They're playing on LT
http://www.gamer.nl/doc/54507/Protoss-en-Terran-vechten-in-Battle-Report-4-van-Starcraft-2
thx inreach:
Forum Index > SC2 General |
PokePill
United States1048 Posts
They're playing on LT http://www.gamer.nl/doc/54507/Protoss-en-Terran-vechten-in-Battle-Report-4-van-Starcraft-2 thx inreach: | ||
Together
United States18 Posts
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Kazius
Israel1456 Posts
On October 19 2009 17:13 Together wrote: so SC2 is still not gonna come out anytime soon? WTF blizzard. .. and this surprises you, after the last 43425 games they delayed by a year or so? | ||
konadora
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Singapore66153 Posts
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Horangi
Hong Kong226 Posts
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neobowman
Canada3324 Posts
Edits while watching: They should make the building sizes similar to the original, like letting marines and zealots through when a supply depot is below a rax etc, etc. Terran building animations look so awesome. Wow, really interest strategy, switching from a Factory's reactor to a tech lab made by the barracks. I still dislike the double gas ![]() Wow, great medivac micro by David Kim. I could relate everything to the original StarCraft. Really nice. Wasn't a fan of the new highground mechanic before but now that I've seen it in action, I think it's really nice. Still think you need some sort of 50% miss rate sort of thing though.' Holy ****, Psi storm EPIC! Looks like infantry still won't be in TvP. Psi storm animation is just as good and perhaps better than in 1. David Kim imba. Lol, addiction to terrible damage. Do you think the red dot is almost impossible to see because of the new graphics? Can't tell because of its from an observer's point of view. | ||
Doso
Germany769 Posts
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ejac
United States1195 Posts
terrible terrible damage. | ||
PastrySC
Denmark13 Posts
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ZooG
Sweden618 Posts
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mmgoose
769 Posts
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ArvickHero
10387 Posts
also Ghost/Medivac imba hahahaha edit: I'd like to add that those storms look really fucking badass | ||
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GTR
51399 Posts
Direct D/L, should work. | ||
Scorch
Austria3371 Posts
+ Show Spoiler [Winner] + Also, don't let SC2 bonjwa David Kim play. It's boring to know the winner beforehand just by looking at the player names ![]() | ||
Together
United States18 Posts
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epicdoom
United States489 Posts
I like this game much much better than the last battle reports | ||
axion
Norway110 Posts
It looks so cool, I seriously thought that David Kim was going to loose. I'd like to see more tanks.. | ||
Together
United States18 Posts
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konadora
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Singapore66153 Posts
Btw is that the Siege Tank range I saw? Is that see-able in-game or is it just a replay-only function? | ||
John49ers
United States237 Posts
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Retsukage
United States1002 Posts
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lew
Belgium205 Posts
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pokerface
507 Posts
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caldo149
United States469 Posts
I wonder why he didn't go for a bio build though, since many people have claimed success with bio units vs protoss in SC2. | ||
ZenDeX
Philippines2916 Posts
On October 19 2009 18:30 caldo149 wrote: I wonder why he didn't go for a bio build though, since many people have claimed success with bio units vs protoss in SC2. Don’t even try to argue this one. | ||
danl9rm
United States3111 Posts
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Suc
Australia1569 Posts
On October 19 2009 18:30 caldo149 wrote: wow that was really intense! david kim = gosu! haha I wonder why he didn't go for a bio build though, since many people have claimed success with bio units vs protoss in SC2. david kim decides what the metagame should be ![]() | ||
Lumi
United States1612 Posts
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a11
Germany300 Posts
On October 19 2009 18:00 konadora wrote: I think the Helions do move very similar to vultures. Though they still look like they were taken right out of C&C.Helion.. looks like shit. On October 19 2009 17:55 Together wrote: looks like we're gonna be seeing more nukes in sc2, and alot of cliff abuse, ![]() With all those jumping units and (maybe?) better air, I think at least the battles for cliffs will be more entertaining and easier for non-Terrans. | ||
FREEloss_ca
Canada603 Posts
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theuser
Romania176 Posts
![]() Btw. i can't wait to see nukes used by boxer! | ||
FREEloss_ca
Canada603 Posts
![]() Those nukes were epic. | ||
omninmo
2349 Posts
On October 19 2009 18:00 konadora wrote: Helion.. looks like shit. Btw is that the Siege Tank range I saw? Is that see-able in-game or is it just a replay-only function? these were my two comments as well.. Hellions looks like C&C crap EZ siege range for the kidz? life bars look terrible too. game looks fun but not feeling anything like the BW vibe. | ||
Amber[LighT]
United States5078 Posts
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Psyonic_Reaver
United States4332 Posts
Nukes seem to be used alot more effectively now. Pretty fun to watch. Too bad the Toss didn't put up a few cannons at his 9 to help vs the Reapers. Oh well. Oh yeah, Stimmed Reapers = very dead probe line in a few seconds. tt | ||
shindigs
United States4795 Posts
Psi storm looks great, but I wish we could hear more of it because you have to pay attention to see that it sticks around like the old psi storm, otherwise it looks like a quick burst attack. Great game though. | ||
Polyphasic
United States841 Posts
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myfriendPlank
United States550 Posts
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Klapdout
United States282 Posts
![]() edit: i agree the hellions did look silly, hope they change | ||
DarkShadowz
Sweden321 Posts
A bit messy but otherwise it looks great. | ||
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Liquid`Jinro
Sweden33719 Posts
Likes - Hellion movement. Looks very fast and fun. - Medivac seems to behave just like a dropship (SC) or Zeppelin (WC3), which is great. I'm glad that they mention you can dodge projectiles with them, because that probably means you can dodge them with blink as well. I wasn't overly worried about this but it's good to have confirmation. - Nukes =) Not sure how many silos he had, or if it just builds really quick, but it seemed viable. Dislikes - The Thor. I thought I'd like it, but it felt a bit weird ![]() - Their single player Vulture model still looks a lot cooler than the Hellion. | ||
FusionCutter
Canada974 Posts
Not a big fan of the hellion. It looks like a vulture, moves like one, it easily could be a vulture, so why not have a vulture? It just kind of moves unnaturally to me. Best BR by far. | ||
Polyphasic
United States841 Posts
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. | ||
omninmo
2349 Posts
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Liquid`Jinro
Sweden33719 Posts
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inReacH
Sweden1612 Posts
http://www.youtube.com/watch?v=w8waUab_1pg | ||
Iliyan
Croatia35 Posts
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Manifesto7
Osaka27136 Posts
Nukes looked totally awesome. Storm looked totally awesome (although i had a hard time telling the zealots and ht apart) and the matchbox cars looked great. | ||
kulik-
Czech Republic305 Posts
but the psi storm so awesome and agree that this templar move is strange ![]() | ||
Jyvblamo
Canada13788 Posts
Nukes seem like a lot of fun to play with. I like the new high-ground mechanic. The game looked pretty much finished when those storms completely destroyed DKB's (David-Kim-Bonjwa) push, but I guess that high-yield gold-mineral expansion really carried him through. | ||
Sentient66
United States651 Posts
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Amber[LighT]
United States5078 Posts
So much action. I thought David Kim might actually lose for once ![]() | ||
konadora
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Singapore66153 Posts
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lavion
Singapore286 Posts
camp.....camp.... push out ughhh | ||
NaW-Runa
Sweden85 Posts
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SouL)R(MizaR
Australia111 Posts
I predict that they will be patching it so Ghosts can't be healed while calling down a nuke, that is freaking over powered as usally you dont have many units available at the random position the exact time when a nuke is being called down let alone finding the red dot.... Nuke cooldown times seem to have been shortened is this true?. | ||
SouL)R(MizaR
Australia111 Posts
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tancor
Barbados55 Posts
please part 2 ![]() | ||
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Hyde
Australia14568 Posts
I enjoyed this battle report, really fun to watch. | ||
Chrispy
Canada5878 Posts
It's just too bad this game will never be released. Ever. | ||
Daniri
387 Posts
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Integra
Sweden5626 Posts
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Kennigit
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Canada19447 Posts
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Sadistx
Zimbabwe5568 Posts
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XsebT
Denmark2980 Posts
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Kaboo
Sweden125 Posts
Some thoughts: 1. Dropships should heal units inside. Because of both balance and believability. See point 3. 2. Can terrans be rushed without cliffwalkers or dropsships? 3. Nukes are awesome, but super healed ghosts are not. (15:25, 17:15) 4. Colossi death animation could be a bit more impressive. 5. Hellions look like c&c. | ||
ReDShiFT
United States106 Posts
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Psyonic_Reaver
United States4332 Posts
On October 19 2009 21:34 SouL)R(MizaR wrote: Nukes: I predict that they will be patching it so Ghosts can't be healed while calling down a nuke, that is freaking over powered But you can heal ghosts in SC1 while they are nuking. I don't see a problem here? | ||
Zilver
Finland282 Posts
On October 19 2009 17:53 axion wrote: I seriously thought that David Kim was going to loose. Hahaha you're kidding, right? ![]() | ||
Pinnacle55
Singapore173 Posts
1) Hellions look as deadly as vultures, and aesthetically they're not bad, either. Don't really see what people hate about them. 2) Nukes are insane - can't believe he called down 5 nukes in what, 2 minutes? And the animation is pretty damn sick. 3) Dropship micro is still in the game, and it looks as badass as ever. I can totally imagine the entire audience going gaga over a small, brilliant piece of dropship micro. 4) The Planetary Fortress seems really, really powerful. I really thought that it would have gone down - it definitely would had it been an Orbital Command. 5) I swear the Psionic Storm, the Nuke and the Terran building animation are wicked sick. 6) The new high-ground mechanic seems pretty fun - makes flying units + cliff-climbing really important, and Scan might be more game changing than it is now. Can't wait for the game, goddamnit. | ||
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Liquid`Jinro
Sweden33719 Posts
On October 19 2009 22:43 Psyonic_Reaver wrote: Show nested quote + On October 19 2009 21:34 SouL)R(MizaR wrote: Nukes: I predict that they will be patching it so Ghosts can't be healed while calling down a nuke, that is freaking over powered But you can heal ghosts in SC1 while they are nuking. I don't see a problem here? 100 hp + medivacs have a faster rate of healing. No idea if it's a problem, but it's a difference anyway =) | ||
BarneyEX
Malaysia98 Posts
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sushiman
Sweden2691 Posts
Hellions looked like shit with their jerky movement. Accelerate, stop, fire, accelerate, stop, fire. My mind hurts when I see that after being used to vultures. Sounds aren't very good either imo, effects sounds quite high-pitched. | ||
DragoonPK
3259 Posts
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Zato-1
Chile4253 Posts
On October 19 2009 20:53 Manifesto7 wrote: The game looked like a lot of fun, and very fast paced. I wasn't sure what the role of the thor was though. It just seemed to be a huge mech with guns, and while that is cool, it didn't seem to have any advantages other than being bug and beefy. Thor is anti-air, in case the Protoss brought Void Rays along. Nothing else in that Terran army could attack air (Hellions, Marauders, Tanks). The advantage Thors have over Goliaths, AFAIK, is that the Thor's anti-air attack deals splash damage. It's yet another way the new Terran race will be able to completely own mass Carriers. | ||
LaLuSh
Sweden2358 Posts
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iloahz
United States964 Posts
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Japakazol
United States102 Posts
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DeCoup
Australia1933 Posts
Pros - The nukes are exellent. The will definetly be viable in game. I agree that there is a chance that healing a ghost while nuking may be changed (or even just cant heal it while its cloaked for a more interesting play) - Psi storm was crazy fast... and it seems to do a hell of a lot of damage. Looks like they dropped the 1 second delay it had? I think being aware of HT and pre-emptive countering or dodging will be very important. - The replay itself was very well chosen. It showed off a lot of the things we've been waiting to see. The macro and micro of both players is still improving with each vid (not so one sided now). - David Kim! Cons - I am getting use to the look of the Hellions, but I feel they could do with more movement. Maybe making the body a bit more seperate to the wheels to allow a suspention feel to them. - The HT also feels a bit too stiff. The model does not move enough while it is floating, and it really needs the trail effect. - Thor seems kind of meh. Its role is more anti-air so it did not get properly utilised, but it is still a bit too big for my liking. 9/10 | ||
ZeroCartin
Costa Rica2390 Posts
![]() 1) Hellion animation. At the first minutes of the game it looked kinda weird when they moved, stopped, and attacked. It felt a little glitchy? 2) HT animation: There wasnt any. I feel like it was just the new model just put in there, and thats it. Would be cool as someone mentioned earlier to see the blue ghost trail he leaves behind when he moves. Other than that, in my eyes it looked pretty good! Cant wait for beta! | ||
Whiplash
United States2928 Posts
Very action packed, definiately was fun to watch but things that seemed iffy were the high templar movement animations and the ghost's hp being too high or the medivac healing it too fast. Thors seemed like they should have been more useful and its kind of weird that they are anti air units, THEY HAVE HUGE FUCKING CANNONS. | ||
furymonkey
New Zealand1587 Posts
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SiDX
New Zealand1975 Posts
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Pufftrees
2449 Posts
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Musoeun
United States4324 Posts
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Ota Solgryn
Denmark2011 Posts
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StorrZerg
United States13918 Posts
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zazen
Brazil695 Posts
I like everything, the only think I disliked were the army battles. It really felt like just pure attack-ground. Think of an army vs army battle in SC1 TvP and now watch TvP armies clashing in that battle report... Yea it does look like the players had to do nothing in SC2.... No mine/sieging, no shuttle bombs, positioning didn't look nearly as important, etc. Thors look big and clumsy... are they nothing but robot ultralisks? ![]() Imitate High Templar movement animation from SC1, now! I'll never like the Hellion, I think. It's a Command & Conquer unit. | ||
StorrZerg
United States13918 Posts
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PyroDog
United States59 Posts
I play toss. And I'm going to play toss in SC2. And I love the storm animation... it's just so badass. But it looks IMPOSSIBLE to dodge. I dunno why people are excited by this. The storms come down so fast for such a short duration, that the opponent really has no chance to dodge it adequately. There's no skill when it comes to storming now - either in dodging it or casting it. Just target the biggest clump of units for an instant-hit. I feel this removes a lot of skill when it comes to storms. My other concern are the nukes, the other thing people are excited about. I dunno, they scream imba. I have no idea how many silos David Kim had, and how much his unit production was reduced in order to accomodate all those nukes. Maybe it is balanced. But from my perspective, he dropped nuke... after nuke... after nuke... in like two minutes. Who cares if the damage has been decreased, they can still rape a wide area of effect, making them perfect to rape workers and low tier units, and severely damage buildings and high-tier ones. He just built nukes uber-fast. Also... it seems like the duration to cast a nuke has been decreased? I didn't feel there was adequate time to hunt down a ghost and kill it - The protoss player needs to locate where the nuke is being cast, bring an observer to the right location, and then blink in stalkers or other units, while trying to kill the ghost asap while it's being healed by a medivac. This can be similar to SC1, except it feels like you have LESS time to do it. Does someone know the casting time for nukes in SC2? It feels less than in SC1, making it extremely deadly. Especially since you can build nukes now very quickly, and then drop them quickly. Yes yes it's badass, but it seems overpowered. They quickly turned the tide - the match felt fairly even until the nukes just totally raped the toss player. Weird that reapers can move to high ground without a spotter, but that Stalkers can't blink to high ground unless they have one. Plus blink costs energy, doesn't it? Hellions look retarded. They're like weird off-road cars. Not exciting at all. I thought the Thors were fine. Siege tanks look like they have an increased rate of fire, as well as the ability to be picked up in siege mode? Or did I see that wrong? It makes for some interesting harassment, I suppose. Most unit animations looked nice. I was worried about not being able to tell what unit is what in SC2 (cause I thought they looked too similar), but I'm not so worried now. These are all minor details though. My two big concerns are: Storm seems to lower skill levels Nukes build outrageously fast and seem to drop fast. | ||
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Liquid`Jinro
Sweden33719 Posts
On October 20 2009 00:59 zazen wrote: Great BR, although BR 3 was even more impressive in my opinion. I like everything, the only think I disliked were the army battles. It really felt like just pure attack-ground. Think of an army vs army battle in SC1 TvP and now watch TvP armies clashing in that battle report... Yea it does look like the players had to do nothing in SC2.... No mine/sieging, no shuttle bombs, positioning didn't look nearly as important, etc. Thors look big and clumsy... are they nothing but robot ultralisks? ![]() Imitate High Templar movement animation from SC1, now! I'll never like the Hellion, I think. It's a Command & Conquer unit. I agree with pretty much everything you said, with the small caveat that I guess we should wait for the game to be released before judging how a matchup is going to play. But I agree, from what we saw, battles do look a little dull. | ||
Manit0u
Poland17237 Posts
My thoughts: Nukes - a bit too low cooldown. I don't mind them being re-usable more often than in BW, but not every 5 seconds... Hellions - somehow I still think that grenade launcher > flame thrower. Thors - they look odd when moving (especially turning) in a clump of units. Looks like they're trying to cut/move around some invisible corners. Protoss didn't use a single Immortal ![]() I want to see Immos so bad... | ||
Infectum
United States19 Posts
On October 20 2009 01:15 Manit0u wrote: Nice game. My thoughts: Nukes - a bit too low cooldown. I don't mind them being re-usable more often than in BW, but not every 5 seconds... Hellions - somehow I still think that grenade launcher > flame thrower. Thors - they look odd when moving (especially turning) in a clump of units. Looks like they're trying to cut/move around some invisible corners. Protoss didn't use a single Immortal ![]() I want to see Immos so bad... I thought the same thing about nukes, but i think he may have had more then 1 silo(or whatever its called now). I also thought thors were supposed to be made by scvs? It looked like they we just produced normally from factories. | ||
numberThirtyOne
United States294 Posts
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Zato-1
Chile4253 Posts
On October 20 2009 01:15 Manit0u wrote: Nice game. My thoughts: Nukes - a bit too low cooldown. I don't mind them being re-usable more often than in BW, but not every 5 seconds... Hellions - somehow I still think that grenade launcher > flame thrower. Thors - they look odd when moving (especially turning) in a clump of units. Looks like they're trying to cut/move around some invisible corners. Protoss didn't use a single Immortal ![]() I want to see Immos so bad... You can see Immortals in action in BR #3. | ||
