanks!
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Awesome coverage! Really looking forward to all of the articles that we have been promised.
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umm sorry to ask the obvious.. but what exactly does the mule do
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On February 19 2010 13:16 hubfub wrote: umm sorry to ask the obvious.. but what exactly does the mule do
It mines minerals for a timed period (like 45 seconds or something)
It can mine the same patch as an SCV (so saturation doesn't hurt it) and it mines 30 minerals per trip (as opposed to 5)
It's really handy.
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is awesome32274 Posts
t_t this only reminds of how miserable i am cause i cant play sc2 : [
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All this SC2 streaming is amazing. From the very start, I haven't gotten off my computer ever. A big applause goes towards Psyonic Reaver. I stayed up really late last night watching his stream, then I woke up early to watch again and he was still on. I'm looking forward to see more of hotbid and nony (I understand that nony probably needs to practice sc1).
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United States10654 Posts
On February 19 2010 13:22 IntoTheWow wrote: t_t this only reminds of how miserable i am cause i cant play sc2 : [
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Wow.... The one chance I get to be in the headlines on TL and I wasnt even on my own account!
I was Holkin for my first round on SC2. One of our only two losses was to Hotbid.
Though, we had more games won and still a lower ranking 
Man this game is amazing.
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On February 19 2010 13:31 HuskyTheHusky wrote:Wow.... The one chance I get to be in the headlines on TL and I wasnt even on my own account! I was Holkin for my first round on SC2. One of our only two losses was to Hotbid. Though, we had more games won and still a lower ranking  Man this game is amazing.
Ye ty for streaming. If u decide to skip work to sc again, I will be sure to donate a couple bucks.
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Nice writeup. I look forward to more of these.
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infinity21
Canada6683 Posts
On February 19 2010 13:22 IntoTheWow wrote: t_t this only reminds of how miserable i am cause i cant play sc2 : [
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How many minerals does the Mule return during its lifespan, on average?
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On February 19 2010 12:48 majesty.k)seRapH wrote: interesting, 2v2's in sc1 were really vague to me, maybe sc2 can change that?
Agreed, 2v2's in sc1 were about making enough combined troops to rush and destroy one player, and force the other to gg instantly. Starcraft 2 BETTER change that! I don't wanna b shellin out 40+ dollars for strictly ffa RTS! >P
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On February 19 2010 13:23 Chairman Ray wrote: All this SC2 streaming is amazing. From the very start, I haven't gotten off my computer ever. A big applause goes towards Psyonic Reaver. I stayed up really late last night watching his stream, then I woke up early to watch again and he was still on. I'm looking forward to see more of hotbid and nony (I understand that nony probably needs to practice sc1).
I've been watching Psyonic Reaver's stream, and the guy is hilarious.
HOW ARE BANELINGS FAIR!!!!!
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On February 19 2010 13:54 Jyvblamo wrote: How many minerals does the Mule return during its lifespan, on average?
Yeah, I wonder how much better it really is compared to 100 min+wasted mining time for building a depot. I'd bet Mule is still better, but by how much?
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is david kim ranked as number one at the moment?
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I think Artosis is #1 atm, idk where David Kim stands if he's ranked
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Nobody has said yet, is SC2 DX11 or DX10?
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On February 19 2010 14:42 Chairman Ray wrote: I think Artosis is #1 atm, idk where David Kim stands if he's ranked
There are several divisions. More than one person appears to be #1. (Unless Artosis overtook Louder??) So confused! ><
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hahah good write up!!
Was that game on paranoid android clone the one you played with me O.0?
Im really enjoying beta so far!
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Blizzard needs to fix the Mule. If it is so good as to preclude other strategies entirely it is not a well implemented mechanic.
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On February 19 2010 14:11 skippy2591 wrote:Show nested quote +On February 19 2010 12:48 majesty.k)seRapH wrote: interesting, 2v2's in sc1 were really vague to me, maybe sc2 can change that? Agreed, 2v2's in sc1 were about making enough combined troops to rush and destroy one player, and force the other to gg instantly. Starcraft 2 BETTER change that! I don't wanna b shellin out 40+ dollars for strictly ffa RTS! >P I don't see how they could possibly change that. That simplistically is the entire dynamic of 2v2...
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On February 19 2010 13:54 Jyvblamo wrote: How many minerals does the Mule return during its lifespan, on average? Yes good question, how much is worth it¿, since the lifespan is fixed it means the amount of minerals is fixed too. How about mass ccing inside your base just to call for mules/scvs in the same mineral line¿
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On February 19 2010 15:17 n.DieJokes wrote:Show nested quote +On February 19 2010 14:11 skippy2591 wrote:On February 19 2010 12:48 majesty.k)seRapH wrote: interesting, 2v2's in sc1 were really vague to me, maybe sc2 can change that? Agreed, 2v2's in sc1 were about making enough combined troops to rush and destroy one player, and force the other to gg instantly. Starcraft 2 BETTER change that! I don't wanna b shellin out 40+ dollars for strictly ffa RTS! >P I don't see how they could possibly change that. That simplistically is the entire dynamic of 2v2... Not necessarily. Depends totally on the games mechanics and maps too. Theres alot of RTS games where you cant just aim for killing 1 opponent, at least consistently every game.
