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New Battle Report (10/19/2009) - Page 10

Forum Index > SC2 General
452 CommentsPost a Reply
Prev 1 8 9 10 11 12 23 Next All
DZhou
Profile Joined November 2008
China14 Posts
October 19 2009 23:52 GMT
#181
It looks great!
I'm going to miss seeing a dozen siege tanks melt dragoons though

I for one like the Thor, although 6 supply seems a little steep.
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
October 20 2009 00:00 GMT
#182
Looked really fun, and it was fun to watch. Thats the biggest thing i took away from it. Even if i never played BWs, SC2 is a game I'd want to play after seen the BR.


On October 19 2009 20:06 Polyphasic wrote:
Man, TvP really isn't the same without mines.

I really wish they would keep mines in the game somehow. That way, battles would require more strategy in setup, and more strategy in attacking a terran position. Unit combos are interesting, but still seems that in SC2, most larger battles are just attack click. That's really not so fun.

Like my previous threat, SC2 needs more mobile static defense. Mobile static defense defined as:
- A unit that does more damage when not moving than when moving
- A unit that takes time to switch from its moving form to its static form.
- The unit must do splash damage. Splash damage allows for strategic positioning to allow for more damage.
- SC1 examples: mines, siege tanks, lurkers.

Mobile Static Defense allows for strategic positioning in both defensive and offensive situations. It also requires strategic ways for opponents to break the formation. That adds another layer of strategy to the game. SC2 so far has very few Mobile Static Defense, making most battles just an attack-A fest, ending very quickly.


You know after watching all these BR, and reading about SC2. It has always felt like something was missing from SC2 that made it different from BWs. You just nailed it, and I dont think I've seen anyone else bring this up before you did in this thread. Nice job . Your right without those kind of units its way to much A-move/spell spaming. Not sure that makes SC2 a worse game then BWs, but it does make it different




When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
synapse
Profile Blog Joined January 2009
China13814 Posts
October 20 2009 00:04 GMT
#183
TERRAN IMBA
NUKE IMBA

sigh, terran still looks cartoony..ish...
and you cant tell whats what when everything clusters together >.>

great game though
:)
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2009-10-20 00:10:45
October 20 2009 00:09 GMT
#184
wow, a really sexy BR. but does any1 else also feel like the graphics of sc2 in general arent "sharp" enough? it reminds me too much of nintendo 64 graphics...


imho it would be a mistake to change tvp fundamentally compared to bw. each of the matchups in sc has its own flair and personality: tvz is actionpacked microbattles and a cool squad of marines exterminating the evil brood, zvp is all about tech switches and huge zerg swarms rolling a ball of protoss heroes, and tvp is the epic clash of huge, metalic armies.

broodwar has always been praised for a maximum amount of uniqueness in its races while at the same time being very balanced. i personally wouldnt like it when tvp plays out the same as tvz in sc2...
"What am I supposed to do against this?" - "Lose!" :-]
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-10-20 00:13:17
October 20 2009 00:11 GMT
#185
On October 20 2009 07:35 FrozenArbiter wrote:
Show nested quote +
The Thor was always an awful idea.

I sort of liked it when it was built by SCVs... the problem is it doesn't seem to actually do anything fun. It needs something that sets it apart, some kind of personality. AoE barrage and an anti-air attack just doesn't cut it :/

Oh and it's still stupid to replace the medic with the medivac Should have just kept the medic but let it heal from inside a dropship or something if they wanted flying healers. Meh.

SC medics are bad design.

First, you have marines. Marines are weak individually but quickly grow in power the more you get of them. They have this powerful ability with a huge side effect: Stimpacks. Double the movement speed and attack rate, but it costs you 10 health out of 40.

Then comes the expansion and medics. Suddenly, Stimpacks have no side effect! Well, I guess they drain a little medic energy. Medics turned an interesting gameplay decision into a useless micro task; for all intents and purposes, marines could stim automatically whenever they engage an enemy.

Why is the Medivac better? Because it comes at a later tech. Changing the rules of the game through tech is fine- Arbiters can make Zealots invisible, Defilers can reduce the damage of Dragoons and Marines to zero, and Science Vessels can kill a whole stack of mutas with a single spell (if the Zerg player fails to split them properly). Taking away the drawback of Stimpack with a higher tech research isn't bad- it's like taking away the Zealot's disadvantage of being slow when you research Charge.