Mr.Pyro
Denmark959 Posts
As for immortals i believe they were moved to robotics facility (?) which could render them not as useful since you won't have production capabilities without committing fully to immortals. | ||
Zato-1
Chile4253 Posts
On October 20 2009 01:19 Infectum wrote: Show nested quote + On October 20 2009 01:15 Manit0u wrote: Nice game. My thoughts: Nukes - a bit too low cooldown. I don't mind them being re-usable more often than in BW, but not every 5 seconds... Hellions - somehow I still think that grenade launcher > flame thrower. Thors - they look odd when moving (especially turning) in a clump of units. Looks like they're trying to cut/move around some invisible corners. Protoss didn't use a single Immortal ![]() I want to see Immos so bad... I also thought thors were supposed to be made by scvs? It looked like they we just produced normally from factories. It was like that at one point. It turned out to be imbalanced and was scrapped ("La dee da, here I have my mass marauder force, with 6 barracks and one factory... OMG it's mass carriers! I need anti-air! Who needs factories- I'll just build 6 Thors right away!"). Thors are now produced in Factories. | ||
Gryffindor_us
United States5606 Posts
The macro seemed completely off from my experience with the game. The massive amount of minerals you accrue off of only two base obelisk(appears the P didn't get obelisk immediately at expo which is something I did every time since I first used the obelisk) allows you to pump continuously off of nearly 10 gates and I counted only 8 gates off 3-4 base. I usually started with a 1 gate obelisk build that went into a cyber/twilight council fast expo and used the stalkers I made to transition into zeal/ht/stalker. The sheer amount of minerals you have allows you to make a huge amount of zealots that overwhelm anything left over after PSI-storm. Also, he made far too many stalkers (stalkers are good but he needed more zeals because they're extremely powerful with the way auto-surround works and charge upgrade) considering kim's unit choice especially near the end. Immortals would have been more prudent than colossi despite how difficult they are to obtain. With my limited experience the ideal unit combo against Kim would have been Zeal/Stalker/HT/Archon (because of the new selection size units tend to bunch together as you saw which makes it easier for splash damage units to excel) with a few immortals (immortals are not easy to get and not extremely viable but I would have suggested them over colossi at that point since you would already have enough splash from HT / Archon and colossi die awfully fast, they are not reavers; they are much more expensive too at 345/200 I think) The battle at 13:50 - ~14:08 is what should have happened throughout the game but the protoss should have had even more by that point. To me Zeal/HT was stronger than Zeal/Stalker. Off of two base I didn't have enough gas to go Stalker/HT but Lee was going on 4 bases (he had the potential to have 8 gas) so there was no reason for him not to have plenty of HT at all times. Even given the seemingly gas starved nature of SC2 you should be able to alleviate some of that with the number of zealots you can make to stall/fight while you get more gas. In my games it usually ended up with me having a 12:6:3 ratio of Zeal/Stalker/HT off a max of 3 bases(I don't think I ever had a game that got to 4 bases simultaneously). The key was to get storms off before the Terran EMPed your HTs and army. Maybe my criticism of the protoss is unrealistic (and it is a battle report) but I feel he did not macro to the full potential of 2 base obelisk protoss. Also, you can see high mineral counts several times throughout the game. Finally, I could understand the argument that he was being constantly harassed by helions/reapers/tanks/ghosts but for the helions and reapers a cannon or two would have completely stopped that and given the sheer amount of minerals you'd have you could easily afford to equip that at all of your bases. Some other comments: Two thor can level a nexus in seconds with barrage. I personally did not use the Thor as much as Kim did mainly because it felt like it limited my mobility. I played around with nullifiers hallucination which was improved from SC because it allows you to hallucinate any protoss unit of your choice (meaning you don't have to have a carrier to hallucinate a carrier). This would allow for some awesome mind games and of course I utterly regret that I didn't play around with more builds that involved hallucination in the days after when my mind was going nuts with theorycrafting and such. Also, I find it interesting that the ghost seemed so powerful in conjunction with the medivac. When I played bionic I felt that the medivac was vastly inferior in healing power to two medics. I would sometimes have 3 medivacs and it just didn't feel the same as 6 medics at all. That could be because of how the other races were tweaked though. I wish they would showcase the banshee and void ray! The banshee is ridiculous in TvT. I liked to go tank/banshee (+ viking if they went viking to counter). I could easily see the banshee being used in TvP. The void ray would have probably stopped the ghost too given the amount of damage it does and that's just a basic stargate unit. The game is fun as hell. Edit: Also at first I didn't like the way Psi-Storm looked while playing since it obfuscated my ability to see the units under it. It's beautiful from a spectator point of view but it seemed annoying to me when I played it. | ||
AeTheReal
United States108 Posts
Those high templars look funny to me too. Not leaning in the direction they're going at all makes them look like floating statues. I think the afterimages should be added back in too if they aren't already. It gives them a much more mystical look. | ||
pR0gR4m3R
Spain1446 Posts
On October 19 2009 22:06 Kennigit wrote: Ahhh yeah this was the game they showed us at fan site summit. Really cool :D HAHAHAHA as soon as I saw the first 5 secs, I knew I had a DEJA VU BTW hi Kennigit ![]() | ||
Mr.Pyro
Denmark959 Posts
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Iliyan
Croatia35 Posts
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Mr.Pyro
Denmark959 Posts
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Jenia6109
Russian Federation1612 Posts
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Mr.Pyro
Denmark959 Posts
On October 20 2009 01:40 Jenia6109 wrote: I giggled at new cute MULE animation ![]() At what time? | ||
axion
Norway110 Posts
On October 19 2009 22:45 Zilver wrote: Show nested quote + On October 19 2009 17:53 axion wrote: I seriously thought that David Kim was going to loose. Hahaha you're kidding, right? ![]() It can seem like David Kim got some Macgyver moves, saving the game in the last minute :p I thoughte he had lost when the toss psi-stormed all the svcs at the high-yield minerals. While having a HT drop on his natural. But the camera didn't show the drop. The nukes brought the game back. I'm going to watch it again, woho! Made my week, I got new energy to take on vinter and exams.. :p Am I the only one who will be using the word "TERRIBLE" much more now? ^^ | ||
abyss
Czech Republic139 Posts
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nayumi
Australia6499 Posts
Vulture harass = Fantasy Nuke = Boxer David = all of the above HOW THE FUCK WOULD YOU EXPECT ANYONE TO BEAT THAT? | ||
Ideas
United States8076 Posts
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zatic
Zurich15324 Posts
Put it up on the nevake channel: (will be up in a couple of minutes, gotta go though) | ||
CursOr
United States6335 Posts
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Jenia6109
Russian Federation1612 Posts
On October 20 2009 01:52 MaD.pYrO wrote: At what time? When they mine ![]() | ||
ZeroCartin
Costa Rica2390 Posts
On October 20 2009 02:28 Jenia6109 wrote: Show nested quote + On October 20 2009 01:52 MaD.pYrO wrote: On October 20 2009 01:40 Jenia6109 wrote: I giggled at new cute MULE animation ![]() At what time? When they mine ![]() nice time ![]() | ||
AeTheReal
United States108 Posts
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SWPIGWANG
Canada482 Posts
This tells us the nuke animation is somewhat less than 20 seconds (around 15 would be my guess) as david kim moved his ghost right after nuking. The nuke is be built at ghost academy which we can see at 0:38. If someone would measure the progress bar, we could get a build time. Alternatively, someone can check the minimap to see if new buildings have been setup since 0:38. Personally I suspect that nukes were building nonstop since the first one, especially if assuming the weapon could be stored queued. Thor: Special ability: 260mm cannons costs 100 energy Observer seems to have a special ability? Helion: It looks strange because one would expect wheeled vehicles to have more.......momentum. It doesn't feel strange if zealots turn on a dime and jerk it self forward from a traffic jam, but for wheeled vehicles it looks weird. ======== The resource income is regularly updated with the top bar, and it is telling that david kim had outmined the protoss for most of the game. When the 2CC was built, the probes out numbered SCV by 3~4 at around 35 for bit before the bases landed and the hellion killed a bit of stuff. When the seige cliff drop harass happened, david kim ended with 20 extra supply of workers. The main+nat terran bases had ~60 workers while the protoss main + nat +3rd only had 61~68 workers. So even when the protoss kill a bunch of SCVs, david kim was not that significant behind in mining and once the gold kicks in, its not really close. With that kind of income differential, it is not strange that he could mass nukes over a 5 minute period and pwn. The protoss player got supply stuck capped during the seige harass and when up to 700 minerals, when he might could have expanded again himself....ah well. (David kim got up to 1k when micro-ing the dropship tank combo....) David kim got supply capped at the 3:00 mark in part two and probably was 800~1k minerals behind in macro. He was 30 supply up at that time too. The push would have done better if the tanks didn't get flanked by zealots from the back while the marauders and hellions gets stormed well outside tank range. It is a push break where the protoss actually had less psi than the terran. The only chance the protoss player had was to push the nat right after the successful push break and even that is not a sure thing since zealots don't attack up cliffs or deal with blocked narrow ramps. But he attacked the planetary fortress so that gg there. | ||
betaben
681 Posts
..from brood war, it seemed a bit pants that, for example, where the protoss have a good unit like the observer, but the technologically inferior terrans have an unblockable, omipresent solution, the scan. We're all used to it now, so it's no big deal. However, it does seem a bit pants now that the blink ability, which I thought was great, is now easily surpassed by a simple jump pack which has no cooldown and can seemingly jump blind, and even the blink's pursuit/escape use is trumped by the additional stimpack which also increases firing rate. And that the protoss' slow light-based weapons are beaten by a tank in a dropship again whose instant firing rate and load/unload is still a match for a group of supposedly advanced stalkers. I think I'll be playing terran when sc2 comes out, because it seems they are really the most advanced race. | ||
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Liquid`Jinro
Sweden33719 Posts
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Jenia6109
Russian Federation1612 Posts
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SirGlinG
Sweden933 Posts
Kim built some bunkers to defend from "drops"( or what u call it in sc2 now). One thing i thought of then was when it comes to the balance of the game here is how scan is so much faster and more "mobile" than observers. When u can't see the dropped tanks on the cliff at your nat, a terran can just scan and kill em. A protoss must move an observer, a Zerg an overlord. Sure just one cliff drop is no big deal, but when someones doing multiple drops everywhere the Terran should get an advantage. Someone who has experience from this in sc2, please enlighten me! | ||
538
Hungary3932 Posts
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SirGlinG
Sweden933 Posts
On October 20 2009 02:15 Ideas wrote: psi storm should just be called psi shock or something now. goddamn it happens so fast. HOW ARE YOU SUPPOSED TO DODGE THAT I wonder about that too. Are the HT's slower than in sc1 now? that would perhaps compensate somewhat. But the storms are pretty damn epic yes! On October 20 2009 02:14 nayumi wrote: Double CC expansion = Flash Vulture harass = Fantasy Nuke = Boxer David = all of the above HOW THE FUCK WOULD YOU EXPECT ANYONE TO BEAT THAT? Dropship-Tank micro = Boxer | ||
Rotodyne
United States2263 Posts
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LarJarsE
United States1378 Posts
And david kim's micro with the tanks is pretttty sick. | ||
Shizuru~
Malaysia1676 Posts
gosh its like everything does so damn much damage, look at those beautiful psi storm rip apart them hellion and marauders in a flash, and look at them thors take out them nexus in under 5second... well it got nuked but still... 2 siege tank took out them pylons in under wat... 4 shots? nonetheless, a good BR so far, finally got to see siege tanks in action, they should've used the old sound effects for siege mode shots, the new sounds sounds like farts. | ||
Salv
Canada3083 Posts
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phexac
United States186 Posts
Helion also seems like a poor substitute for the vulture because it is a far more narrow use unit. Vulture was just so versatile and had so many uses and modes of use that seeing a fast-moving firebat as its replacement is just sad. Finally, reapers. It seems they are a product of some designer's desire for a gimmick unit. "Hey let's make a jump-pack unit that is to be used for worker raids." Such narrow unit designation is, again, not very interesting. One of the things that made BW so cool is how many various uses there were for more units. Reavers could do an awesome job harassing peons and then turn around and provide key fire support in a battle or defend an expo. Vultures can raid peons, but then turn around and support tanks with mines or contain protoss who does not have observer nearby. Reapers seemed to die so fast to everything that it looked like their use was limited solely to peon raiding. That does not make for a cool unit or cool game choices. It is possible that the players are simply not very good and thus build boring and incorrect unit mixes, and I do hope that is the case. Otherwise, I really have an issue with the choice of units that Blizzard made for this game because it looks like their tendency for terran was taking cool unit with multiple uses and replacing them with generic straight-forward crap from C&C and other second-rate RTS games out there. | ||
beetlelisk
Poland2276 Posts
On October 20 2009 03:33 phexac wrote: I agree with the comment that battles seemed rather boring in the sense that it looked like 2 armies were sort of identical and just attack-moved towards each other. That, of course, could be attributed to players sucking and not building the correct units. HOWEVER, I think one of the issue is the marauder. Basically what it is is a bigger more powerful marine. It's a unit that simply did not exist in BW. There was goliath, but goliath ground damage was far inferior to tank/vulture combo, and therefore they only came into play to counter air and some minor support. It was a unit that could be used for mass production, but that was not its optimal or smart use. Now, it seems that marauder is the main terran unit, completely overshadowing marines and tanks. Then, on top of that, we have thor, which is an even bigger marauder. So what terran main army seemed to boil down to was a series of progressively bigger robots. Not very interesting. Helion also seems like a poor substitute for the vulture because it is a far more narrow use unit. Vulture was just so versatile and had so many uses and modes of use that seeing a fast-moving firebat as its replacement is just sad. Finally, reapers. It seems they are a product of some designer's desire for a gimmick unit. "Hey let's make a jump-pack unit that is to be used for worker raids." Such narrow unit designation is, again, not very interesting. One of the things that made BW so cool is how many various uses there were for more units. Reavers could do an awesome job harassing peons and then turn around and provide key fire support in a battle or defend an expo. Vultures can raid peons, but then turn around and support tanks with mines or contain protoss who does not have observer nearby. Reapers seemed to die so fast to everything that it looked like their use was limited solely to peon raiding. That does not make for a cool unit or cool game choices. It is possible that the players are simply not very good and thus build boring and incorrect unit mixes, and I do hope that is the case. Otherwise, I really have an issue with the choice of units that Blizzard made for this game because it looks like their tendency for terran was taking cool unit with multiple uses and replacing them with generic straight-forward crap from C&C and other second-rate RTS games out there. There was no Immortals and Reapers' Charges used, we didn't really see Hellions used in battles because most of them produced in that game died to 2 storms +_+ and I don't think Reapers are supposed to do anything really big alone? They are harassment units right? BTW someone made comment about Tank range being ez mode for kids: I don't think opponent is supposed to see it -_- Very fun BR nonetheless. | ||
Crunchums
United States11143 Posts
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Husky
United States3362 Posts
Overall it is a really good battle report. Its still hard to tell whats going on (who has how many units, etc etc) but I think that will come with time. Also, I think they should improve the unit counting station to be more 'youtube' friendly ![]() Good to see psi storm used, he woulda had it if he didnt go for the CC! | ||
zeppelin
United States565 Posts
On October 20 2009 03:06 SirGlinG wrote: Show nested quote + On October 20 2009 02:15 Ideas wrote: psi storm should just be called psi shock or something now. goddamn it happens so fast. HOW ARE YOU SUPPOSED TO DODGE THAT I wonder about that too. Are the HT's slower than in sc1 now? that would perhaps compensate somewhat. But the storms are pretty damn epic yes! It feels like there is a delay when you cast the storm so while it may be harder to dodge once activated it increases the chances that the unit or area you targeted is a less important spot once it actually goes off | ||
hyst.eric.al
United States2332 Posts
but it seems like nukes are retarded now why did the protoss even build collosus... | ||
Tsagacity
United States2124 Posts
![]() Favorite part from the commentary: "David Kim is retaliating by building bunkers in his base." You show 'em David! ![]() | ||
StalkerSC
Canada378 Posts
On October 19 2009 18:00 konadora wrote: Helion.. looks like shit. Btw is that the Siege Tank range I saw? Is that see-able in-game or is it just a replay-only function? If I've understood correctly, Lurkers and Siege Tanks have the range circle now.. | ||
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LaughingTulkas
United States1107 Posts
On October 20 2009 02:57 Jenia6109 wrote: I noticed that Comsat was built right after Barracks :-0 This is for Mules yes? I expect this will be a pretty standard choice, walling off and getting orbital asap to get those mules. | ||
Elite00fm
United States548 Posts
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FREEloss_ca
Canada603 Posts
Also, will we ever see some true late game play? Or even flying units? | ||
Elite00fm
United States548 Posts
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theqat
United States2856 Posts
On October 20 2009 05:01 FREEloss_ca wrote: Also, will we ever see some true late game play? Or even flying units? No, no late-game play--Browder stated that BR games must be under 25 mins, basically, and it seems they prefer under 20. Flying units, maybe. But at this rate the beta will be out before the next BR and then we can see whatever we want. Edit: Marauders are Terran Dragoons, that's all there is to it! ![]() | ||
404.Delirium
United States1190 Posts
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0neder
United States3733 Posts
B: But it's awesome! This game was really exciting. This guy actually put up a good fight against Bonjwa Kim. I'm loving the reduced damage / more practical nukes. EDIT: I don't think nukes are imba...the Toss did nothing to counter. I think he should have mixed in some phoenix for anti dropship / AG on the ghost. I saw a disruptor or two but he never did anything with them =(. EDIT 2: Wow, the nuke animation is amazing - best graphical effect in the game. Also, the hellions look out of place. Give them hover and call it good. Thanks. | ||
TurboMaN
Germany925 Posts
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Equaoh
Canada427 Posts
The new psi storm looks much, much better than the last 'disruption web' one | ||
Tsagacity
United States2124 Posts
![]() Edit: What's the deal with the giant, bold "S" during the black screen at the very end of the BR? | ||
FREEloss_ca
Canada603 Posts
On October 20 2009 05:40 Tsagacity wrote: Wow, Kim was at 170 supply for that battle he lost during the psi storms. His army didn't look nearly that big ![]() I noticed that too. For 170 supply his army wasn't very big...yet it was big compared to the size of the map, if that makes sense. I'm not sure how I feel about this. WC3 sized armies will blow. | ||
Salteador Neo
Andorra5591 Posts
The best was the Storm animation, quite awesome :D | ||
