...so dear betatesters, please post here :D I've finished editing in statistics from Starcraft 2 Armory so all credit goes to those guys, thank you gearvOsh, Tom Phoenix and everyone else! I don't know if all of them are correct though, example being the Corruptor - please check and provide info! THANK YOU!
Yes that tech tree at this time is correct I made a short vid showing the tech tree and units, although i have yet to build each unit and go though the upgrades as that will take much more time then just going to what is displayed under help currently in game.
sc2armory has updated their game guide with all the latest unit and building stats (including cost and build times), nicely represented by these tech trees:
Roaches are ranged units and under my vid you can see they are missile upgrade
and baneling are explosive or something (if you look at the attack icon it's different for the 3 types)
I could just write it all up be much faster then taking picture but i wanna make it all snazzy for later usage right now i'm not quite sure the fastest way for me to go about that, i'm bound to start my series of random info on sc2 about zerg first as it's the race i like to play. But again i'd also like to play beta games.
On February 18 2010 19:10 Psyker wrote: sc2armory has updated their game guide with all the latest unit and building stats (including cost and build times), nicely represented by these tech trees:
Click on the units to see their statistics, click on buildings to find upgrades, everything is there.
Yeah I was thinking about using sc2armory and I'll do this now but it's always better to have a 2nd source ;P especially since, after this video, I can't believe Banelings have 15 damage base attack with bonus only against light :D
If they seriously removed lurkers and won't bring them back it's the stupidest decision they can make...
Lurkers are such an iconic Zerg unit. Maybe they just did it for beta cause they are afraid that newbs can't handle uber splash damage and will whine?..
On February 18 2010 19:10 Psyker wrote: sc2armory has updated their game guide with all the latest unit and building stats (including cost and build times), nicely represented by these tech trees:
On February 18 2010 22:22 MidKnight wrote: If they seriously removed lurkers and won't bring them back it's the stupidest decision they can make...
Lurkers are such an iconic Zerg unit. Maybe they just did it for beta cause they are afraid that newbs can't handle uber splash damage and will whine?..
They talked about this in the interviews, the problem with Zerg was that pretty much all their units were iconic...In their current Hive tech form, they did seem a bit redundant.
Splash damage late game is on the ultralisk. Mid game splash damage is on banelings.
Well i'd aruge that zerg has a new threat from below mechanic with the ability to move with the roaches, only porb i find is lack of splash they eat up rine groups but will just be raped by marauders too easily don't even need tanks.
On February 19 2010 18:51 Virtue wrote: Well i'd aruge that zerg has a new threat from below mechanic with the ability to move with the roaches, only porb i find is lack of splash they eat up rine groups but will just be raped by marauders too easily don't even need tanks.
Marauders do seem a bit too strong against Zerg ftm. They are the counter to roaches and banelings it seems. Banelings are supposed to take the mid game splash damage role for zerg, but from the streams I have seen, against marauders this is only possible if you can surprise them with a burrow.
From what I've seen it's interesting that Roaches have to burrow to regen and can't burrow until it can be researched at Lair ;P
I'm not sure if some streamers realize Banelings shouldn't be a-moved as they always deal damage upon death? BTW what damage to Banelings do? Do they have any bonus?
How does the corruption ability work? How it seems to work (intuitively):
-if used on a defensive building (cannon/turret/crawler), it stops that building from attacking -if used on a unit-producing building, it stops producing units (essentially, the player cannot give any commands to a corrupted building)
questions:
-if used on a tech building, does it not allow upgrades? What if it's used on a tech building that is in progress on an upgrade? does it freeze for the duration of the Corruption ability?
-if used on buildings with secondary abilities (crawlers, any terran ability that can lift), does it stop those buildings from being able to use their secondary abilities?
-if used on a morphing building (i.e. hatch currently morphing into a lair) does it temporarily freeze the morphing?
-can you cast it on buildings currently being built? If so, what does it do?
After 1 min this is what i got in minerals 16 drones 925 17 drones 945 18 drones 990 -- 995 19 drones 1040 -- -1050 22 drones 1080 32 drones 1060
19-20 Drones is full saturation on 8 minerals in a field for a zerg player
How did i do this well i put 32 drones on the min field waited 2 mins so they can shuffle all though then i picked numbers at random till i saw a drop to show that it's no longer full saturation.
Basically i took units away waited 1 min then counted again to try to get the most accuracy but it's only to the second.
Still 19-20 drones seems to be the right numbers i know i could probably figure out if it's 19 or 20 but i already wasted like an hour doing this
3 on Gas is optimal ~160 a min on gas 4 doesn't bring anymore and 2 doesn't bring enough