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Saw Hot_bid play those 1v1s. Loved how he lied to some of those players rofl.
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wait.. why are there no chat channels? what??
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if only sc1 had that matching making system
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United States4126 Posts
On February 19 2010 13:22 IntoTheWow wrote: t_t this only reminds of how miserable i am cause i cant play sc2 : [ Me and thousands of others feel your pain T_T
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Hotbid and his partner have been putting the hurt on me + teammate, haha
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Getting crazy chills reading this =) Thanks alot!
<3
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United States24680 Posts
Thanks Insane I think I know why my terran got outmacro'd one game by a zerg: I haven't been taking advantage of mules... just scanners :p
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In terms of game design, this MULE thing (and larvae injection etc.) is totally crappy.
Why?
It forces the ambitious player to regularly execute a boring, purely mechanic task, regardless of game situation, in order to assure optimum income. This is the stuff robots are good at - no thinking, no adaptation, no creativity, no game sense needed.
I am sure someone somewhere is already programming a tool to automate this.
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On February 19 2010 18:13 Metaspace wrote: In terms of game design, this MULE thing (and larvae injection etc.) is totally crappy.
Why?
It forces the ambitious player to regularly execute a boring, purely mechanic task, regardless of game situation, in order to assure optimum income. This is the stuff robots are good at - no thinking, no adaptation, no creativity, no game sense needed.
it's like you never played sc1...
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Well, I play SC1 since 1998 :-) Perhaps you care to explain
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The MULE is not always a no brainer though, you have to save some energy for scans or it could bite you in the ass. In addition, I don't see an instant 8 supply as being a useless thing if you accidentally get supply blocked or your opponent takes out some vulnerable supply depots and supply blocks you and you need more forces quickly.
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Well, admitted, Inschato, but the good player does not get supply blocked accidentally, and when the mule is so powerful in terms of income, everyone will streamline their play to not need scans.
(BTW even if you did get supply blocked and are not in immideate need of units, the mule's additional money would probably mean it'd be better to use it to make more production facilities and catch up the moment the supply cap is gone)
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I'm really getting psyched for SC2 now. Too bad my computer sucks - will have to buy a new one when the real game is released !
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On February 19 2010 18:24 Metaspace wrote: Well, I play SC1 since 1998 :-) Perhaps you care to explain
Constant worker production and sending them to mine isn't a boring mechanical task?
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Been playing Wc3 for a while, but kinda new to the SC scene... what's CC stand for? "9 Depot, 11 Rax" etc. Is this the supply? like at 11 supply use you build a rax?
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On February 19 2010 19:51 Whakkah wrote: Been playing Wc3 for a while, but kinda new to the SC scene... what's CC stand for? "9 Depot, 11 Rax" etc. Is this the supply? like at 11 supply use you build a rax?
Command Center
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Braavos36375 Posts
lol we got owned a few times today in 2v2
not unexpected, as everyone keeps getting better and insane and i are hardly progamers :p
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I love the protoss macro speed boost spell on hatchery for faster queens, or on barracks for faster marines. Takes the teamplay to another level.
I was watching some stream (I think psyonic) when they found out you can do that, epic moment. xD
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On February 19 2010 19:08 Nytefish wrote:Show nested quote +On February 19 2010 18:24 Metaspace wrote: Well, I play SC1 since 1998 :-) Perhaps you care to explain Constant worker production and sending them to mine isn't a boring mechanical task? I get your point.
This aspect is similar, although not as bad IMO - except in the midgame, there is not always constant worker production ("skipping probes") - and of course, there is also Zerg ("larvae management" is the word).
But anyway I am not saying SCBW is perfect - but that mechanisms in terms of game design as the above are disappointing.
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On February 19 2010 19:51 Whakkah wrote: Been playing Wc3 for a while, but kinda new to the SC scene... what's CC stand for? "9 Depot, 11 Rax" etc. Is this the supply? like at 11 supply use you build a rax?
CC = Command center. The lists given are build order lists, the numbers the supply count at which you issue the building command mentionned.
I.e., Depot at 9 supply, continue mkaing workers, followed by Barracks (=rax) at 11 supply etc.
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On February 19 2010 21:34 quirinus wrote: I love the protoss macro speed boost spell on hatchery for faster queens, or on barracks for faster marines. Takes the teamplay to another level.