Savio
United States1850 Posts
WIN: 1. Hellions do damage now. I'm pretty sure I saw 10 hellions throw fire on an scv for like 15 seconds before bringing it down in an earlier video. Kinda made me not want to make any but seeing them own zealots make me like them a lot more. win. 2. Sci Storm. Its wicked awesome. This was my first view of it in a real game. Looks great and does seem to be able to turn the tide. win. 3. Medivac. Picks up units pretty dang fast and heals ghosts with nukes. win. 4. Stalkers. Ya, we already knew they were awesome but they look dang fun to play with. win. 5. Nukes. Lets just trust in Blizzard's balancing skills cause they look pretty imba. But they are awesome. Maybe they will be more than just a tool to embarrass your opponent now. win. FAIL: 1. Thors. This is the perfect example of the lameness of Thors. They barely even fit though the buildings to get out of the base. I'm gonna laugh when ppl make Thors only to realize they have to fly their buildings to make a path for them (and I am not talking about the buildings forming the "wall"). 2. Planetary fortress. It really bothered me that that whole Protoss army couldn't take down 1 building in the amount of time they were attacking. I just wasn't a fan of the whole thing. Overall, there was way more Win than Fail in the BR. I can't wait to play it in beta. | ||
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Liquid`Jinro
Sweden33719 Posts
On October 20 2009 05:46 FREEloss_ca wrote: Show nested quote + On October 20 2009 05:40 Tsagacity wrote: Wow, Kim was at 170 supply for that battle he lost during the psi storms. His army didn't look nearly that big ![]() I noticed that too. For 170 supply his army wasn't very big...yet it was big compared to the size of the map, if that makes sense. I'm not sure how I feel about this. WC3 sized armies will blow. Well first of all, he had over 60 scvs. Second, he had like what, 5 thors? I'm not sure but I'm guessing Thors are about 4 sup each, and I think the new tanks are 3? | ||
KungKras
Sweden484 Posts
Now they have shown 2 games where a Terran beats a Protoss. I wanna see Protoss beat Terran for once! | ||
beefstew
United States43 Posts
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AtlaS
United States1001 Posts
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NeVeR
1352 Posts
On October 19 2009 20:00 FrozenArbiter wrote: Likes - Hellion movement. Looks very fast and fun. To the contrary, I really dislike how the hellion has to stop every time it fires. I wish they would allow you to patrol-attack while moving like you can do with the vulture. | ||
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Liquid`Jinro
Sweden33719 Posts
2. Planetary fortress. It really bothered me that that whole Protoss army couldn't take down 1 building in the amount of time they were attacking. I just wasn't a fan of the whole thing. Well, the terran did have like 10 scvs repairing for a long time. But yeah, it was a bit awkward. | ||
PenguinLAB
Canada7 Posts
-What does the Thor do? It looks so out of place. -I'm starting to like the hellions more now. -I haven't seen any banshees in these BRs, but they need to change it's design or scrap it completely if its still a helicopter in space. -protoss for the most part looks pretty good, except for colossus I never liked that unit. -can't dodge storms now it seems, its so fast This was the best BR to date, the game looks super fun and I wish it had been released already T_T | ||
blade55555
United States17423 Posts
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da_head
Canada3350 Posts
"Nuclear Lunch Detected?" or maybe i couldn't hear it because of the commentators? | ||
FREEloss_ca
Canada603 Posts
On October 20 2009 06:51 da_head wrote: "Nuclear Lunch Detected?" This better still be in game or there will be hell to pay. | ||
blabber
United States4448 Posts
On October 20 2009 06:53 FREEloss_ca wrote: This better still be in game or there will be hell to pay. I saw a little message appear at the top left, that was all I noticed | ||
Tyraz
New Zealand310 Posts
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Ozarugold
2716 Posts
-Reapers are awesome. -I can tell what's going on (more or less), which is a plus. -Did not like Thor before, like it less now. -Colossus seems pretty useless. -Hellions look like they float, which is just...odd. -LT is still Terran imba. -Medi+Nukes seem imba. -The watchtower thingy bothers me for some reason. | ||
Tsagacity
United States2124 Posts
On October 20 2009 06:56 blabber wrote: It's now "Calldown Detected: Tac Nuke Strike" No idea what the audio alert may be.Show nested quote + On October 20 2009 06:53 FREEloss_ca wrote: On October 20 2009 06:51 da_head wrote: "Nuclear Lunch Detected?" This better still be in game or there will be hell to pay. I saw a little message appear at the top left, that was all I noticed | ||
blomsterjohn
Norway456 Posts
![]() However, Ommmmmmmmggggg batttttttlereport, best one so far | ||
Chuiu
3470 Posts
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. | ||
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Liquid`Jinro
Sweden33719 Posts
-I haven't seen any banshees in these BRs, but they need to change it's design or scrap it completely if its still a helicopter in space. There were banshee's in the first and the second report. Not a major role, but they were used. | ||
kulik-
Czech Republic305 Posts
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? ![]() | ||
FREEloss_ca
Canada603 Posts
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da_head
Canada3350 Posts
though, 80 dmg that is undodgeable is pretty smexy ![]() nuke isn't imba at all. it's the medivac healing the ghost that's imba. | ||
Klive5ive
United Kingdom6056 Posts
On October 19 2009 20:00 FrozenArbiter wrote: Very nice game. Likes - Hellion movement. Looks very fast and fun. - Medivac seems to behave just like a dropship (SC) or Zeppelin (WC3), which is great. I'm glad that they mention you can dodge projectiles with them, because that probably means you can dodge them with blink as well. I wasn't overly worried about this but it's good to have confirmation. - Nukes =) Not sure how many silos he had, or if it just builds really quick, but it seemed viable. Dislikes - The Thor. I thought I'd like it, but it felt a bit weird ![]() - Their single player Vulture model still looks a lot cooler than the Hellion. Yeah I agree totally. The Thor was always an awful idea. | ||
da_head
Canada3350 Posts
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bigsack
Korea (North)220 Posts
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Liquid`Jinro
Sweden33719 Posts
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 ![]() | ||
Tsagacity
United States2124 Posts
On October 20 2009 07:33 bigsack wrote: I think what makes the hellion look so weird is its almost instantaneous deceleration. They would look and perform a lot better if there was some natural inertia to their movement.David Kim plays like Boxer with the gosu dropship micro attacks and sneaky nukings. Everything I see in this BR is that Terran is almost perfect. The only thing I wish they could do is make the Hellion able to shoot while moving for some of us that love the way the vulture attacks while moving. Terran is so freaken mobile (and that's good since that's one of their weakness in SC:BW) now and he rarely used seige tanks to push out. I'm very happy to see the new Terran race though I'll be missing the spider mines since those mines created so many unique and fun strategies. | ||
SoleSteeler
Canada5412 Posts
I really like the Medivac portrait! That glowing blue on the back of her glove is awesome. The Ghost was really cool too. Also, did anyone notice the Planetary Fortress had like 12 or 13 kills in that fight at the high-yield minerals? That's pretty crazy for static defence, not even mentioning how durable it was! | ||
Spawkuring
United States755 Posts
David Kim spent most of the game nearly maxed out in supply, yet his army looks no bigger than a WC3 army. And it's obvious that the reason why is because the Thors are such supply hogs, as well as the fact that tanks now require 3 supply instead of 2. And even if it's balanced, I honestly don't want to play a Starcraft game that revolves around small armies. My least favorite units in SC2 are the Thor and Hellion, and so far those opinions still hold for me. Other than those specific complaints, I really enjoyed this battle report much more than the others. Seeing siege tank + dropship micro come back was a joy to see, and psionic storm looks amazing. I've been wanting to see someone utilize a ghost for the longest time, so I'm glad David used it so effectively. Makes me wonder if nuke is gonna be imba. Still waiting eagerly for the beta <3 | ||
fabiano
Brazil4644 Posts
One question: how does zealot charge works? do you have to press a key so they use the speed bust and it has a cooldown like stalkers? | ||
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KizZBG
u gotta skate8152 Posts
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Liquid`Jinro
Sweden33719 Posts
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RaptorX
Germany646 Posts
At the beginning i didnt like SC2 that much but now I see that it will be fine. ![]() kudos to blizzard but a hell of a wait isnt it? | ||
Re-Play-
Dominican Republic825 Posts
1- i dont like hellions at all, and medivac will be pretty imba TvZ. they take a lot of hit and dont die (yeah its beta, but they have to show that they are working on balancing) 2- nuke are very good at least his animation and Storm is Badass xD | ||
A3iL3r0n
United States2196 Posts
I liked it a lot. (rapid fire nukes = boner) | ||
seRapH
United States9719 Posts
david kim was probably playing on the handicap "no ravens" one or two of those would have been able to rape the observers/warp prisms (or am i wrong and they've taken them out? cuz then that would make terran slightly less imba) i'm totally switching to terran if the game stays like this. reapers look so satisfying. | ||
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
Australia6101 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
Australia1239 Posts
/sarcasm | ||
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Manifesto7
Osaka27136 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
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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. | ||
nayumi
Australia6499 Posts
now manner CC can be really put into good use, eh? | ||
CauthonLuck
United States93 Posts
It seems unlikely that warp-in would not be restricted by the same mechanics as blink, otherwise you could just build a pylon directly under your opponents high-ground terrain outside his main and warp units directly into his base without any scouting. Very possible that you will be able to blink onto cliffs or into your opponents main as long as you have explored that area at some point during the game, similar to how War3 blink is restricted only by exploration. Edit: Looks like I'm wrong as someone pointed out that a protoss unit can be seen on the minimap moving over the cliff prior to warp-in, though it's still theoretically possible that he was moving the observer to check the drop and blink would have been usable anyways after the initial exploration of the cliff earlier. If only there were some way to test these things.. | ||
BanZu
United States3329 Posts
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MuffinDude
United States3837 Posts
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Tsagacity
United States2124 Posts
On October 20 2009 10:57 CauthonLuck wrote: All I see at 15:20 are two templars on an enemy cliff, which got there with the help of a warp prism. Also, did anyone notice at how at 15:20, the protoss uses warp-in onto his own cliff. Edit: In the time using Banzu's video, I assume there's an observer up there, just not close to the edge which is all we can really see. Did anyone see the comsat scan? | ||
beefhamburger
United States3962 Posts
On October 20 2009 10:57 CauthonLuck wrote: Also, did anyone notice at how at 15:20, the protoss uses warp-in onto his own cliff. Watch the minimap pre-nuke. | ||
Jackal03
Brazil7469 Posts
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iamho
United States3347 Posts
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Tsagacity
United States2124 Posts
On October 20 2009 11:10 iamho wrote: Why wouldn't you bring it back? It probably took 5 minutes to make and is a universally recognized RTS icon for Blizzard fans.why is blizz remaking a map thats widely acknowledged as imbalanced? they should just redo python Also, imbalance in BW does not necessarily carry over to sc2. | ||
ShivaN
United States933 Posts
On October 20 2009 11:25 Tsagacity wrote: Show nested quote + Why wouldn't you bring it back? It probably took 5 minutes to make and is a universally recognized RTS icon for Blizzard fans.On October 20 2009 11:10 iamho wrote: why is blizz remaking a map thats widely acknowledged as imbalanced? they should just redo python Also, imbalance in BW does not necessarily carry over to sc2. Not to mention the layout of the map has changed drastically from the SC/Wc3 versions. You can hardly claim it's imbalanced. | ||
green2000
Peru79 Posts
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Black Gun
Germany4482 Posts
On October 20 2009 11:25 Tsagacity wrote: Show nested quote + Why wouldn't you bring it back? It probably took 5 minutes to make and is a universally recognized RTS icon for Blizzard fans.On October 20 2009 11:10 iamho wrote: why is blizz remaking a map thats widely acknowledged as imbalanced? they should just redo python Also, imbalance in BW does not necessarily carry over to sc2. hehe... oh, and btw it was 12/3 positions with T on 3. IMBA!!11 | ||
0neder
United States3733 Posts
On October 20 2009 10:36 SearingShadow wrote: David Kim makes the race he's playing look very fun. I really want to see him play Zerg in a 1v1 game. QFT, Kim is imba, not Terran. | ||
Sigi
United States243 Posts
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blue_arrow
1971 Posts
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Mastermind
Canada7096 Posts
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Drowsy
United States4876 Posts
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milly9
Canada325 Posts
Hellions look totally awful, why replace vulture with C&C junk? | ||
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ArvickHero
10387 Posts
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Ryuu314
United States12679 Posts
On October 20 2009 12:55 ArvickHero wrote: They need to zoom up a little with the camera to like something like BW's camera, the battles seem a bit impersonal since the camera is zoomed a little too far away i believe you can zoom in at will in SC2 | ||
blade55555
United States17423 Posts
On October 20 2009 12:55 ArvickHero wrote: They need to zoom up a little with the camera to like something like BW's camera, the battles seem a bit impersonal since the camera is zoomed a little too far away I am guessing you have never played a 3D rts? xD. Although there will probably be an option to where you can have it very close. | ||
Monokeros
United States2493 Posts
On October 19 2009 17:31 Kazius wrote: Show nested quote + On October 19 2009 17:13 Together wrote: so SC2 is still not gonna come out anytime soon? WTF blizzard. .. and this surprises you, after the last 43425 games they delayed by a year or so? except for World of Warcraft expansions. but we all knew that. | ||
251
United States1401 Posts
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BluzMan
Russian Federation4235 Posts
And meh I barely caught the difference between races. They basically build the same units with slightly varying stats and abilities. PvT was a beatuiful match-up in SC with all the positioning stuff and protoss being really more mobile than terran and now they just both build armies and clash them and I don't even see what makes PvT different from TvP. Oh yes, terran now has even more ways to go gay, but gayness is not what I think should define a race. Most importantly, SC has always been about map control more than anything else. I have not seen a tad of this in that game. Both players just built armies at their bases and sent them to their deaths, there has been no fighting for middle, no containting, just harassment at totally random places and fighting at seemingly random places as well. Funnily enough, neither player built a single static-D, no turrets, no cannons. You usually build those when you need to control a crucial spot and buy yourself time, so it seems like either static defense is underpowered or you always do better by building units than trying to control territory and hold important chokes. And notice how terran did not really rely on his tanks in ground battles. This alone makes it look very very strange. I don't know, maybe this looks worse than it feels when you play it, but for now SC2 unfortunately looks like "just another RTS with good single player". It doesn't look like a worthy successor for me and I hope things are to change in the future. The worst problem of this game is pathfinding, it's awful, you need to have ways of preserving formations and I really think they need to bring magic boxes back. Overall, this BR was much more disappointing than the others even though you could see it coming from the previous PvT BR. Terran has the highest range, but the slowest units in the game. When he's playing without abusing his range and just walks the map like a protoss would instead of fighting for territory you could say this game is broken. When a race defined by high range doesn't actually use it, it's a design error. I also feel that terran pretty much entirely lost it's racial identity. It now feels more like a collection of randomly taken units that just roll over the enemy with stats like hp and damage whereas in SC terran is a slow, but certain military machine of death with impenetrable defenses. It has a certain feel, while what I've seen in SC2 just has stats. + Show Spoiler + And FFS remove than excrement known as Thor, it looks bad and does nothing special. | ||
vRoOk
United States1024 Posts
Medivacs take like 20 hits to kill.. wtf.. IMBA | ||
Eury
Sweden1126 Posts
On October 20 2009 13:35 Monokeros wrote: Show nested quote + On October 19 2009 17:31 Kazius wrote: On October 19 2009 17:13 Together wrote: so SC2 is still not gonna come out anytime soon? WTF blizzard. .. and this surprises you, after the last 43425 games they delayed by a year or so? except for World of Warcraft expansions. but we all knew that. They have delayed those too, but good try. | ||
nayumi
Australia6499 Posts
On October 20 2009 14:05 vRoOk wrote: JESUS CHRSIT David Kim won again ... wtf IMBA fixed | ||
danieldrsa
Brazil522 Posts
Almost no bad things to say of the game, it looks so done that the beta could be tomorrow. Gee ppl, go more easy. Some ask vulture back, others reavers, others medics, others to scrap Thor, and BAM! We have SC1 in 3d This is what i would call "meh". Zerg already have so many units from sc1, they should scrap the hydra imo (and keep roach as ranged gta and gtg) The lack of air units being used on BRs is something I would like not translate into final game. Edit: im the only one to feel the absense of shadow trails of High Templars? it was a major characteristic of them. | ||
Spawkuring
United States755 Posts
On October 20 2009 13:56 BluzMan wrote: I just CANNOT stand the new pathfinding. Everything clumps, you cannot preserve formation, you cannot effectively keep units spread out. This makes SC2 look and feel vastly inferior to SC even though it's a new and better technology. And meh I barely caught the difference between races. They basically build the same units with slightly varying stats and abilities. PvT was a beatuiful match-up in SC with all the positioning stuff and protoss being really more mobile than terran and now they just both build armies and clash them and I don't even see what makes PvT different from TvP. Oh yes, terran now has even more ways to go gay, but gayness is not what I think should define a race. Most importantly, SC has always been about map control more than anything else. I have not seen a tad of this in that game. Both players just built armies at their bases and sent them to their deaths, there has been no fighting for middle, no containting, just harassment at totally random places and fighting at seemingly random places as well. Funnily enough, neither player built a single static-D, no turrets, no cannons. You usually build those when you need to control a crucial spot and buy yourself time, so it seems like either static defense is underpowered or you always do better by building units than trying to control territory and hold important chokes. And notice how terran did not really rely on his tanks in ground battles. This alone makes it look very very strange. I don't know, maybe this looks worse than it feels when you play it, but for now SC2 unfortunately looks like "just another RTS with good single player". It doesn't look like a worthy successor for me and I hope things are to change in the future. The worst problem of this game is pathfinding, it's awful, you need to have ways of preserving formations and I really think they need to bring magic boxes back. Overall, this BR was much more disappointing than the others even though you could see it coming from the previous PvT BR. Terran has the highest range, but the slowest units in the game. When he's playing without abusing his range and just walks the map like a protoss would instead of fighting for territory you could say this game is broken. When a race defined by high range doesn't actually use it, it's a design error. I also feel that terran pretty much entirely lost it's racial identity. It now feels more like a collection of randomly taken units that just roll over the enemy with stats like hp and damage whereas in SC terran is a slow, but certain military machine of death with impenetrable defenses. It has a certain feel, while what I've seen in SC2 just has stats. + Show Spoiler + And FFS remove than excrement known as Thor, it looks bad and does nothing special. Just because the classic Terran style gameplay wasn't utilized in this one particular game doesn't mean it doesn't exist. Remember that despite all the commentary and David Kim hype, the battle reports are still just casual games played in a game that's not even in beta yet. Although personally, I think the reason why Terran style wasn't utilized was simply because the Thors ate up so much supply that there was no room for tanks, and the fact that defensive gameplay wasn't even necessary for David Kim because he had the resource advantage and was mainly playing to mass nukes. So yeah, scrap Thors ![]() | ||