The stimpack + medic combo is just silly. If you're going to apply that kind of 'drawbacks', you might as well say Defilers can only use Consume on Zerg and Protoss units, and that Carriers cannot launch interceptors unless there is an area with pylon power somewhere in the map.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
DragoonPK
Profile Blog Joined July 2007
3259 Posts
October 20 2009 00:22 GMT
#186
On October 20 2009 09:04 synapse wrote:
TERRAN IMBA
NUKE IMBA

sigh, terran still looks cartoony..ish...
and you cant tell whats what when everything clusters together >.>

great game though


Storms imba!
win8282
Profile Blog Joined May 2009
Korea (South)454 Posts
October 20 2009 00:31 GMT
#187
"and oh some sneaky shenanigans from the protoss"
(as protoss warped in 2 ht's on highground to storm terran's mineral line)
Just gotta love Browder.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
October 20 2009 00:34 GMT
#188
On October 20 2009 09:11 Zato-1 wrote:
Show nested quote +
On October 20 2009 07:35 FrozenArbiter wrote:
The Thor was always an awful idea.

I sort of liked it when it was built by SCVs... the problem is it doesn't seem to actually do anything fun. It needs something that sets it apart, some kind of personality. AoE barrage and an anti-air attack just doesn't cut it :/

Oh and it's still stupid to replace the medic with the medivac Should have just kept the medic but let it heal from inside a dropship or something if they wanted flying healers. Meh.

SC medics are bad design.

First, you have marines. Marines are weak individually but quickly grow in power the more you get of them. They have this powerful ability with a huge side effect: Stimpacks. Double the movement speed and attack rate, but it costs you 10 health out of 40.

Then comes the expansion and medics. Suddenly, Stimpacks have no side effect! Well, I guess they drain a little medic energy. Medics turned an interesting gameplay decision into a useless micro task; for all intents and purposes, marines could stim automatically whenever they engage an enemy.

Why is the Medivac better? Because it comes at a later tech. Changing the rules of the game through tech is fine- Arbiters can make Zealots invisible, Defilers can reduce the damage of Dragoons and Marines to zero, and Science Vessels can kill a whole stack of mutas with a single spell (if the Zerg player fails to split them properly). Taking away the drawback of Stimpack with a higher tech research isn't bad- it's like taking away the Zealot's disadvantage of being slow when you research Charge.

The stimpack + medic combo is just silly. If you're going to apply that kind of 'drawbacks', you might as well say Defilers can only use Consume on Zerg and Protoss units, and that Carriers cannot launch interceptors unless there is an area with pylon power somewhere in the map.

Then lower their rate of healing or lower their mana.

I don't care if the unit is "bad design" from a theoretical stand point, when in practice it leads to *THE* most fun to use unit combo in the game. Period.

I honestly don't have a problem with the symbiotic relationship between medics/marines. Yeah, it allows you to stim at will mid-game (however, they do actually run out, little known fact!), but it's not like early game you can just stim, stim stim with your 12 marines/3 medics. Not if you plan on not dying anyway.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
October 20 2009 00:35 GMT
#189
Every time they release a new Battle Report I get so excited, but at the same time it's as if they are saying: WE HAVE SC2 AND YOU DON'T NOOB!"
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
October 20 2009 00:37 GMT
#190
Awesome battlereport!

The games look so fluid and actionpacked, it's really entertaining to watch. I can only imagine how this will turn out later...
Mada Mada Dane
DeCoup
Profile Joined September 2006
Australia1933 Posts
October 20 2009 00:47 GMT
#191
Check out the probes doing the ling distance mining at the very end. I love the way they are smart enough to 'communicate' to each other which patch they are going for and do a perfect split accordingly. That's how RL workers would do it.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
KiLL_ORdeR
Profile Blog Joined June 2009
United States1518 Posts
October 20 2009 00:49 GMT
#192
+ Show Spoiler +
forget Bisu or Jaedong, David Kim is the new bonjwa
In order to move forward, we must rid ourselves of that which holds us back. Check out my stream and give me tips! twitch.tv/intotheskyy
Chuiu
Profile Blog Joined June 2003
3470 Posts
October 20 2009 00:51 GMT
#193
On October 20 2009 07:10 kulik- wrote:
Show nested quote +
On October 20 2009 07:05 Chuiu wrote:
I noticed a few things I haven't seen before.

1. Protoss warp in animation is pretty slick, I like it.
2. Player controlled gas ports don't show up on the minimap, they stay as white squares.
3. Unit icons in dropships don't change size like in SC.
4. Psistorm looks sick as fuck but is way too fast. I know they lowered the damage but 80 damage in like 2 seconds is way more powerful than 125 across a few seconds.

I hope they fix 2, 3 and 4. Of course 4 is a balance issue that will be dealt with during beta. So far this was definitely the best battle report.

and nuke doesnt seem imba for u?

Well I didn't see how many silos he had or how much they cost. If he was building a nuke before using it every time then yeah it seemed pretty imba ... but it seemed like he had more than 3 silos pumping out nukes.
♞
Highways
Profile Joined July 2005
Australia6124 Posts
October 20 2009 00:57 GMT
#194
Looks really good and fun.