I was watching some stream (I think psyonic) when they found out you can do that, epic moment. xD A pity so few people play "team melee" in SCBW. Arbiter cloaking Z army is fun
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The mule is really good, but Zatics build or any variation of it is the best opening vs Protoss, because you can put so much pressure. If he is greedy you can add the orbital command and call down mules while pressuring.
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How much does the mule give you in extra minerals vs non-mule? estimate would be cool.
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Great stuff. Thanks for the updates. I really look forward to reading more!
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wait wait wait, you can call the mule anywhere on the map or just in your own vision? if it's really anywhere then Scanner Sweep get's even more useless.
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On February 19 2010 12:57 KiLL_ORdeR wrote: What's the replay feature like, if it has even been implemented in the Beta.
I just finished watching DAy[9]'s show where he briefly touched on some of the replay features, but i'm more curious on whether or not it is possible to get other people's replays, and is so, how easily. The replay feature has been beefed up.
First off, they're automatically saved by default in ".../Documents/Starcraft II Beta/Replays/Recent/". You then have an option from the Replay menu to save the replay under a different name, in which it'll move the replay to a separate folder. I'm not sure if or when SC2 will start clearing recent replays.
You can rewind/fast forward; you can display various tidbits of information we're used to seeing OGN/MBC often put on their screens: resources/unit composition/apm/etc.; you can view a replay strict from a single player's perspective, a.k.a., Player Cam/FPVOD.
If you're asking about being able to get other people's replays via some Battle.Net 2.0 feature, no, there is no way to do that yet. You can however review another player's match history and build order in said match down to supply/time.
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Thanks for the write-up guys. I'll be curious to hear a more experienced opinion on the SuperCharge ability of Protoss. Just playing with the ability it seems like it will be absolutely crucial to Protoss. I appeared when using on the Nexus it sped up gathering and probe building... but I'm not 100% sure yet.
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Here is some feedback for blizzard so far:
1) Something have to be done with this group clustering feature - when u mark for ex 30 units - they would cluster so tidly that one or two psi storm can easly kill them all in few seconds. - i know - mirco batter and split them out - but its just bad mechanics not bad micro.
2) i have pretty good machine - 6gb ram, quad processor, geforece 9800GT and my monitor is 17" LG Flatron whitch allows me for max res: 1440x900. I believe that that resolution is very common and may even be called avarage. But since this is my max in Vista - so it is my max in sc2. And frankly - this is just not enough - at 1440x900 units are far too big and range of map that is visible at my screen is far from that from sc1. FAAR
and some complements:
1) Great idea of changing the banalings mechanicks and animation. This acid splash concept is amazing. Looks great.
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8748 Posts
On February 20 2010 02:20 SD-Spirit wrote: Here is some feedback for blizzard so far:
1) Something have to be done with this group clustering feature - when u mark for ex 30 units - they would cluster so tidly that one or two psi storm can easly kill them all in few seconds. - i know - mirco batter and split them out - but its just bad mechanics not bad micro. Completely disagree on this. It works the same as BW. It works how you expect it to work. If you tell your units to move to a spot, they all move to that spot as best they can. You should be at a disadvantage the less care you put into positioning. A person who is only doing two actions when taking care of his army (select all, move to one spot) ought to be utterly raped by a well-executed attack. Pros constantly move their armies around whenever there is a constant threat of attack. Or if their army is better off by getting in a good position and holding, then pros will meticulously set up that position and be ready at a moment's notice to make adjustments (like if a HT comes in view).
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Hey thanks for the shout out on 2v2 - I'd love to see a thread with replays specifically dedicated to it. Frankly, it's just amazingly fun. I'm currently ranked like 7th in Platinum division 2 with my buddy, and I have to say that dual race stuff just adds a HUGE dimension to the whole game.
BTW, we are "Simon" and "Xnimativ"
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On February 19 2010 13:54 Jyvblamo wrote: How many minerals does the Mule return during its lifespan, on average?
270. It almost gets 300 from a close mineral patch and barely makes 270 from a far patch.
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I really wanted to make a new post about this, but I'll just put it here. Me and my buddy have been experimenting with 2v2 Toss/Zerg builds using Chrono Boost. If you have a Protoss ally then he can use it on your zerg building, like your hatchery, to speed up the production of your queen. Not only that, but if you spawn larva with your queen the larva spawn faster too. In other words your economy gets booming FAST.
Of course the protoss player loses out on their macro ability, but I forsee there being some really interesting tech rushs with this feature. Upgrading to Lair is ridiculously fast!
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Can somewone give me the link to psionic_reaver's stream ?
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I'm dying here without my invitation!!! Never thought my blizzcon beta card would turn out to be useless!
Waaaaaaaa!
But yeah, I've been telling people that there's a lot of macro in SC2 since blizzcon!!! You have to Spawn Larva/Calldown Mules/Chrono Boost every time it's available!!! While you still have to spend money, set rally points, etc!