deathgod6
United States5064 Posts
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PokePill
United States1048 Posts
Some of the graphics just seem so amateurish and animations are so poor. I mean they HAVE to be placeholder right, especially the High Templars? | ||
SWPIGWANG
Canada482 Posts
The protoss building static defense against terran? Sorry but terran would just cliff abuse here since it is lost temple after all.... | ||
Tsagacity
United States2124 Posts
On October 20 2009 15:58 PokePill wrote: The high templar no doubt has to be placeholder.this is how I wish the hellion moved... http://www.youtube.com/watch?v=6JdCuoN8fHs&feature=player_embedded#t=4m50s Some of the graphics just seem so amateurish and animations are so poor. I mean they HAVE to be placeholder right, especially the High Templars? And if original SC beta changes are any indication, I think pretty much any of the art/animation stuff could change during beta, even if it's not an intentional placeholder. | ||
Polyphasic
United States841 Posts
On October 20 2009 13:56 BluzMan wrote: I just CANNOT stand the new pathfinding. Everything clumps, you cannot preserve formation, you cannot effectively keep units spread out. This makes SC2 look and feel vastly inferior to SC even though it's a new and better technology. And meh I barely caught the difference between races. They basically build the same units with slightly varying stats and abilities. PvT was a beatuiful match-up in SC with all the positioning stuff and protoss being really more mobile than terran and now they just both build armies and clash them and I don't even see what makes PvT different from TvP. Oh yes, terran now has even more ways to go gay, but gayness is not what I think should define a race. Most importantly, SC has always been about map control more than anything else. I have not seen a tad of this in that game. Both players just built armies at their bases and sent them to their deaths, there has been no fighting for middle, no containting, just harassment at totally random places and fighting at seemingly random places as well. Funnily enough, neither player built a single static-D, no turrets, no cannons. You usually build those when you need to control a crucial spot and buy yourself time, so it seems like either static defense is underpowered or you always do better by building units than trying to control territory and hold important chokes. And notice how terran did not really rely on his tanks in ground battles. This alone makes it look very very strange. I don't know, maybe this looks worse than it feels when you play it, but for now SC2 unfortunately looks like "just another RTS with good single player". It doesn't look like a worthy successor for me and I hope things are to change in the future. The worst problem of this game is pathfinding, it's awful, you need to have ways of preserving formations and I really think they need to bring magic boxes back. Overall, this BR was much more disappointing than the others even though you could see it coming from the previous PvT BR. Terran has the highest range, but the slowest units in the game. When he's playing without abusing his range and just walks the map like a protoss would instead of fighting for territory you could say this game is broken. When a race defined by high range doesn't actually use it, it's a design error. I also feel that terran pretty much entirely lost it's racial identity. It now feels more like a collection of randomly taken units that just roll over the enemy with stats like hp and damage whereas in SC terran is a slow, but certain military machine of death with impenetrable defenses. It has a certain feel, while what I've seen in SC2 just has stats. + Show Spoiler + And FFS remove than excrement known as Thor, it looks bad and does nothing special. SC2 needs Mobile Static Defense that: - has a immobile form and a mobile form - does more damage in immobile form than in mobile form - takes time to switch between forms - does splash damage - SC1 examples: mines, tanks, lurkers, dropship+reavers, Mobile Static Defense allows for setup of formations that maximize damage, whether for offensive or defense purposes. MSD also forces the other player to strategically find the best way to break the position, or to decide to break it half way, then retreat. MSD requires strategical positioning for map control, as well as how the specific formation should be made on that area of the map. MSD for the win. | ||
omninmo
2349 Posts
On October 20 2009 13:56 BluzMan wrote: I just CANNOT stand the new pathfinding. Everything clumps, you cannot preserve formation, you cannot effectively keep units spread out. This makes SC2 look and feel vastly inferior to SC even though it's a new and better technology. And meh I barely caught the difference between races. They basically build the same units with slightly varying stats and abilities. PvT was a beatuiful match-up in SC with all the positioning stuff and protoss being really more mobile than terran and now they just both build armies and clash them and I don't even see what makes PvT different from TvP. Oh yes, terran now has even more ways to go gay, but gayness is not what I think should define a race. Most importantly, SC has always been about map control more than anything else. I have not seen a tad of this in that game. Both players just built armies at their bases and sent them to their deaths, there has been no fighting for middle, no containting, just harassment at totally random places and fighting at seemingly random places as well. Funnily enough, neither player built a single static-D, no turrets, no cannons. You usually build those when you need to control a crucial spot and buy yourself time, so it seems like either static defense is underpowered or you always do better by building units than trying to control territory and hold important chokes. And notice how terran did not really rely on his tanks in ground battles. This alone makes it look very very strange. I don't know, maybe this looks worse than it feels when you play it, but for now SC2 unfortunately looks like "just another RTS with good single player". It doesn't look like a worthy successor for me and I hope things are to change in the future. The worst problem of this game is pathfinding, it's awful, you need to have ways of preserving formations and I really think they need to bring magic boxes back. Overall, this BR was much more disappointing than the others even though you could see it coming from the previous PvT BR. Terran has the highest range, but the slowest units in the game. When he's playing without abusing his range and just walks the map like a protoss would instead of fighting for territory you could say this game is broken. When a race defined by high range doesn't actually use it, it's a design error. I also feel that terran pretty much entirely lost it's racial identity. It now feels more like a collection of randomly taken units that just roll over the enemy with stats like hp and damage whereas in SC terran is a slow, but certain military machine of death with impenetrable defenses. It has a certain feel, while what I've seen in SC2 just has stats. + Show Spoiler + And FFS remove than excrement known as Thor, it looks bad and does nothing special. sir, you captured everything i wanted to say verbatim. verbatim. | ||
spkim1
Canada286 Posts
Now do this again with ZvT/ZvP plz ![]() | ||
nayumi
Australia6499 Posts
On October 20 2009 16:44 spkim1 wrote: Now do this again with ZvT/ZvP plz ![]() You do know that more BRs means we have to wait longer for SC2 right? ![]() | ||
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zatic
Zurich15324 Posts
Also I like the revised look of Terran building and animations. Glad to see that the game looks prettier every time. | ||
Velr
Switzerland10639 Posts
Keep the Marine, Tank, Reaper and the Ghost, trash all the rest. | ||
exp
New Zealand91 Posts
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Duckvillelol
Australia1239 Posts
But yeah that was an interesting little demo, as others here have mentioned there are some things that I really hope they are still playing around with, eg the hellion, and as mentioned too, terran seems far too mobile with that fast medivac and the fact that there's no spidermine placement, so they don't have to go as slow with punch-pushes.. We shall see. Edit: Can I have David Kim on my FPL team? | ||
Schnake
Germany2819 Posts
"I love nukes" The siege tank in siege mode looks a bit odd, especially the gun. When the armies are moving it is not so easy to see the composition because the big units block vision and all the small units get usurped in the shadows. I hope in high quality or while playing this game, it won't be a problem. Do the psi storms need one half second to conjure? It doesn't look as instant as in SC. ![]() | ||
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Liquid`Jinro
Sweden33719 Posts
On October 20 2009 13:56 BluzMan wrote: I just CANNOT stand the new pathfinding. Everything clumps, you cannot preserve formation, you cannot effectively keep units spread out. This makes SC2 look and feel vastly inferior to SC even though it's a new and better technology. And meh I barely caught the difference between races. They basically build the same units with slightly varying stats and abilities. PvT was a beatuiful match-up in SC with all the positioning stuff and protoss being really more mobile than terran and now they just both build armies and clash them and I don't even see what makes PvT different from TvP. Oh yes, terran now has even more ways to go gay, but gayness is not what I think should define a race. Most importantly, SC has always been about map control more than anything else. I have not seen a tad of this in that game. Both players just built armies at their bases and sent them to their deaths, there has been no fighting for middle, no containting, just harassment at totally random places and fighting at seemingly random places as well. Funnily enough, neither player built a single static-D, no turrets, no cannons. You usually build those when you need to control a crucial spot and buy yourself time, so it seems like either static defense is underpowered or you always do better by building units than trying to control territory and hold important chokes. And notice how terran did not really rely on his tanks in ground battles. This alone makes it look very very strange. I don't know, maybe this looks worse than it feels when you play it, but for now SC2 unfortunately looks like "just another RTS with good single player". It doesn't look like a worthy successor for me and I hope things are to change in the future. The worst problem of this game is pathfinding, it's awful, you need to have ways of preserving formations and I really think they need to bring magic boxes back. Overall, this BR was much more disappointing than the others even though you could see it coming from the previous PvT BR. Terran has the highest range, but the slowest units in the game. When he's playing without abusing his range and just walks the map like a protoss would instead of fighting for territory you could say this game is broken. When a race defined by high range doesn't actually use it, it's a design error. I also feel that terran pretty much entirely lost it's racial identity. It now feels more like a collection of randomly taken units that just roll over the enemy with stats like hp and damage whereas in SC terran is a slow, but certain military machine of death with impenetrable defenses. It has a certain feel, while what I've seen in SC2 just has stats. + Show Spoiler + And FFS remove than excrement known as Thor, it looks bad and does nothing special. I *sort of* agree, but then I think back to what beta TvP in SC1 must have looked like... But yeah, I really hated the Thor+Marauder vs Colossi+Stalker battle - same shit on both sides. I think it'd be really sad if terran mech were to completely die with the loss of the vulture... Not fun to have every matchup play out the same way. | ||
Zato-1
Chile4253 Posts
On October 20 2009 11:03 MuffinDude wrote: Medivac has too much health point imo. Stalkers took forever to kill that thing. On October 20 2009 14:05 vRoOk wrote: JESUS CHRSIT Medivacs take like 20 hits to kill.. wtf.. IMBA That's not the problem- you could see in the video that Medivacs have 150 HP, exactly the same amount as Dropships have in SC1. The difference is that Stalkers deal half as much damage as Dragoons; Dragoons deal 20e damage, Stalkers deal 5x2 damage (used to have 4x2 bonus vs. armored, that was removed and replaced with more HP). If you notice, Stalkers took forever to kill just about anything in that video; the initial Hellion harass, ghosts with nukes, medivacs, the second tank in the cliffed tank drop. Only when the Protoss player had 10+ Stalkers together did they kill stuff relatively quickly. A dragoon shooting a tank will deal 19 damage at zero upgrades, and 22 damage with both units at full upgrades. A dragoon shooting a Battlecruiser will deal 17 damage at zero upgrades, and 20 damage with both units at full upgrades (not that you ever see BCs in PvT, but bear with me). A stalker shooting a tank will deal (5-1)x2 = 8 damage per attack, whether both sides are at zero upgrades or full upgrades. A stalker shooting a battlecruiser will deal (5-3)x2 = 4 damage per attack, whether both sides are at zero upgrades or full upgrades. Yeah, Stalkers don't do a whole lot of damage. | ||
DarkShadowz
Sweden321 Posts
-Storms are very much dodgable even with lings in SC. If you react fast. Now it strikes so fast and with terran going bio it seems even stronger overall. I would rather want storm to be insta like in SC with longer duration. -I want the helion out or that it should get spider mines. Mech won't be viable unless they get acces to mines. It would also add lots of micro/strategic depth both ways. Right now mech just isn't viable. They lack a cheap unit that can really soften up the opponent/harras better. -I think the game speed is a bit too fast. Some tihngs don't look smooth and many units don't have the same dignity and powerful feel as they had in the original. Mainly the tank for me. But also the reaper, collusus. -Lack of static powers makes it too much of a-move action from both teams. Instead of smart positioning from one side and intelligent breaking from the other. A lot more tactics viable that way and dynamic game play. This all come down to Terran not having mines and tanks in numbers. It's totally awesome that you micro and play each MU so differently in SC. In SC2 it looks like you will kind of play many MUs in similair fashion just with different units. NOT exciting. -Nukes were quickly build and maybe the medivac/ghost combination is too powerfull. (speculation of course) You don't have much time to react and might only have a few workers, or a coupple of units near by that can attack the ghost in time. The medivac heals soo fast that you might need more units to attack it then you cna possibly bring forth in time. Maybe they will tweak that/make it unable to get healed while nuking. -High ground is still gay. You can't attack uphill at all and once you can see highground you attack like normal and high ground is suddenly no advantage. Makes it really stupid and not dynamic at all. Greatly neglects the power of positioning and so on. You can plan your evntire game plan aorund taking certain bases that have high gorund in SC, in SC2 that option won't be present, sad imo. -The thos is gay and should never have been in the game in the first place. Same goes for the mothership. This is waht I cna think of for now. Still the game looks betetr and better ![]() | ||
SoMuchBetter
Australia10606 Posts
the new BR makes the game look like it plays identical to the original, except slightly less dynamic. IMO theres just too many units/unit roles that are straight out of the original game. | ||
SouL)R(MizaR
Australia111 Posts
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lynx.oblige
Sierra Leone2268 Posts
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betaben
681 Posts
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ZidaneTribal
United States2800 Posts
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micropede
United States47 Posts
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SouL)R(MizaR
Australia111 Posts
On October 20 2009 21:37 micropede wrote: protoss buildings don't catch on fire before blowing up anymore? Wow i just realised this the planetary fortress never caught on fire they need to keep fire as a mechanic. Thors/ultra are still probably a little to big for my liking and hellions look like crap. High templars need a trail or at least more movement | ||
Icks
France186 Posts
Group 1 say: "It's StarCraft 1 in 3D." Group 2 say: "Remove Thor, remove Hellions. Stalkers dont deal enough damage, make them like goons. Remove mothership. Psi Storm too quick. Nuke too easy.Game too fast." and they could add "Plz make us StarCraft 1 in 3D." Obviously, Blizzard cant satisfy everyone. But i'm more a "group 1" person. Just make a good game, who cares about old mechanics... The purpose is to add new ones. Ok, some of them need to be tuned, but do not ask to remove everything that is new -_- | ||
Drk_ItachiX
Japan113 Posts
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Zato-1
Chile4253 Posts
On October 20 2009 21:50 Icks wrote: Same comments since the annoucement of the game developpement. Group 1 say: "It's StarCraft 1 in 3D." Group 2 say: "Remove Thor, remove Hellions. Stalkers dont deal enough damage, make them like goons. Remove mothership. Psi Storm too quick. Nuke too easy.Game too fast." The damage nerf to the Stalker was very recent, and mine is the only post that directly compares Stalker damage to Dragoon damage, so I'll take it to mean you were referring to me. I don't think Stalkers should be more like Dragoons. They are the SC2 Dragoon-equivalent in many ways (same required tech, same build cost, also a ranged mechanical unit that attacks ground and air), so people will inevitably compare them with the more familiar Dragoon. If anything, I think the Stalker could use a little help vs. air units. Other than the Archon (which will never be an ideal anti-air unit because it's big, slow and has a short attack range), Protoss anti-air seems somewhat puny: Phoenix deal 12 damage per attack and Stalkers deal 10- it seems underwhelming when compared to Vikings which deal 20 per attack (+20 vs. Massive) and hydras which deal about as much damage as Stalkers but cost half as much. | ||
Boundz(DarKo)
5311 Posts
But there were a few things that came to my mind... Storms look cool but impossible to dodge/much too strong. Tank splash animation is too big. The "dropship" micro looks kind of imbalanced... what if a progamer had control of, let's say, 3 ships at a time. Would off kill every single probe in the game. People saying it looks like different units with same attacks fighting against each other I have to agree with, it looks more like PvP/TvT than a TvP, but hey this is not starcraft 1 it's starcraft 2. But I agree it really takes some jizz off of the final blow. | ||
blade55555
United States17423 Posts
On October 20 2009 21:50 Icks wrote: Same comments since the annoucement of the game developpement. Group 1 say: "It's StarCraft 1 in 3D." Group 2 say: "Remove Thor, remove Hellions. Stalkers dont deal enough damage, make them like goons. Remove mothership. Psi Storm too quick. Nuke too easy.Game too fast." and they could add "Plz make us StarCraft 1 in 3D." Obviously, Blizzard cant satisfy everyone. But i'm more a "group 1" person. Just make a good game, who cares about old mechanics... The purpose is to add new ones. Ok, some of them need to be tuned, but do not ask to remove everything that is new -_- +1. I am seeing alot of people complaining about the new stuff and not really giving anything much of a chance because its not in sc1. I think people need to give it more of a chance and realize there is a reason this is called sc2 not sc1 in 3D -_- | ||
Jenia6109
Russian Federation1612 Posts
