[D] Blizzcon: How'd you feel about SC2? - Page 2
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Gokey
United States2722 Posts
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Puremiss
United States232 Posts
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0neder
United States3733 Posts
On August 23 2009 19:36 1984 wrote: How about terrans' look and feel? Don't their units look like some gay cartoon characters? Have you seen anything SC2 related at all in the last year? Go watch the exhibition matches, man! | ||
Logikz
United States65 Posts
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pzea469
United States1520 Posts
Things i didnt like though. The protoss proton charge thing just kinda seems like a gimick. I know its very useful but it doesnt feel like it belongs. Same with calling down mules. I didnt play with the zerg so idk about their larva thing. I feel that just because theres less macroing, you shouldnt replace that with awkward mechanics that dont seem to fit and dont really need to be there. Thats just me tho. Also idk how i feel about the double geiser. It could be cool i guess, but it just looked strange to me and felt awkward. Also stealing gas doesnt matter much now cuz of that lol. But idk, might be a good thing. Medics should still be there and medivacs should just be dropships. Miss the reaver Big thing i noticed tho, there was latency. Its like the first thing i tried out, i took a zealot and moved him from left to right and there seemed to be a delay. It was definately noticable, idk if anyone else experienced this but i didnt like it. Great game tho! a must buy, be stoked for it cuz its amazing! | ||
thopol
Japan4560 Posts
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intrigue
Washington, D.C9931 Posts
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blabber
United States4448 Posts
On August 24 2009 02:32 Logikz wrote: The zergling AI makes me sad, when you run into their mineral line and try to pick off probes and things the zerglings will just attack whatever is closest to them at the time of the attack. Was making me pretty frustrated. Other than that, it was a ton of fun...the OSL finals were great and I got to meet David Kim(my coworker is friends with him) and he let us just play sc2 all night, which was cool. I can't wait to actually play the game on fastest game speed. I believe I remember hearing Blizzard say (a while back) that there will be nothing faster than the Faster setting | ||
naonao
United States847 Posts
On August 24 2009 03:12 blabber wrote: I believe I remember hearing Blizzard say (a while back) that there will be nothing faster than the Faster setting They also said that faster speed in sc2 is equivalent to fastest speed in sc1, and if faster speeds are needed in sc2 that they will make them. | ||
n00bonicPlague
United States197 Posts
Anyway, I like that they have finally changed the Colossus attack animation to the double-beam, each beam starting on its own side then sweeping to the other -- basically from | | to X. Looks good. And they could've asked better questions at the SC2 Gameplay Panel. All these stupid questions about what the editor could do when they had JUST told them that it could do those things. | ||
Railz
United States1449 Posts
On August 24 2009 03:28 n00bonicPlague wrote: Dude those 2v2s were WAY too fast for me to follow @_@ Anyway, I like that they have finally changed the Colossus attack animation to the double-beam, each beam starting on its own side then sweeping to the other -- basically from | | to X. Looks good. And they could've asked better questions at the SC2 Gameplay Panel. All these stupid questions about what the editor could do when they had JUST told them that it could do those things. I was telling another friend how I love the new colossus; it actually appears scary now and not some fragile thing. On a side note is there any videos for the game play panels yet? | ||
Tsagacity
United States2124 Posts
On August 24 2009 02:15 Puremiss wrote: Every race has mined 4 gas for LOONNNGG time now.gotta b kidding me drones mine 4 gas? -.- | ||
AlienAlias
United States324 Posts
Zerg- I found that as zerg, most of my strategies involved expanding around the same time I would expand as the other two races. Whenever I tried fast expanding I usually got scouted then rushed by zealots. I never really did any ZvT so I dunno how it would work there. The queen by far replaced a second hatch in main. It had a spell that would spawn I think 3 larva in your hatch every 30 seconds or so. The moment the larva spawn, you will have energy to start spawning more unless you used the other queen spells (creep tumors and a building heal). With that I was able to play pretty strong with 1 hatch till around midgame. Roaches seemed weaker than hydras to me. I didn't test around with them too much, but I just found them to be slow (upgradable), short ranged, and weak in comparison. I didn't use infestors much, but they start with an ensnare skill that slows them a bit then completely stops them for a bit after 10(?) seconds. Spine crawlers, the new sunken colony, and uproot themselves, walk around, then reburrow into the ground and start attacking things again. Their burrow takes about 5 seconds though. Once