My only problem is the big fight doesnt feel right. It feels like a mirror match, with same units on both sides on attack move.

Btw, can someone upload to rapidshare or something, cause I want to download it.
#1 Terran hater
Duckvillelol
Profile Blog Joined July 2009
Australia1259 Posts
October 20 2009 01:21 GMT
#195
I haven't gotten to watch it yet because I'm at work - is there any comment regarding the Xel'Naga watch towers? It seems to be that they are the most important thing in all of SC2.

/sarcasm
Former SC2 commentator. youtube.com/duckvillelol
Manifesto7
Profile Blog Joined November 2002
Osaka27179 Posts
October 20 2009 01:25 GMT
#196
On October 20 2009 10:21 Duckvillelol wrote:
I haven't gotten to watch it yet because I'm at work - is there any comment regarding the Xel'Naga watch towers? It seems to be that they are the most important thing in all of SC2.

/sarcasm


Why yes, yes there is.

I agree with the comments that the battles seemed to be two drawn out lines a-moved together. Once the two balls engage, there doesn't seem to be a lot to do. I think it was because both players were using ranged units (no zealots/dts for p).

P mobility looked pretty tedious with the observers and blink compared to the reapers that can just bounce around.
ModeratorGodfather
leomon
Profile Joined December 2008
Canada169 Posts
October 20 2009 01:25 GMT
#197
Awesome battle report right here
Radians
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
October 20 2009 01:34 GMT
#198
On October 20 2009 09:00 InToTheWannaB wrote:
Looked really fun, and it was fun to watch. Thats the biggest thing i took away from it. Even if i never played BWs, SC2 is a game I'd want to play after seen the BR.


Show nested quote +
On October 19 2009 20:06 Polyphasic wrote:
Man, TvP really isn't the same without mines.

I really wish they would keep mines in the game somehow. That way, battles would require more strategy in setup, and more strategy in attacking a terran position. Unit combos are interesting, but still seems that in SC2, most larger battles are just attack click. That's really not so fun.

Like my previous threat, SC2 needs more mobile static defense. Mobile static defense defined as:
- A unit that does more damage when not moving than when moving
- A unit that takes time to switch from its moving form to its static form.
- The unit must do splash damage. Splash damage allows for strategic positioning to allow for more damage.
- SC1 examples: mines, siege tanks, lurkers.

Mobile Static Defense allows for strategic positioning in both defensive and offensive situations. It also requires strategic ways for opponents to break the formation. That adds another layer of strategy to the game. SC2 so far has very few Mobile Static Defense, making most battles just an attack-A fest, ending very quickly.


You know after watching all these BR, and reading about SC2. It has always felt like something was missing from SC2 that made it different from BWs. You just nailed it, and I dont think I've seen anyone else bring this up before you did in this thread. Nice job . Your right without those kind of units its way to much A-move/spell spaming. Not sure that makes SC2 a worse game then BWs, but it does make it different






Ya, totally. Can someone bring this to the attention of blizzard? hahaha.

More Mobile Static Defense yo
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
PlutoNZ
Profile Joined February 2008
New Zealand410 Posts
October 20 2009 01:36 GMT
#199
David Kim makes the race he's playing look very fun. I really want to see him play Zerg in a 1v1 game.
CauthonLuck
Profile Joined July 2009
United States93 Posts
October 20 2009 01:41 GMT
#200
Despite not being shown, he definitely had more than one ghost academy. While nukes look like a much more viable option in sc2 I would hesitate to call them imba, honestly the game was over as soon as toss sacrificed his entire army in an attempt to kill the Planetary Fortress. The nukes were just flavor, Kim could have a-moved his standing army from his natural up to kill the toss nat just as easily as nuking it while his separated force was killing the toss expo at 9 nat and distracting all of his remaining troops.

The only reason Kim's splintered force at 9 was even defeated by the entirety of the toss's remaining army is that he was killing buildings rather than units with many of his troops, at the point the nukes began dropping Kim had a standing army that was far stronger than P's, even while splintered, and a superior economy as well. Surprised to see people claim that the game was evenly balanced until the nukes were used, the turning point was certainly before their use.

I'd say it was fairly close until that suicidal attack on the PF, even if it had succeeded, that was too huge of a military loss to recover from. The PF is monster strong against basic toss units, almost invincibly so. Because of it's 3 armor and the 2-part nature of those toss attacks stalkers do only 4 damage with each attack, zealots are considerably more effective with 10 damage an attack but only a small handful of scv's are needed to keep the PF up until it can be defended. If anything were to be considered imbalanced and tide-turning I'd look the way of the PF rather than the nukes, heh.
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