But overall game doesn't look like it has to be. This man described all i want to say rather well: On October 20 2009 13:56 BluzMan wrote: I just CANNOT stand the new pathfinding. Everything clumps, you cannot preserve formation, you cannot effectively keep units spread out. This makes SC2 look and feel vastly inferior to SC even though it's a new and better technology. And meh I barely caught the difference between races. They basically build the same units with slightly varying stats and abilities. PvT was a beatuiful match-up in SC with all the positioning stuff and protoss being really more mobile than terran and now they just both build armies and clash them and I don't even see what makes PvT different from TvP. Oh yes, terran now has even more ways to go gay, but gayness is not what I think should define a race. Most importantly, SC has always been about map control more than anything else. I have not seen a tad of this in that game. Both players just built armies at their bases and sent them to their deaths, there has been no fighting for middle, no containting, just harassment at totally random places and fighting at seemingly random places as well. Funnily enough, neither player built a single static-D, no turrets, no cannons. You usually build those when you need to control a crucial spot and buy yourself time, so it seems like either static defense is underpowered or you always do better by building units than trying to control territory and hold important chokes. And notice how terran did not really rely on his tanks in ground battles. This alone makes it look very very strange. I don't know, maybe this looks worse than it feels when you play it, but for now SC2 unfortunately looks like "just another RTS with good single player". It doesn't look like a worthy successor for me and I hope things are to change in the future. The worst problem of this game is pathfinding, it's awful, you need to have ways of preserving formations and I really think they need to bring magic boxes back. Overall, this BR was much more disappointing than the others even though you could see it coming from the previous PvT BR. Terran has the highest range, but the slowest units in the game. When he's playing without abusing his range and just walks the map like a protoss would instead of fighting for territory you could say this game is broken. When a race defined by high range doesn't actually use it, it's a design error. I also feel that terran pretty much entirely lost it's racial identity. It now feels more like a collection of randomly taken units that just roll over the enemy with stats like hp and damage whereas in SC terran is a slow, but certain military machine of death with impenetrable defenses. It has a certain feel, while what I've seen in SC2 just has stats. + Show Spoiler + And FFS remove than excrement known as Thor, it looks bad and does nothing special. What can i add to this? I just want to show the path that Blizzard should follow. In SC1 there was 2D and many pathfindings looked OK for it. SC2 became more realistic because of 3D and it need more advantage in pathfinding. Massive units should be slooooooow I love pathfinding of Banshee/Medivac/Viking, it fit very well. I like pathfinding of Marine/Zealot/Stalker because they are little. But what we see with Thor? Dr-dr-left-right-left-right. Thor should be sloooooow and massive but he behave like a fly on a window. Take a look at the Colossus, his head slowly (could be more slowly to be honest) turns like it should be. Thor should behave the same way. Same with Terran buildings, they fly as fast as little observer. Make them damn slowly and it will look nice! And finally Marauder should be slowly too! When Marauder attacks under stimpack it reminds me of fireworks. Make Marauder more slowly and remove stimpack that they could fit their role of Infantry/Mechanic unit. Massive units should be dumb How Marine or Hellion can push Tank or Thor? In SC2 little units push massive units if they come near them. It's stupid... Tank should stay on his place while marine should think what to do with it. It's a MEN WAR. Why massive Siege Tank should give way to little Marine as if Marine was a girl. A car should be a car A car units like Hellion or Tank should behave like a car. How a car could turn without moving? Hellion can. Hellion/Tank should move like posted above: On October 20 2009 15:58 PokePill wrote: this is how I wish the hellion moved... http://www.youtube.com/watch?v=6JdCuoN8fHs&feature=player_embedded#t=4m50s The Protoss and The Terran shouldn't be The Zerg When i see massive Protoss or Terran army it reminds me of The Zerg swarm. All units in this swarm moves and turn simultaneously like a robots. Also they are located too closely to each other. How can they see something if they look to somebody's back? As somebody said TvP doesn't differ from PvT now. And more, all match ups will be the same if all units will behave the same way (like a swarm). All this things should be somehow changed so Great Game could be done. And i hope Blizzard is working on it now ![]() | ||
Musoeun
United States4324 Posts
I'm far more concerned about the basic look and feel of the game than balance issues. IMO the important questions are: are the graphics solid, are the mechanics relatively simple, and does it look "interesting" (of course that's hard to define)., if Starcraft has taught us anything, it's that Blizzard will put the game through alpha, beta, testing, and release it... ...and people will promptly make hash of however it was supposed to balance. For instance, this report from eternity ago (the beta tournament) has m&m/tank being used against Protoss - but heavy metal (it's lost the heavy now it's so standard) didn't show up that long after release. Maybe Starcraft II will undergo this effect less than Starcraft, but I doubt it. While old SC players may find it hard to break out of the mold (even look at this thread for comments about how we love seeing "the old timings", or the general silliness about preserving the muta bug), Blizzard fan imports from WC3 and next-big-game imports from all over the place are going to look at the game completely differently and likely rip our ideas to shreds. Even in the pro scene, I'd assume some will try to adapt old techniques, but others will straight-up try to "break" the game. That said, there are some things I don't like. - I don't like the Hellion in its current incarnation - it's kind of a goofy-looking unit with nothing to distinguish it. - I'm not sold on the nullifier, either - I guess it's useful, but it looks like something out of the Matrix, not from Starcraft. - I feel like the Colossus is occupying a space held for most of its existence by units like the valk, DA, queen - sure it's cool but it's not durable enough to justify building it even to do what it does best. - the macro mechanics. Gimmicks are bad. These feel like gimmicks, except possibly for the queen. I do like the Thor - giant mecha are cool. Sorry if this bothers people. :D But I don't see why the Thor's any worse to have than a battlecruiser. | ||
Jackal03
Brazil7469 Posts
People just need to realize that this will be different game, and it will play differently (hopefully, very different from SC1). SC1 is a jewel that may never be surpassed | ||
2on2
United States142 Posts
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Drk_ItachiX
Japan113 Posts
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Liquid`Jinro
Sweden33719 Posts
On October 20 2009 22:20 blade55555 wrote: Show nested quote + On October 20 2009 21:50 Icks wrote: Same comments since the annoucement of the game developpement. Group 1 say: "It's StarCraft 1 in 3D." Group 2 say: "Remove Thor, remove Hellions. Stalkers dont deal enough damage, make them like goons. Remove mothership. Psi Storm too quick. Nuke too easy.Game too fast." and they could add "Plz make us StarCraft 1 in 3D." Obviously, Blizzard cant satisfy everyone. But i'm more a "group 1" person. Just make a good game, who cares about old mechanics... The purpose is to add new ones. Ok, some of them need to be tuned, but do not ask to remove everything that is new -_- +1. I am seeing alot of people complaining about the new stuff and not really giving anything much of a chance because its not in sc1. I think people need to give it more of a chance and realize there is a reason this is called sc2 not sc1 in 3D -_- Except the units being complained about are generally BAD. Do you see anyone go "Omg the Phoenix is sucks, bring back the corsair"? No, because the phoenix is a fine replacement. Do you see anyone go "Omg the Viking sucks, bring back the goliath?" No, because the Viking is a fine replacement. Do you see anyone go "Omg the stalker/immortal/warp ray sucks, bring back the dragoon/dragoon/scout"? No, because the stalker/immortal/warp ray are fine replacements. People DO complain about the Thor, the Hellion, the Mothership, the Infested Terrans because these new units are really flawed. The Thor is just there. A huge clunking mecha with nothing special about it - I liked it when it was new. Constructed by SCVs, and capable of having its wreck revived. Sure it needed a bit of work, I thought, but it seemed fine. Seeing it in game now... I hated it. The mothership is meh. The arbiter is a better unit BUT I'm fine with them replacing it because I think they should replace as many units as they can. They just need a better replacement, is all. The Hellion should just be the vulture. I'm sorry but that's all there is to it lol Waaaaaay superior model too (see SC2 single player screenshots of their new vulture - it's bad ass). In fact I'm gonna make a list: New units - liked: Stalker Immortal Baneling Viking Infestor Warp Ray Phoenix Nullifiers Reapers New units - disliked: Thor Mothership Hellion New units - ambivalent (dunno if it's the right word, but basically I've seen people that like it, people that hate it, or I just haven't seen much talk at all about them): Medivac Corrupter Marauder Colossus Broodlord IMO, that's hardly indicative of a phobia of new units, as much as it's a dislike for inferior replacements. | ||
ggfobster
United States298 Posts
I think I'll be a father before beta is released. Btw, I don't have a girlfriend. | ||
ForTheSwarm
United States556 Posts
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Drk_ItachiX
Japan113 Posts
Well of the 3 units that you say are flawed, I would only say that the mothership is in serious need of a rehaul. In my mind, the Thor has always existed to split the siege role with the tank. With this Battle report, Im convinced that it can be achieved. The Thor should be the mobile siege option for Terran, with the tank being a more robust armor pounding unit. Such a division also affects the Hellion too. Should you choose to use Siege Tanks(for better range and anti armor power), the Hellion needs to have some ability that restricts the movement of the opposition to capitalize on the tanks' range, much like spider mines. So while I dont want spider mines in SC2, the Hellion would need something like it. If you choose to use the Thor, you have a more versatile siege unit that has solid GtA ability, in that case, you need the Hellion to be more mobile and so a Spider Mine ability could only slow it down completely ruining the viability of traditional mech play as we know it oh so well in SC1. With that said, I would say all thats necessary is giving the Hellion a researchable spider mine-esque type ability and adding a little more raw power ot the siege tank(as it already gets a bonus against armored units). All of which is easily accomplished in beta. | ||
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Musoeun
United States4324 Posts
Drk_ItachiX: I'm not arguing with you completely, but I'd put it like this: the Thor looks like it's built to just smash stuff - a la Ultralisk, Battlecruiser, Archon, Carrier etc. (Incidentally, if we kept with mecha tradition it could totally be a short range near-brawler - Thor:Ultralisk::Firebat ![]() However, tanks are still tanks though - slightly handicapped vs P by the Immo, but otherwise they're still themselves. I'm really not seeing where you're getting your split from. | ||
Drk_ItachiX
Japan113 Posts
Well I also said that the Hellions would need some type of spider mine-like ability. Such an ability would have to be effective against the Immortals and could keep them at bay. My split is coming from the players choice to do one of 2 things with regards to mech play: 1) Use Siege Tanks in combo with Hellion Spidermine-like ability - Much to the same affect as in BW. 2) Use Thors with Hellions - A more dynamic harass style of mech. Thors fight much like how you mention it, perhaps Hellions should get a speed ability in this case. However, spider mines or anything of the kind would totally ruin this type of style, because it slows the Hellions down. | ||
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Liquid`Jinro
Sweden33719 Posts
On October 20 2009 23:47 Musoeun wrote: For the record, I dislike the baneling - but I'm in the distinct minority. I just feel it's one of those units liable to end up either overpowered or useless. Drk_ItachiX: I'm not arguing with you completely, but I'd put it like this: the Thor looks like it's built to just smash stuff - a la Ultralisk, Battlecruiser, Archon, Carrier etc. (Incidentally, if we kept with mecha tradition it could totally be a short range near-brawler - Thor:Ultralisk::Firebat ![]() However, tanks are still tanks though - slightly handicapped vs P by the Immo, but otherwise they're still themselves. I'm really not seeing where you're getting your split from. I've alawys been a proponent of the Thor having a giant buzzsaw.... It would be sweet. However, the Thor needs more than that, it needs some kind of identity. Something that big shouldn't just be a ranged unit with no distinguishing features :/ | ||
Spawkuring
United States755 Posts
The Hellion isn't much better either. It's basically just a Vulture minus the mines, the fluid animations, and the futuristic design (seriously, buggys?). I'm almost positive that the only reason it's even in the game is because of the potential micro with the linear flames, but that's seriously not worth taking out mines and giving it horrible movement physics. The Hellion is just flat out inferior to the Vulture, and Blizzard should either revamp it or scrap it. I honestly wouldn't be so irritated with these units if not for the fact that Blizzard seems hellbent on keeping them in the game, especially the Thor. | ||
omnigol
United States166 Posts
1- Hellion movement is probably so awkward for the sake of micro. 2- Don't Nukes take up supply for the terran? I saw a few complaints about thors taking up so much supply I'll also say I think it's bad that marauders completely replace marines in most situations. And also if Terrans don't *need* the siege tanks awesome range and power for their main army, should they really get to have the siege tank for defense and cliff attacks. Now that nukes are fast, and the Ravens seeker missiles, just seems like way too much overlap. I think the reason nukes in SC1 suck is because siege tanks siege already fill the long range huge damage+splash role completely. | ||
KP_CollectoR
United States744 Posts
Terrible Damage Terran fighting!!! The bonjwa continues to dominate ^^ | ||
AdunToridas
Germany380 Posts
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danieldrsa
Brazil522 Posts
Bring that unit that hovers (dont remember the name now), put the flamethrower on it and im ok with it. The role of the thor i think will only be determined on beta, after some serious playtest. Mothership is the only i kind of disliked, but the major problem i have with it is the size, its too big. (the arbiter was my favorite unit of SC1, but fine with it being on editor). | ||
da_head
Canada3350 Posts
IMBA | ||
lynx.oblige
Sierra Leone2268 Posts
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Drk_ItachiX
Japan113 Posts
I dont think its as bad as you make it out to be. Blizzard just wants something new, theres nothing wrong with that. All the issues that people have with both the Hellion and the Thor are mostly about the smallest features, like supply and movement. You never really need to worry about that until beta. The only thing that really matters is the unit's niche in the race's army and as I stated earlier I think they easily could, so both the Thor and the Hellion are conceptually sound. @omnigol I dont think the overlap of units is so bad. When you think about it, If you choose to use tanks extensively, it only makes sense to use them over anything else to perform cliff harassment and the like. Sure you could use ghosts to use nukes to accomplish that same goal, but in PvT, if they are executing nukes, they can not be using EMP, so again its really just a stylistic choice. If you like mech with ghosts fine, because in this game it works(unlike BW), but you could always go the traditional route and accomplish the same goal. | ||
LaLuSh
Sweden2358 Posts
On October 20 2009 17:33 zatic wrote: Funny how they changed the dropships just like they did in Broodwar. So far they used to stop and land to unload (as they did in Starcraft Beta), now they seem to work just like in Broodwar. Also I like the revised look of Terran building and animations. Glad to see that the game looks prettier every time. Now, if they could only figure out how to make units not stop while firing, we'd have ourselves a game... The viability of air units in broodwar I dare say are directly associated with their ability to fire without decelerating. You might argue against me by naming the valkyrie. But truth is valkyries are only used for defensive purposes in conjunction with a main army/base. You simply can't harass efficiently with an air unit that has to come to a stand still before firing... | ||
tedster
984 Posts
1. Storm too fast. I mean seriously, just have it do 80 damage instantly because dodging it is not very practical. Or, have storm scale its damage the longer you're in it (and keep it super-fast) so damage piles on like 5-10-20-40-80 instead of linearly. This would be an interesting fix, making it always worth it to dodge storms (even if you're only going to avoid a quarter-second of damage) but keeping the payload fast and high. 2. Limited map control options. The loss of mines seems to have made terran a cookie-cutter army, at least in all the BRs and reports I've read from live play. It's not just mines though, as people have said, but map control tools and race differentiators in general. There need to be good, strong ways to control segments of the map if this mechanic is to be at all preserved. 3. Attack moving armies isn't cool. This is extremely weird, but it seems like the biggest problem in the most recent report is a lack of MICRO, not of macro. This is the exact opposite issue the community has bitched about for the last 5 years and it's hilarious to see it rear up - but regardless, it's a concern, and it's mostly due to point 2 above. Vulture/tank and shuttle/reaver remain the de-facto examples of great micro combat mechanics that also contribute to map control and positioning wars, and it would be very, very nice to see something that this role in SC2. | ||
Ryuu314
United States12679 Posts
Now, the Thor. The Thor is supposed to be utilized mainly for its AA splash attack, which is supposed to be phenomenal. However, its design (giant cannons all over it) suggests a different role. I do NOT want it to become a walking Seige Tank, that'd be stupid and make the beloved and hated seige tank completely worthless. I like the whole revamp that the Thor can no longer be built in the field 'cause that'd allow the terran to make a tech switch way to fast (pure ground power to dominating AA power). That said, the Thor really lacks a niche at the moment and hopefully it'll be worked out with the beta. Anyways, I have an idea for the Thor; might be far-fetched but bear with me for a second. The new BCs in SC2 have the ability to become rather specialized with its choice of one of three tech switches (Yamato, splash damage missiles, or Dmatrix). So what if they made the BC even more specialized (say make it a mainly ATA battery or ATS or...something) and then make the Thor the ground version of the BC. In other words, powerful, but slow, resource and build time demanding, and higher up the tech tree. That way, the Thor will have more of a niche as a late-game changer (kind of the way the BC was) and remove it as a potential useless early-mid to mid game unit. | ||
mucker
United States1120 Posts
Besides, I thought this game looked the most staged of all the battle reports so far and took it as just a unit showcase. You do the hellion, then I'll blink up your base and bypass your choke, then you can drop on my cliff and we can show how highground and dropship micro works, then we can mass up and I'll psi-storm you, then I'll warp in on your island, then you can make nukes... | ||
Knee_of_Justice
United States388 Posts
However, hellions look like shit, and their moving mechanic is terrible. If they fixed that, they could be very strong against light. Then what if they gave the hellions D8 charges to make them good against armored units? Then they could scrap the reaper which is just a weak raiding unit and replace it with something cooler. Actually i was always a fan of having the reaper be able to transform between air and ground. Imagine that! Instead of the viking, the reaper would get an upgrade later that let it use its jetpacks to fly for a short time. Then they could give the viking something else (I guess this would leave the viking out to dry). but i just love the idea of a reaper being surrounded by 5 lings and then just flying away. | ||
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XaI)CyRiC
United States4471 Posts
As for P, static defense like cannons seems less necessary with the way they can warp units to whatever expansion they have as long as they have pylons there. The above-mentioned overall mobility of their units also makes static defense seem less necessary. I think the reason why P was overwhelmed so much was simply because the T player was so much better at multi-tasking and harassment in general. If the T had been even a little less aggressive, the P could have continued to warp in HT on expan cliffs, and other units to any expansions, with the Prism, and been the aggressor himself, all while being able to warp in defending units (i.e. HT's with insta-cast storm) to fight off armies to buy time for the rest of the army to show up. In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away. There is simply a LOT more mobility in the game, which has necessarily taken away from the strategic placement/map control elements. I think that's why control over the Xel'Naga towers is important, and playing aggressively being effective. Attack or be attacked seems to be the pattern in this Battle Report. | ||
Icks
France186 Posts
Did i miss something with the new mechanic? | ||
Jenia6109
Russian Federation1612 Posts