On February 20 2010 03:22 SD-Spirit wrote: Can somewone give me the link to psionic_reaver's stream ?
It'll be up under "Live user streams" on your teamliquid page when it's Live! This is the best I can help with. xP
Or were you trying to watch on-demand videos or whatever they might have?
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unfortunately - at userstreams channel that refers to psionic_reaver is realated with icc_justinTV web site where is no watch on demand videos related with sc2. So i thought that it is not the same stream that people are talking here about. i i still think so - so please someone post the link to his sc2 stream
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On February 20 2010 03:50 SD-Spirit wrote:unfortunately - at userstreams channel that refers to psionic_reaver is realated with icc_justinTV web site where is no watch on demand videos related with sc2. So i thought that it is not the same stream that people are talking here about. i i still think so - so please someone post the link to his sc2 stream 
Oh, I'm pretty sure that is... I've been watching it all day yesterday! It's not up now tho (surprisingly!)
You can watch LOUDER meanwhile! He's better anyway imo. (Ihaven't seen him do zerg tho)
But would you check this out?!?!?!
Battle.net Beta Forum
Battle.net Beta Forum
Lolwut?
/facepalm
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david kim's beaten me twice in my TVZ =(
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The first guy who manages to B05pwn David Kim is going to be the first SC2 idol.
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take care brood war sup sc2?
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United States7166 Posts
I got a kick out of this news post lol
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On February 20 2010 03:08 ShadowDrgn wrote:Show nested quote +On February 19 2010 13:54 Jyvblamo wrote: How many minerals does the Mule return during its lifespan, on average? 270. It almost gets 300 from a close mineral patch and barely makes 270 from a far patch. So is it playable to make barracks->mule->cc->mule buld¿ like twin hatcheries to abuse muling one mineral line and at the same time saturate the same min line with workers/mules¿
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Does anyone know the interaction between mules and high yield minerals?
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On February 20 2010 07:29 niteReloaded wrote: The first guy who manages to B05pwn David Kim is going to be the first SC2 idol.
That will be me!!! If I get into beta in the second wave!!!!!!!! Grrrrrrrrrr....
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great coverage cant wait to get it!
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Completely disagree with people saying mule is overpowering the other abilities. I've only watched streams (although I watched WAY too many of them) but currently nobody has a clue about scouting, and I see people who aren't stupid enough to play utterly blindly win games by scanning and then countering their opponent (or finding their hidden expos). It's definitely a worthwhile tradeoff in my eyes. Scan is essential in sc1, and I don't see any indication of it being less so in sc2.
I do want to see someone call down a mule to repair though! At least on sc2armory it lists the mule as being able to repair like any scv would.. would be awesome to drop tanks and repair them if they took a beating =P. If the mule could build bunkers that'd be even sweeter^^ Come to think of it I wonder if the mule could emergency repair your wall without blocking other SCV's
One thing I don't like so far: Unless you're zerg it seems from what I've seen that expoing is extremely risky. I've almost never seen a player that goes for an expansion FIRST win the game. He usually just gets his expansion killed by more units while the OTHER guy takes an expansion. Might just be because nobody has good buildorders, but I don't get the feel of stuff like 12 nexus or forge fast expand where you can almost be completely safe in expanding early unless your opponent spots it right away and goes for a hard to pull off counter. It may be a macro game but it looks like a macro game off of 1 base so far =(
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Hmm come to think of it, the viability of a fast expand is really dependant on the time it takes to run units from one base to the other... do the maps feel smaller in SC2?
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Hook me up with a beta key insane ^^. J/k ;p
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On February 19 2010 18:13 Metaspace wrote: In terms of game design, this MULE thing (and larvae injection etc.) is totally crappy.
Why?
It forces the ambitious player to regularly execute a boring, purely mechanic task, regardless of game situation, in order to assure optimum income. This is the stuff robots are good at - no thinking, no adaptation, no creativity, no game sense needed.
I am sure someone somewhere is already programming a tool to automate this.
How is that different from returning to your base, selecting idle workers and right clicking them on the mineral fields?
Blizzard couldn't intentionally ignore new available UI options (automine and MBS wasn't in SC purely because programming didn't allow it at the time) if they wanted to sell SC2 to casual gamers.
I do agree that Protoss Chrono mechanic is way better than mule or inject larva though
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Midknight, read the thread. Because some things were tedious in SC1, this is no justification to repeat this in SC2.
Note, the worker thing was explicitly removed in SC2 by automine. So why introduce the mule/larvae/chronothingy cooldown mechanic instead?
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Sweet, nice update, especially for those w/o the Beta
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Great article! I am just getting more and more pumped to play this baller game. Liver for beta key! Keep the good TL coverage coming.
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