you build a Nydus Network (t1 building) you can build as many nydus worms from it as you want for 100 mins each. Once a unit enters the nydus network or worm, they can unload instantly from any worm or the network. Terran- There's two upgrades to the command center. I only tested the first one, because you can get it right after you get a rax for 150 minerals, and it's very helpful. The upgraded CC can call down a super SCV for 50 energy, upgrade a supply depot by 6(?) supply for 50 energy, or scan for 50 energy. I found that bionic armies are very powerful as terran, even against toss. I opened up with 1 rax reactor (doubles unit production) to a second rax tech lab (for marauders) and walled myself off. Once my foe blocked his ramp I used my upgraded CC to scan his base for scouting and ignored factory and went straight to starport for medivacs,. a raven or two if i needed a detection unit against DTs, and vikings against robo tech to kill colossi. I found that ghosts, while they had a pretty cheap emp spell, were a ton of gas. 200 gas for this tier 2 unit, jesus christ. Comes with EMP, Snipe (never tried it, does like 45 damage for 25 energy or something, could see it being useful against HTs), and nuke, which are built from the ghost tech building. But despite the crazy gas cost, I can definitely see these units being effective against toss. HTs were the biggest threat to me besides when the toss teched to colossi, so being able to EMP them (assuming it still drains energy) or otherwise just snipe them looks promising. I never got around to building a sensor tower, but I noticed that indeed you can see a ring on the minimap showing the foe's sensor tower range. Hellions move as fast as speed upgraded vultures from the get-go, i believe. They didn't seem as power as vultures in being able attack while moving, but atleast they do bonus damage against light units, and researchable to upgrade that even more. I can see these guys being decent at raiding enemy mineral lines, although vulture land mines will be missed. I never got around to trying out reapers, unfortunately. Usually for my worker harass I just used medivacs with marines inside. Stim pack works differently. It only lasts something like 5 seconds, and increases attack/move by double. Protoss: I didn't play toss that much, so some of this is secondhand information from the friend I was playing against. Warp rays are extremely effective against buildings or any slow moving unit with high hp. I believe at one point 3 warprays took out a CC from under 10 or 15 of my SCVs repairing it. They cost something like 200 mins and 150 gas. They are pretty terrible as far as fights between armies go, because it takes them 5 seconds to start dealing any good damage. The mothership seems damn near useless. It moves incredibly slow, though it does have an ability to warp it to a friendly building. You'd have to build a proxy pylon to get this guy in the front lines, though, cause he moves very VERY slow. Stalkers fill where dragoons were on tech, immortals take a robo fac to build. | ||
Jenia6109
Russian Federation1607 Posts
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Thingdo
United States186 Posts
I got home from Blizzcon last night, and I have to say that I'm still really hyped up about the game. Everything is really starting to come together, and things just feel great. The units look good, the controls feel good, and the macro mechanics require attention without feeling tedious. However, I want to echo the people who have complaints about auto-surround. I'm not a hardcore player by any means, and when I first read the complaints about auto-surround I figured people were being overly sensitive. But now, having played the game I can say that it is a bit of an issue. When its small groups of units its not bad, but once you start seeing bigger clumps of units, the problem becomes very evident if you are using lings or zealots. They just scatter all over the place, and focusing on a specific unit becomes almost impossible. | ||
General Nuke Em
United States680 Posts
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Sayer
United States403 Posts
I think the problem with zerg is the lack of strong mid-game units. The roach when vs zealots/stalkers or m&m&m (marine marauder medivac) just get owned. Banelings, while were my favorite unit to play with, were very hard to use effectively. you really have to trick & use strategic placement to get them anywhere near exploding on guys. ~ Just a thought, but they should bring Lukers to Lair Tech level. | ||
Raydog
United States632 Posts
[QUOTE]On August 23 2009 17:14 Raydog wrote: I think the problem with zerg is the lack of strong mid-game units. The roach when vs zealots/stalkers or m&m&m (marine marauder medivac) just get owned. Banelings, while were my favorite unit to play with, were very hard to use effectively. you really have to trick & use strategic placement to get them anywhere near exploding on guys. ~ Just a thought, but they should bring Lukers to Lair Tech level.[/QUOTE] finally someone read my great wall o' text | ||
Sayer
United States403 Posts
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fishyjoes
Germany644 Posts
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