On October 21 2009 03:19 Icks wrote: Quick question: at 15:38, what does give line of sight to Thor/Marauders to kill the Stalkers on the cliff? Did i miss something with the new mechanic? Terran scanned them | ||
Icks
France186 Posts
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AdunToridas
Germany380 Posts
On October 21 2009 00:45 danieldrsa wrote: Plz, no vulture back. No more SC1 units back. Bring that unit that hovers (dont remember the name now), put the flamethrower on it and im ok with it. ...Vulture? | ||
Archerofaiur
United States4101 Posts
On October 21 2009 03:10 XaI)CyRiC wrote: In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away. I think this issue needs to be looked at very very carefully. There are allot of mobile options for all the races right now. I think great care needs to be taken to determine if it is too much or where on the tech tree this mobility should be or how powerful static/mobile defense should be. Personally, I think mobility is only as good as it is unique. As soon as every other unit has the ability to move freely around the map you have lost the very think that make mobility cool. | ||
John49ers
United States237 Posts
The Hellions is IMO bad designing all around. How about another bike concept because I don't like the four wheeler. | ||
Ryuu314
United States12679 Posts
On October 21 2009 04:19 Archerofaiur wrote: Show nested quote + On October 21 2009 03:10 XaI)CyRiC wrote: In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away. I think this issue needs to be looked at very very carefully. There are allot of mobile options for all the races right now. I think great care needs to be taken to determine if it is too much or where on the tech tree this mobility should be or how powerful static/mobile defense should be. Personally, I think mobility is only as good as it is unique. As soon as every other unit has the ability to move freely around the map you have lost the very think that make mobility cool. i agree completely. the terran's biggest weakness in SC1 was its lack of mobility. If you take that weakness away you're looking at a potential imba. | ||
Wineandbread
United States2065 Posts
It seems nukes can be pulled off rather quickly. Or did they just focus on them late? Psi storm looks epic. Looks really powerful too, from the report. Maybe too powerful. :O As for mobility concerns, I don't think the point is to recreate the same balance of static/mobile defenses as SC1. The added mobility is there to provide new ways to counter old problems (like siege tank walls) and introduce new strategies to use against opponents. Speaking as a noob, I think it discourages just sitting at your base and building up a huge army, and forces players to think more aggressively and harass each other. P.S. Terrible, terrible damage. | ||
Archerofaiur
United States4101 Posts
On October 21 2009 04:35 Ryuu314 wrote: Show nested quote + On October 21 2009 04:19 Archerofaiur wrote: On October 21 2009 03:10 XaI)CyRiC wrote: In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away. I think this issue needs to be looked at very very carefully. There are allot of mobile options for all the races right now. I think great care needs to be taken to determine if it is too much or where on the tech tree this mobility should be or how powerful static/mobile defense should be. Personally, I think mobility is only as good as it is unique. As soon as every other unit has the ability to move freely around the map you have lost the very think that make mobility cool. i agree completely. the terran's biggest weakness in SC1 was its lack of mobility. If you take that weakness away you're looking at a potential imba. No we are not in agreement. It isnt a question of imbalance. Its a question of how the game plays. Its a question of too much of a good thing which is very easy to do in game design (oh this unit has a second ability and its cool lets give second abilities to all units. Oh this unit has splash damage and its cool lets give...) | ||
Smorrie
Netherlands2921 Posts
1. Nukes. NUKES. NUKESSS? While it is very cool to see that nukes have actually become a viable strategy, that definitely was too much for my taste. They never showed how many nuclear silo's were built or how fast nukes can be produced, but so many nukes were thrown out in such a short period of time. The game (only) lasted 18,5 minutes and for the longest time I had the idea Protoss was gonna take it down, until David Kim started whipping his nukes out. Once a nuclear is being launched it seems pretty hard to defend against. Imo nukes should be viable, but not that easy in usage. Protoss didn't play bad at all but now it looked he got humiliated and Terran knew what he was doing all along. 2. The islands have 2 gas mines, not a big fan of that. While I'm not sure how much they helped Terran, I guess it could be the reason the game turned around and that so many nukes followed. 3. While there was some micro going on, I really missed pulling back those few units (In the way we are used to pulling back the damage dragoons/marines/hydras). The battles seemed a little hectic and there didn't really seem much that could be done about it after the engagement of 2 armies had started. 4. I guess in SC PvT mainly exists out of vulture/tank vs zeal/goon/shuttles/temps. But here it seemed each side only used 2 sort of units. They both were rather attack/move type of units, which made it seem sort of boring. 5. Terran units seemed sorta strong in general, while I would expect Protoss to have tougher units. Perhaps this was due to the bad unit mix? (I'm not too educated about SC2, but they mentioned it during the BR) 6. Cliff advantage is nice, but seems rather easy to overcome. Gave me an impression that it's really hard to defend certain positions by strategical advantage, once your opponent has a decent army. 7. Looks like a fun game to play! Good to have some classic maps in the mix ![]() | ||
Tyraz
New Zealand310 Posts
On October 21 2009 03:10 XaI)CyRiC wrote: Anyone think that the lack of "mobile static defense" units/features utilized is a result of the increased mobility of units overall? Once a P gets Blink, Sieged Tanks become a lot less attractive (just blink next to them or behind the support units) and I imagine mines wouldn't be that big a deal either as long as you use an observer to keep track of where they are (just blink past them). Add in the way P can warp in units anywhere they can put up a pylon or fly a Phase Prism, and it seems that T wouldn't be able to maintain map control with mines even if they were still in the game. As for P, static defense like cannons seems less necessary with the way they can warp units to whatever expansion they have as long as they have pylons there. The above-mentioned overall mobility of their units also makes static defense seem less necessary. I think the reason why P was overwhelmed so much was simply because the T player was so much better at multi-tasking and harassment in general. If the T had been even a little less aggressive, the P could have continued to warp in HT on expan cliffs, and other units to any expansions, with the Prism, and been the aggressor himself, all while being able to warp in defending units (i.e. HT's with insta-cast storm) to fight off armies to buy time for the rest of the army to show up. In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away. There is simply a LOT more mobility in the game, which has necessarily taken away from the strategic placement/map control elements. I think that's why control over the Xel'Naga towers is important, and playing aggressively being effective. Attack or be attacked seems to be the pattern in this Battle Report. Excellent post. That puts quite a few of the posts above you in quite a different light ![]() | ||
duck.fit
United States241 Posts
On October 20 2009 21:37 micropede wrote: protoss buildings don't catch on fire before blowing up anymore? If you full screen it, it looked to me like it was on fire. | ||
Tsagacity
United States2124 Posts
On October 21 2009 05:14 Smorrie wrote: Unless something changed very very recently, two gas at each base is standard, including your main. Also, gas is mined in increments of 4 now.2. The islands have 2 gas mines, not a big fan of that. While I'm not sure how much they helped Terran, I guess it could be the reason the game turned around and that so many nukes followed. Edit: Yeah, re-watched part of the the video and every base I saw had 2 gas. What I've read suggests your gas income is the same or slightly higher than SC:BW per base. | ||
tedster
984 Posts
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Salteador Neo
Andorra5591 Posts
On October 21 2009 05:14 Smorrie wrote: I know people have stated this before already, but I wanted to throw in my few cents anyway. 1. Nukes. NUKES. NUKESSS? While it is very cool to see that nukes have actually become a viable strategy, that definitely was too much for my taste. They never showed how many nuclear silo's were built or how fast nukes can be produced, but so many nukes were thrown out in such a short period of time. The game (only) lasted 18,5 minutes and for the longest time I had the idea Protoss was gonna take it down, until David Kim started whipping his nukes out. Once a nuclear is being launched it seems pretty hard to defend against. Imo nukes should be viable, but not that easy in usage. Protoss didn't play bad at all but now it looked he got humiliated and Terran knew what he was doing all along. Well Kim has much more experience with the game than the toss user. He knows how hard is to defend against aggresion from the cliffs (so he clearly abused it) and how overpowered medivac + ghost is looking atm (stalkers cannot even kill that stupid dropship? xD). I hope the next time they show players with similar experience because even the commentator said the toss should have used the "other" ability from the HT to stop thors, and not use some units at all. IMO the terran reapers being able to jump cliffs even when you don't have vision, while the toss cannot storm or blink, is full of nonsense and bs xd | ||
teapot
United Kingdom266 Posts
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Tsagacity
United States2124 Posts
On October 21 2009 06:18 tedster wrote: Honestly I think blue could have killed Kim if he had attacked the nat after winning the large battle outside 12 o'clock. Blue had about 20 zeals, 3 stalkers, and 3 HTs while Kim had 2 thors and about 8 marauders. He could have walked into the main with a few storms and minimal losses.Are you guys honestly upset about the nukes? Kim was so far ahead for the entire game he could have massed marines and won at that point. PLEASE watch the game again and pay attention to supply and worker counts - he was thrashing the Protoss and decided to fuck around with him, so he flipped to nukes. That was NOT a close game, it wasn't even close to a close game. It was a superior opponent nuke rushing because it make him laugh. He was ahead by 20 supply and about equal in harvester count at that point, so I don't know where you're getting the idea that Kim was ahead all game. Suiciding into the PF was a terrible terrible blunder on his part ![]() | ||
Sharp-eYe
Canada642 Posts
If the protoss had a better understanding of the units I would believe he might have won. Then again... + Show Spoiler + kim is bonjwa for sc2 atm | ||
Wire
United States494 Posts
On October 21 2009 06:29 Tsagacity wrote: Show nested quote + Honestly I think blue could have killed Kim if he had attacked the nat after winning the large battle outside 12 o'clock. Blue had about 20 zeals, 3 stalkers, and 3 HTs while Kim had 2 thors and about 8 marauders. He could have walked into the main with a few storms and minimal losses.On October 21 2009 06:18 tedster wrote: Are you guys honestly upset about the nukes? Kim was so far ahead for the entire game he could have massed marines and won at that point. PLEASE watch the game again and pay attention to supply and worker counts - he was thrashing the Protoss and decided to fuck around with him, so he flipped to nukes. That was NOT a close game, it wasn't even close to a close game. It was a superior opponent nuke rushing because it make him laugh. He was ahead by 20 supply and about equal in harvester count at that point, so I don't know where you're getting the idea that Kim was ahead all game. Suiciding into the PF was a terrible terrible blunder on his part ![]() Yea toss really had the game at some point in time and he just kind of threw it away. On separate notes, did anyone notice how on the new LT with the buffed turrets 3 turrets can cover that island expo from warp ins or drops basically? I think its a blunder kim didn't try to turret up that area. Also, for any yu-gi-oh players out there imo storm now just look like huge Raigeki's all over the place.. 3..2..1..woosh..BOOM. | ||
Folca
2235 Posts
![]() Great game, definitely showed a lot of light towards these two races. Nuke was definitely a wow moment, because its frequency and damage caused just by one ghost (along with its mediavac health). Storm's new presentation looks great and very powerful, obviously shows the new changes of Starcraft 2 (I heard damage given is different now?) One of the things that I noticed for automining is that the players still make all workers click into one mineral, which once the workers touch it, they move to different minerals (though this could be talked before, I really like that concept, because of the player's ability to intervene and make workers go to other minerals quicker than that mechanic). Much of the big battles, wasn't so big, which was sort of concerning for me (but again, nobody should judge the gameplay until they've played it themselves). Great Battlereport, but I liked the third one better, just because of the micro-management with the nullifiers, infestors, and Warp Prisms. ![]() | ||
Sharp-eYe
Canada642 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. I actually saw a lot of micro in those battles. The protoss was was target firing the thors with the collosus, and the zealots looked like they were given a target to attack too. thos are just some examples though | ||
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cgrinker
United States3824 Posts
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Liquid`Jinro
Sweden33719 Posts
I don't really think the whole "a-moving" aspect is a problem as players will grow to become more familiarized with the units and learn how to more effectively micro them. Also, so much has been said about the Hellion. I really don't think they should make it a Vulture clone, but yea, the movement animation needs to be changed. It's not so much that there is "no micro" as that the micro looks much more similiar to a PvP or PvZ. I just hope the matchups will end up distinctly different (unlike WC3 - I like WC3 but it's the same unit mix in almost all the matchups, at least for Orc). | ||
Polyphasic
United States841 Posts
On October 21 2009 07:10 Sharp-eYe wrote: 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. I actually saw a lot of micro in those battles. The protoss was was target firing the thors with the collosus, and the zealots looked like they were given a target to attack too. thos are just some examples though I'm not saying that there was no micro. I'm saying that there is a lack of a whole positioning and setup for battle sort of thing. In SC1, lurkers-ling vs MM was hugely about positioning. Then only after both sides feel the positioning is ok, they do attack-a, and micro their units from there. Same in TvP with vulture-tank vs zealot-goon. Same in ZvP with lurker-ling-hydra vs goon-zeal-templar. You set up your position by planting mines, or burrowing lurkers, or sieging tanks, or making bunkers. If the enemy reforms their formation so your position is disadvantageous, you gotta either remake your position, or retreat, or just hope for the best in battle. In SC2, the whole first phase of battle no longer exists because there is no strategic positioning. There is only in-battle micro with unit targeting. Honestly, if SC2 developers don't realize the importance of pre-battle positioning, and thereof, the importance of "Mobile Static Defense", SC2 battles will not be as fun to watch despite all the micro involved. There needs to be positioning strategy. Honestly. Consider how strategic positioning plays a huge role in everything in SC1 that is fun to watch. Swarm lurker-ling vs MM tank. Set up the swarm, and position zerg units around that. Then only attack-a when position is right. Stasis field endgame PvT armies. Terran positions units usually with 2 groups of tanks (a forward group and a backward group). Protoss tries to stasis as many tanks of the backward group as possible. Consider even real battles in medieval Europe or feudal Japan. We are attracted to them because of the idea of huge armies maneuvering for position for days before they finally engage. In other words, they spend days in phase 1 strategic maneuvering, before they go into phase 2 of attack-a and in-battle micro. How fun would any battle simulation be when you just throw your units at each other? That's the whole reason why Total Annihilation died in the TA vs SC battle. And in medieval Europe and feudal Japan, would it still be fun to imagine battles if all warlords did was send in their units in a blob without pre-battle positioning. Mobile Static Defense and the pre-battle positioning maneuvers is what made SC1. Sure, SC2 wants to be different, but you can't discard the main thing that made SC1. Heck, you are preserving even the little things like probe harass and dropship harass. If you don't realize that Mobile Static Defense is the main thing that needs to be preserved, you're going to make a game that is great, but not legendary. | ||
Manit0u
Poland17237 Posts
1. Either make it smaller and massable. ![]() 2. Or bigger and more unique. ![]() | ||
Sharp-eYe
Canada642 Posts
On October 21 2009 07:16 Polyphasic wrote: Show nested quote + On October 21 2009 07:10 Sharp-eYe wrote: 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. I actually saw a lot of micro in those battles. The protoss was was target firing the thors with the collosus, and the zealots looked like they were given a target to attack too. thos are just some examples though I'm not saying that there was no micro. I'm saying that there is a lack of a whole positioning and setup for battle sort of thing. In SC1, lurkers-ling vs MM was hugely about positioning. Then only after both sides feel the positioning is ok, they do attack-a, and micro their units from there. Same in TvP with vulture-tank vs zealot-goon. Same in ZvP with lurker-ling-hydra vs goon-zeal-templar. In SC2, the whole first phase of battle no longer exists because there is no strategic positioning. There is only in-battle micro with unit targeting. Honestly, if SC2 developers don't realize the importance of pre-battle positioning, and thereof, the importance of "Mobile Static Defense", SC2 battles will not be as fun to watch despite all the micro involved. There needs to be positioning strategy. Honestly. I also saw alot of flanking and positionin in the game. For example, that awesome sandwich from the protoss? | ||
Polyphasic
United States841 Posts
On October 21 2009 07:22 Sharp-eYe wrote: Show nested quote + On October 21 2009 07:16 Polyphasic wrote: On October 21 2009 07:10 Sharp-eYe wrote: 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. I actually saw a lot of micro in those battles. The protoss was was target firing the thors with the collosus, and the zealots looked like they were given a target to attack too. thos are just some examples though I'm not saying that there was no micro. I'm saying that there is a lack of a whole positioning and setup for battle sort of thing. In SC1, lurkers-ling vs MM was hugely about positioning. Then only after both sides feel the positioning is ok, they do attack-a, and micro their units from there. Same in TvP with vulture-tank vs zealot-goon. Same in ZvP with lurker-ling-hydra vs goon-zeal-templar. In SC2, the whole first phase of battle no longer exists because there is no strategic positioning. There is only in-battle micro with unit targeting. Honestly, if SC2 developers don't realize the importance of pre-battle positioning, and thereof, the importance of "Mobile Static Defense", SC2 battles will not be as fun to watch despite all the micro involved. There needs to be positioning strategy. Honestly. I also saw alot of flanking and positionin in the game. For example, that awesome sandwich from the protoss? You are missing my point. The PvT surround that happened in game was more like zergling vs firebat battles where the zerglings try to pincer the firebat in the middle to maximize surface area for the zerglings to attack, and to reduce the splash damage of the firebats. What I'm talking about in terms of mobile static defense and pre-battle formations is more like 4 lurkers + 12 zerglings vs 10 marines + 2 medics. Do you see how these are different? Who here thinks that 12 speed zergling vs 4 firebats is more fun to micro than 4lurker+12speedling vs 12marine+2medic? Anyone knows that in lurkerling vs MM, there is tons more fun because of the positioning aspect. There is positioning. Then there is strategic ways for the enemy to attack the position, or to hit-run the position. Then there is repositioning. All that jazz. But with speedling vs firebats, honestly, all you can do is surround, attack-a, and maybe a little micro in the middle. that's it. EDIT: with the zealot charge ability, even the pincer movement may not be as important in SC2 as in SC1. From what I can tell on the battle report, the toss could have easily engaged the terran force completely from one side without doing a surround, and the protoss units would still easily have been able to all engage at once. Surface area isn't an issue when toss units can squeeze together so tightly and battle charge. Think about it this way. In SC1, the most number of zealots you would use from one direction maybe would be 6. In a typical battle, you might have 12 or even 24 zealots. Therefore, often times, you'll have to put them in different control groups and spread them out. In SC2, judging from unit sizes and the damn battle charge shit, you can probably engage with 15 or even 20 zealots from the same direction, and still have them be able to meet the enemy rather smoothly. How often in a game would you need more than 20 zealots in a battle? So in SC2, even pincer movements are less effective. | ||
