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.
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DZhou
China14 Posts
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
United States4770 Posts
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 ![]() | ||
synapse
China13814 Posts
NUKE IMBA sigh, terran still looks cartoony..ish... and you cant tell whats what when everything clusters together >.> great game though | ||
Black Gun
Germany4482 Posts
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... | ||
Zato-1
Chile4253 Posts
On October 20 2009 07:35 FrozenArbiter wrote: 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 ![]() 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. | ||
DragoonPK
3259 Posts
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
Korea (South)454 Posts
(as protoss warped in 2 ht's on highground to storm terran's mineral line) Just gotta love Browder. | ||
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Liquid`Jinro
Sweden33719 Posts
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 ![]() 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. | ||
ShaperofDreams
Canada2492 Posts
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Kyuki
Sweden1867 Posts
The games look so fluid and actionpacked, it's really entertaining to watch. I can only imagine how this will turn out later... | ||
DeCoup
Australia1933 Posts
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KiLL_ORdeR
United States1518 Posts
forget Bisu or Jaedong, David Kim is the new bonjwa | ||
Chuiu
3470 Posts
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
Australia6103 Posts
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. | ||
Duckvillelol
Australia1240 Posts
/sarcasm | ||
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Manifesto7
Osaka27148 Posts
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. | ||
leomon
![]()
Canada169 Posts
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Polyphasic
United States841 Posts
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 ![]() Ya, totally. Can someone bring this to the attention of blizzard? hahaha. More Mobile Static Defense yo ![]() | ||
PlutoNZ
New Zealand410 Posts
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CauthonLuck
United States93 Posts
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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