DarkShadowz
Sweden321 Posts
On October 21 2009 07:22 Sharp-eYe wrote: Show nested quote + On October 21 2009 07:16 Polyphasic wrote: On October 21 2009 07:10 Sharp-eYe wrote: 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. I actually saw a lot of micro in those battles. The protoss was was target firing the thors with the collosus, and the zealots looked like they were given a target to attack too. thos are just some examples though I'm not saying that there was no micro. I'm saying that there is a lack of a whole positioning and setup for battle sort of thing. In SC1, lurkers-ling vs MM was hugely about positioning. Then only after both sides feel the positioning is ok, they do attack-a, and micro their units from there. Same in TvP with vulture-tank vs zealot-goon. Same in ZvP with lurker-ling-hydra vs goon-zeal-templar. In SC2, the whole first phase of battle no longer exists because there is no strategic positioning. There is only in-battle micro with unit targeting. Honestly, if SC2 developers don't realize the importance of pre-battle positioning, and thereof, the importance of "Mobile Static Defense", SC2 battles will not be as fun to watch despite all the micro involved. There needs to be positioning strategy. Honestly. I also saw alot of flanking and positionin in the game. For example, that awesome sandwich from the protoss? You misunderstand him. That's just normal battle micro. It's very different with static units you place before or during the battle and then don't move while attacking. Terrans MUs were alot aobut that. Now no more then any other race. | ||
Spawkuring
United States755 Posts
On October 21 2009 07:16 Polyphasic wrote: I'm not saying that there was no micro. I'm saying that there is a lack of a whole positioning and setup for battle sort of thing. In SC1, lurkers-ling vs MM was hugely about positioning. Then only after both sides feel the positioning is ok, they do attack-a, and micro their units from there. Same in TvP with vulture-tank vs zealot-goon. Same in ZvP with lurker-ling-hydra vs goon-zeal-templar. You set up your position by planting mines, or burrowing lurkers, or sieging tanks, or making bunkers. If the enemy reforms their formation so your position is disadvantageous, you gotta either remake your position, or retreat, or just hope for the best in battle. In SC2, the whole first phase of battle no longer exists because there is no strategic positioning. There is only in-battle micro with unit targeting. Honestly, if SC2 developers don't realize the importance of pre-battle positioning, and thereof, the importance of "Mobile Static Defense", SC2 battles will not be as fun to watch despite all the micro involved. There needs to be positioning strategy. Honestly. Consider how strategic positioning plays a huge role in everything in SC1 that is fun to watch. Swarm lurker-ling vs MM tank. Set up the swarm, and position zerg units around that. Then only attack-a when position is right. Stasis field endgame PvT armies. Terran positions units usually with 2 groups of tanks (a forward group and a backward group). Protoss tries to stasis as many tanks of the backward group as possible. Consider even real battles in medieval Europe or feudal Japan. We are attracted to them because of the idea of huge armies maneuvering for position for days before they finally engage. In other words, they spend days in phase 1 strategic maneuvering, before they go into phase 2 of attack-a and in-battle micro. How fun would any battle simulation be when you just throw your units at each other? That's the whole reason why Total Annihilation died in the TA vs SC battle. And in medieval Europe and feudal Japan, would it still be fun to imagine battles if all warlords did was send in their units in a blob without pre-battle positioning. Mobile Static Defense and the pre-battle positioning maneuvers is what made SC1. Sure, SC2 wants to be different, but you can't discard the main thing that made SC1. Heck, you are preserving even the little things like probe harass and dropship harass. If you don't realize that Mobile Static Defense is the main thing that needs to be preserved, you're going to make a game that is great, but not legendary. Your concern is perfectly valid and something I agree with, but I'm wondering where and what exactly needs to be changed in SC2 to bring back positional set-up. It's not as if Blizzard removed all the MSD from the game. It still has siege tanks and lurkers. All that was taken out was mines, or rather I should say that mines were changed since reapers have a lesser version of them. And adding to that, the game still has abilities that are based on position like psi storm, EMP, and the newly added nullifier shield. So in a sense it's not so much that SC2 doesn't have positional set-up but rather that it was not utilized as well in this game. But the concerns about it are still valid, as the lack of mines definitely seemed to hurt the quality of the match-up quite a bit. This is mainly why I dislike the Hellion and Thor so much since those units are more or less responsible for it. | ||
Captain Peabody
United States3097 Posts
Siege Tanks are still in the game, and will still play a big role for T. Even with Thors added to the mix, the Terran army will still be a lot about positioning, with the Thors in front absorbing damage and "pushing" forward to give your Siege Tanks room. And honestly, even if the Thors at some point start to actually replace the Siege Tanks in terms of damage (despite not having Splash), they can always have their damage nerfed. Besides that, the Thor works great, and its large size and role as "meatshield" actually creates possibilities and necessities for positioning, and even more when combined with Siege Tanks. Biggest potential problem in this regard, I think, is just the Marauder, which seems to be just a little too all-around powerful and massable, while also not being that interesting position-based unit in terms of micro--but if they really do just start replacing everything else on the battlefield, they can be nerfed too. And frankly, I think a nerf has been long overdue for these guys: they should be Marine support units and fair counters against armored units--not the meat-shield, unit-slowing destroyers of anything that moves that they are now. I fully expect this to get corrected very early on in Beta, though. Basically, what I'm saying now is that the mix of units we have right now is fine regarding "positioning" micro, and that the problem is more to do with balance of the units than anything else. It'll work out as long as the designers are on the ball--and Dustin has mentioned several times that they've noticed that players don't really try to "hold ground" in SC2 as they do in SC1, and that they aren't sure whether or not they like it or not. So they're definitely aware of the potential issues. Again, though, Beta is going to totally break and then remake this game. It's gonna be awesome to watch. | ||
Appendix
Sweden979 Posts
Put some wheels on the thor and make it a bit like leviathan from unreal tournament, with a bad ass splash damage miniature ion cannon, and the ability to load 4 marines. + Show Spoiler + ![]() I know its a bad Idea, but I just dont think large, slow, bulky, bipedal robots fill any function aesthetically, functionally or gameplaywise. It might as well look like a big tank, or a hovercraft, or the technodrome. I just wish they hadn´t gone with all the cheesy sci-fi stereotypes, instead of making designs that look unique and well suited to their purposes. Its a whiny post, but its because it would take so much longer to write about everything that seems awesome about the game. | ||
AeTheReal
United States108 Posts
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Mohdoo
United States15472 Posts
THAT, or just tweak it so it actually has a place. But I suppose I kinda fell in love with the whole idea of Terran having a Gundam ![]() | ||
JohannesH
Finland1364 Posts
How fun would any battle simulation be when you just throw your units at each other? That's the whole reason why Total Annihilation died in the TA vs SC battle. And in medieval Europe and feudal Japan, would it still be fun to imagine battles if all warlords did was send in their units in a blob without pre-battle positioning. You're obviously a total noob at TA | ||
DeCoup
Australia1933 Posts
Eg - A small blob of glue (which lasts maybe 10 seconds) about 1-2x the size of the hellion which slows enemies movement. This would work well with tanks because it would slow the enemies advance towards them, It would not stop the enemy in their tracks but maybe allow 2-3 extra siege shots off per tank, before the enemy gets in range. It could still be walked around, blinked over, charged thru etc. It would also slow your own movement if you backed back over it. So you have to use it carefully. - A small patch of the flammable liquid which the hellions use for their weapons (dropped directly benieth the hellion). It would be visible, last maybe 10-15 seconds and do nothing unless lit on fire by the hellion weapon. It could not be targeted so an enemy (or your own unit) must be in or on the other side of the patch to be attacked to start the fire. You would need to be careful casting it in combat as your hellions may auto-attack an enemy while excreeting it, setting it on fire under your own vehicle causing damage to you. The liquid stop enemy units in their tracks temporarily while it is lit or even still liquid, as they don't want to risk getting burned as they pass over it. Certain (but very few and all costly) enemy weapons may also be able to set it off. Eg baneling (costs you a unit) or Psi storm (costs energy which could have been used to do damage). I think there are lots of ways to make the hellion as a mechanic much more useful without scrapping it by adding a single ability used in the 'mine style'. But the model still needs a rework because wheels cant turn like that when you change directions. A tank can because it has tracks.. but a car can not move in that way. | ||
Trezeguet
United States2656 Posts
1. DK 2. Ret 3. Jaedong 4. Hot_Bid | ||
Tsagacity
United States2124 Posts
On October 21 2009 09:51 DeCoup wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=92694 - A small patch of the flammable liquid which the hellions use for their weapons (dropped directly benieth the hellion). It would be visible, last maybe 10-15 seconds and do nothing unless lit on fire by the hellion weapon. It could not be targeted so an enemy (or your own unit) must be in or on the other side of the patch to be attacked to start the fire. You would need to be careful casting it in combat as your hellions may auto-attack an enemy while excreeting it, setting it on fire under your own vehicle causing damage to you. Something like that? Also lurkers are probably going to need to be back at tier 2 if we're aiming for these map control improvements. | ||
Polyphasic
United States841 Posts
On October 21 2009 08:17 Captain Peabody wrote: Eh...I'm not sure this is going to be that big of a problem. Siege Tanks are still in the game, and will still play a big role for T. Even with Thors added to the mix, the Terran army will still be a lot about positioning, with the Thors in front absorbing damage and "pushing" forward to give your Siege Tanks room. And honestly, even if the Thors at some point start to actually replace the Siege Tanks in terms of damage (despite not having Splash), they can always have their damage nerfed. Besides that, the Thor works great, and its large size and role as "meatshield" actually creates possibilities and necessities for positioning, and even more when combined with Siege Tanks. Biggest potential problem in this regard, I think, is just the Marauder, which seems to be just a little too all-around powerful and massable, while also not being that interesting position-based unit in terms of micro--but if they really do just start replacing everything else on the battlefield, they can be nerfed too. And frankly, I think a nerf has been long overdue for these guys: they should be Marine support units and fair counters against armored units--not the meat-shield, unit-slowing destroyers of anything that moves that they are now. I fully expect this to get corrected very early on in Beta, though. Basically, what I'm saying now is that the mix of units we have right now is fine regarding "positioning" micro, and that the problem is more to do with balance of the units than anything else. It'll work out as long as the designers are on the ball--and Dustin has mentioned several times that they've noticed that players don't really try to "hold ground" in SC2 as they do in SC1, and that they aren't sure whether or not they like it or not. So they're definitely aware of the potential issues. Again, though, Beta is going to totally break and then remake this game. It's gonna be awesome to watch. You are completely missing the point. I don't know how I can make this more clear. Anyways, oh well. | ||
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Manifesto7
Osaka27136 Posts
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Captain Peabody
United States3097 Posts
You are completely missing the point. I don't know how I can make this more clear. Anyways, oh well. I understand what you are saying; you have said it several times. I get it. I said that the siege tank and its "mobile static defense" is still in the game, and will still play a big role, and that the Thor (due to its large size) also will require some pre-battle positioning in order to maximize, especially in conjunction with static siege tanks. I also said that the Marauder was the biggest problem in the equation, as it is a unit that won't really require any pre-battle positioning or position-based micro. I then said in conclusion the mix of units we had is fine regarding "static mobile defense," position-based micro and pre-battle positioning, and the like, but the problems are currently mostly balance-based. So yes, I understand what you're saying. But thanks anyway... | ||
Pancia
United States17 Posts
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Tsagacity
United States2124 Posts
On October 21 2009 12:52 Pancia wrote: I don't ever remember seeing much fuss about PC being overpowered. I've seen discussions of its potential redundancy, but not much about imbalance. The only thing I can think of that discussed PC balance recently was that terrible, 8000-word essay that showed up on SCLegacy and got dismantled in a day.What happened to all the fuss about the proton charge, seemed like it did not really do much in terms of the over powered game killer we all thought we would see. Or did he just fail to David Kim's epic-ness? | ||
Hydro_ReX
Canada4 Posts
Love the fast pace, some utilization of micro, nukes and psi-storm are fantastic. Obviously that's not the final High Templar unit animation, so no need to panic. I know a lot of people are saying blink is a lot more useful then the jetpacks, but keep in mind that blink needs to be researched, those jetpacks are ready the moment you can build reapers, which is fairly early. I know a lot of ppl are pointing out fault, but I'm just satisfied to see some real progression from BR #3 to BR #4. It's truly looking like starcraft now. But this post can't be completely full of rainbows and lolly-pops, because: "If everyone is thinking alike, then somebody isn't thinking." The Thor looked a little bit awkward, but by the constant replenishment David Kim was implementing to the Thors, with the fact that the only air units Toss had was Observers and the occasional Warp Prism, then they must of been doing a lot of the damage in those encounters. I like the Hellion as a unit, it's just the movements is out of place. It's almost jittery, like the driver is seriously indecisive, or just has serious spasms lol... But if all the main faults of a battle report, are visual ones, then my god, balancing is on its way. ![]() | ||
SoleSteeler
Canada5412 Posts
Give Helions an energy pool and the option to lay a fire trail, or give a short speed boost! Give Thors the ability to carry infantry! Maybe, at least. Just throwing ideas out there ... I know some people don't want more abilities, but those are pretty clear visually, so I don't think they'd be hard to follow. Or maybe I just want to make Terran overpowered ... But I do know that a lot of the units fill very similar niches instead of having synergy with each other. Units like the Marine, Marauder, and Thor are too similar for me. Can anyone who's played SC2 say whether or it's worth it to make all three in the late game? | ||
onewingedmoogle
Canada434 Posts
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0neder
United States3733 Posts
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JohannesH
Finland1364 Posts
Its arms go inside the ruins sometimes when walking close to them too. | ||
Ryuu314
United States12679 Posts
i was actually very excited when the thor was first announced as it brought back nostalgia for the old mechwarrior series. they should make the thor stronger, but more expensive and slower (like BC slow). its design seems to point it towards a walking weapons battery, but really, i'm not sure how its role is gonna work out. they can't overlap its role with that of the tank, but having it as purely for its AA role seems a bit of a waste, as does making it just a large meatshield... the thor can be so much i mean, read the lore release by blizzard about it: + Show Spoiler + Within a few hours Agent Trey was free and clear, carrying vital information about the Dominion's most significant military development since the Brood War: Project Thor. The micro-spy images showed a huge bipedal war machine armed with two giant particle beams and a dorsal artillery battery that wouldn't be out of place on a battleship. i really hope the beta will be able to really fine-tune a place for the thor. | ||
SWPIGWANG
Canada482 Posts
Thor need a completely new model that looks less stupid and moves in a sensible way. -------------------- Mobile Static Defense: try TvZ With the mega mobility of protoss charge+blink+cliffwalk plus hardshields, static defenses don't work too well. On the other hand marauders are like hydras against the protoss..... TvZ have far greater potential for mobile static defenses, with Zerg creep drop + spine crawler push or just plain creep drop traps, and seige tank will be needed to deal with the ultras that the terran otherwise have no counter. Surface area control is also more important with Zerg than with protoss. With Zerg automatically getting automatic air superiority via corrupter (no tech needed, dedicated unit straight out of lair) + overlord scouting air routes at higher multitasking skill, I'd think that bio-mech/mech would work best. I'd be laughing if pure bio + air gets owned by spine crawler pushes to death... (aka range 7 ultralisk at lair tech lol) Tanks counters all Zerg ground units after all..., unlike protoss with hard shields/chargezeals. | ||
FusionCutter
Canada974 Posts
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gin_soaked
United States18 Posts
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SWPIGWANG
Canada482 Posts
A buggy that make 180 degree turns on its axis in a split second? Absurdity. | ||
Kaboo
Sweden125 Posts
Hellion: boring / bad concept, nice gameplay. Medivac: why cant it just heal units inside? It would make it more believeable and make it better gameplay imo. | ||
FREEloss_ca
Canada603 Posts
As far as the Thor goes, why does it exist in the game? Does it still have the castable AOE attack where it bombards a location with huge amounts of splash damage? That would be pretty cool, it could be used to cover retreats, or manipulate the enemy army into moving into certain areas of the map when avoiding. You could also set traps with it. | ||
MiraMax
Germany532 Posts
Make the Hellion slower, more sturdy-looking (Space-Buggies, I mean seriously?) and mount the Flamethrower on top of the vehicle. Instead of spinning the vehicle, turn the Flamethrower towards moving targets and allow it to shoot while moving! I know that this will make worker raids a bit more difficult with the Hellion ... but more satisfying when pulled off (plus Terran has the Reaper for that). In the Zerg release bring back Vultures to fill the niche and problem solved. The Thor instead is useless imo. I liked the idea in the beginning, but seeing it now, I am completely sure it needs to be scrapped. All it's abilities either overlap or take away some of the fun! Its building-damage-ability overlaps with Nukes/ Siege Tanks/ Banshees, it's ground damage makes unsieged tanks / Hellions somewhat superfluous, while it's air damage makes the Viking /offensive towering useless. Just from it's mere set of abilities it's more of a "jack-of-all-trades", which is plain boring. The only role I could see for him, would be a mothership-esque endgame super-unit, which is fun in single-player and not used (thereby not in the way) in multiplayer. P.S: Protoss looks fine, only the Nullifyer model seems completely out of place ... | ||
DeCoup
Australia1933 Posts
On October 21 2009 14:28 onewingedmoogle wrote: the high ground thing mixed with the nuke is just not right. feels almost like command and conquer where u build a superweapon, then point and shoot I don't get it? How does the high ground change effect nukes at all? Seems like it would be the same to me. | ||
DoX.)
Singapore6164 Posts
and ghosts too!! | ||
Jenia6109
Russian Federation1612 Posts
On October 21 2009 17:00 Kaboo wrote: Medivac: why cant it just heal units inside? It would make it more believeable and make it better gameplay imo. So hard to use. To do this just because of Ghost is strange. Just give a Ghost 40hp like it was in SC1... | ||
JohannesH
Finland1364 Posts
On October 21 2009 21:08 Jenia6109 wrote: Show nested quote + On October 21 2009 17:00 Kaboo wrote: Medivac: why cant it just heal units inside? It would make it more believeable and make it better gameplay imo. So hard to use. To do this just because of Ghost is strange. Just give a Ghost 40hp like it was in SC1... Not just for ghost... It makes better sense otherwise too. Healing between combats is more interesting than just regeneration in-battle while using stims and all... | ||
bITt.mAN
Switzerland3691 Posts
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Jenia6109
Russian Federation1612 Posts
On October 21 2009 22:13 JohannesH wrote: Show nested quote + On October 21 2009 21:08 Jenia6109 wrote: On October 21 2009 17:00 Kaboo wrote: Medivac: why cant it just heal units inside? It would make it more believeable and make it better gameplay imo. So hard to use. To do this just because of Ghost is strange. Just give a Ghost 40hp like it was in SC1... Not just for ghost... It makes better sense otherwise too. Healing between combats is more interesting than just regeneration in-battle while using stims and all... I meen in real game it will very hard to use. Lets imagine situation: Marines vs Zerglings. 1. Marines use stimpack, then attack Zerglings, then die while Zerglings overwhelm them. Medivac no needed tt 2. Marines use stimpack, then attack Zerglings, kill them all, then rest of them load to Medivacs before next attack. So it will be similar to Mechanic repair that is unused in SC1. So u won't be able to heal Marines in a battle and they will die miserably even if they will have shields. I even don't talk about Lurkers or Colossus. Marines without medic suck. | ||
dmetheny
United States146 Posts
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No_eL
Chile1438 Posts
hellion sucks.. very poor animation and awful fire damage... bring back vultures! and all will be happy =) | ||
onmach
United States1241 Posts
And as for healing, gold beam sucks. How about having little bent mechanical arms bend out of the bottom of the drop ship and poke the units under it? That would be difficult to animate, but I think it would be worthwhile. | ||
Zato-1
Chile4253 Posts
On October 21 2009 00:23 Spawkuring wrote: Really, my major problem is just the fact that Blizzard seems fixated on the Hellion and Thor for whatever reason even though the community hates it. Fans don't like the Hellion and Thor, so clearly they should be scrapped and SC2 should just be SC1 in 3D. No, it doesn't work like that. If you don't like them, say why you don't like them, and what you would do to change them that could make you like them. Criticizing something is fine, it just doesn't help anyone unless it's constructive criticism. | ||
danl9rm
United States3111 Posts
On October 20 2009 22:51 FrozenArbiter wrote: Show nested quote + On October 20 2009 22:20 blade55555 wrote: On October 20 2009 21:50 Icks wrote: Same comments since the annoucement of the game developpement. Group 1 say: "It's StarCraft 1 in 3D." Group 2 say: "Remove Thor, remove Hellions. Stalkers dont deal enough damage, make them like goons. Remove mothership. Psi Storm too quick. Nuke too easy.Game too fast." and they could add "Plz make us StarCraft 1 in 3D." Obviously, Blizzard cant satisfy everyone. But i'm more a "group 1" person. Just make a good game, who cares about old mechanics... The purpose is to add new ones. Ok, some of them need to be tuned, but do not ask to remove everything that is new -_- +1. I am seeing alot of people complaining about the new stuff and not really giving anything much of a chance because its not in sc1. I think people need to give it more of a chance and realize there is a reason this is called sc2 not sc1 in 3D -_- Except the units being complained about are generally BAD. Do you see anyone go "Omg the Phoenix is sucks, bring back the corsair"? No, because the phoenix is a fine replacement. Do you see anyone go "Omg the Viking sucks, bring back the goliath?" No, because the Viking is a fine replacement. Do you see anyone go "Omg the stalker/immortal/warp ray sucks, bring back the dragoon/dragoon/scout"? No, because the stalker/immortal/warp ray are fine replacements. People DO complain about the Thor, the Hellion, the Mothership, the Infested Terrans because these new units are really flawed. The Thor is just there. A huge clunking mecha with nothing special about it - I liked it when it was new. Constructed by SCVs, and capable of having its wreck revived. Sure it needed a bit of work, I thought, but it seemed fine. Seeing it in game now... I hated it. The mothership is meh. The arbiter is a better unit BUT I'm fine with them replacing it because I think they should replace as many units as they can. They just need a better replacement, is all. The Hellion should just be the vulture. I'm sorry but that's all there is to it lol Waaaaaay superior model too (see SC2 single player screenshots of their new vulture - it's bad ass). In fact I'm gonna make a list: New units - liked: Stalker Immortal Baneling Viking Infestor Warp Ray Phoenix Nullifiers Reapers New units - disliked: Thor Mothership Hellion New units - ambivalent (dunno if it's the right word, but basically I've seen people that like it, people that hate it, or I just haven't seen much talk at all about them): Medivac Corrupter Marauder Colossus Broodlord IMO, that's hardly indicative of a phobia of new units, as much as it's a dislike for inferior replacements. i like the mothership and the hellion ![]() and i don't really dislike the thor.. i really just am not sure what to think about it yet. honestly i guess i wish it was cooler. and also, please, in the sheer vastness of posts that this one will be sat upon, someone important read this. make the tank sound devastating! even moreso than it did in bw! it sounds like a pea shooter ![]() | ||
Jenia6109
Russian Federation1612 Posts
On October 20 2009 22:51 FrozenArbiter wrote: New units - liked: Stalker Immortal Baneling Viking Infestor Warp Ray Phoenix Nullifiers Reapers New units - disliked: Thor Mothership Hellion New units - ambivalent (dunno if it's the right word, but basically I've seen people that like it, people that hate it, or I just haven't seen much talk at all about them): Medivac Corrupter Marauder Colossus Broodlord IMO, that's hardly indicative of a phobia of new units, as much as it's a dislike for inferior replacements. I dislike: Warp Ray (i like concept, but i dont like in-game model) Nullifiers (i dont understand concept and i dont like in-game model too) I like: Thor (both concept and in-game model are cool, just fix pathfinding for it) Mothership (both concept and in-game model are cool, just make its abilities useful for its cost and interesting) | ||
mtmf
Brazil420 Posts
Did anyone manage to download it? EDIT: It's working now! | ||
Jenia6109
Russian Federation1612 Posts
On October 22 2009 03:20 mtmf wrote: Blizzard finally made it available at the Starcraft2 site, but I guess they failed at configuring the Blizzard Downloader for this because all I get is an error saying "This download is not authorized". Me too :-\ | ||
decemberscalm
United States1353 Posts
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Pengu1n
United States552 Posts
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Rotodyne
United States2263 Posts
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BluzMan
Russian Federation4235 Posts
I fear the game will be delayed. Not because of balance, there are problems with design. The only release-candidate race for now is the protoss, I generally like how they tweaked it even though I will miss corsairs and reavers the replacement is at least not bad. Toss is ready for beta. Zerg is facing an innovation crisis. They try to make a new unit, find that it doesn't fit and still stick to the old collection. I think that it is largely because zerg had the most consistent lineup that could cover all possible roles within the race's general concept and yes it's extremely hard to tweak. Zerg had the least number of underused units in all SC with most stuff finding use in all MU's (yes, ZvZ is all about mutaling, but watch some ZvZ that actually reaches hive tech - suddenly defilers rape mutas and hydras, lurkers, ultras and guardians/devourers find use again) and it's extremely hard to fit in something new. Their units are so well-designed that they are all in a sense iconic. This race is not ready for release, they need to put some more thought or at least give up and recreate SC1 Zerg because no, innovation for the sake of innovation is a very very bad practice. Terran suffered the worst. It is facing an identity crisis, suddenly from a slow fragile and very hard-hitting long-ranged race that values territory they turned into a mix of everything. Excuse me, a terran infantry unit (Marauder) goes on par with a protoss (supposedly having high hp expensive stuff) stalker? Giant mechas that outhp any toss high-tech? Buggies? Reapers? Now there are things that worked well, like the pretty unobvious but brilliant merge of goliath and wraith into viking, there are things that might be hell to balance (my experience with RTS tells me that it's impossible to balance a stealth bomber and Air-to-Ground AoE damage in general) but at least look fit, but stuff like Thors and Marauders makes terran faceless. This race is very poorly designed at this moment and is not ready even for a beta. It lacks a decent concept behind it, has no racial identity. Other things I've noticed is that Blizzard is trying to "just do their job" and add things for the sake of them. Some work well and really fit the races, I love the idea of zerg queen, I love warpgates and I love universal addons on terran buildings. Those features extend their races and are generally well-designed. However, other features like green pylons, MULEs and two gas geysers don't have any idea behind them - they just needed to add a "macro mechanic" to each race. This is innovation for the sake of innovation and as mentioned before it has no place in a game of such caliber. Sadly, after this BR I think it's still a very long time till we actually get the game. | ||
Kazius
Israel1456 Posts
Of course, looking at this without comparing to SC1: THIS IS SO FRICKIN' AWESOME zOMG!!@# | ||
raga4ka
Bulgaria5679 Posts
On October 22 2009 04:25 Rotodyne wrote: I donno, I think the helion looks like it really sucks. Yeah don't like the helions model and micro capabilities , but the idea behind it i like with the flamethrower | ||
raga4ka
Bulgaria5679 Posts
On October 22 2009 05:02 Kazius wrote: I feel like the Terrans and Protoss are losing their identity here. The Thor replaces the need for building turrets and turtling - their speed is the limit of the terran push, not the turrets/unsiege/move a bit/resiege cycle, and it really pisses me off that the Protoss units just seem underpowered. They have a teleport ability... that is outdone by a jetpack. They have goons that are too weak to take down a dropship and a ghost when they can finally reach them (because unlike the jetpacks, they need a spotter), and goons that are too massive and expensive to go for in a tech tree, which are a weaker version of the Thor. They're supposed to be the advanced, fierce alien race with mind-boggling abilities and a warrior history spanning to before human existence, yet they just seem soft... and in the classic Zerg niche of mobility and harassment based moves. No more charging in through minefields and under fire in order to slay the enemy, but needing huge amounts to swarm the enemy. Of course, looking at this without comparing to SC1: THIS IS SO FRICKIN' AWESOME zOMG!!@# So terran has to turtle in SC 2? Turrets are still needed against DTs and mutas before Thor or any high tech defence can come in to play . | ||
Ryuu314
United States12679 Posts
I mean, Terran shouldn't have to turtle, but they should at least still be the slow, steady push rather than the durable a-move army. | ||
Knee_of_Justice
United States388 Posts
The terrans need something to slow them down and create a more static playstyle. What if they got some form of mines back? The need for mines always just made sense as a terran innovation, but now the zerg have mines when they dont really need them Zerg should be aggressive, not sitting around waiting for some lone terran infantry to wander into a trap. | ||
Von
United States363 Posts
![]() I am more of a spectator than a player. But pretty hardcore. I am throughly addicted. I love this game probably as much as most of you. And I love the way its turning out. FYI I was also part of a dedicated user community that had a close relationship with Parallax and Volition in developing later versions of Descent. I founded DescentBB.net (one of the first dedicated web based gamer forums back in 97) and fostered a relationship with the lead designers). We did the same thing with them and argued finer points of balance ad nauseum. At one point I was among the top 20 or so players in the world. So I totally get the mentality of the elite hardcore gamer - the elite mentality - and the ravenous way peeps are defending thier positions. Yes I do get how important these things are Hellion: I think this is a great unit. I like the concept: it has the speed of the Vulture for Terran harrass, and has the flamethrower to replace the Firebat and also fullfill a niche close-to-mid ranged unit role. I also understand why they removed the mines (more on that below). Movement - I even like the way it moves. It skitters around the map and its both cute and threatening all at once. I dont see anything wrong with the movement, any more or less than I saw anything wrong with Vulture movement. Art - And I like the way it looks. Its a badass little Terran buggy. And I'm probably not the only relatively new fan / player that thinks the Vulture is one of the geekier / stranger looking units in SC. Honestly the V it is/was kind of odd looking. I think ya'll are just emotionally attached to it. Really .. you're just used to the way it looks and its comforting. But the buggy is a cooler looking unit. Thor: Here I am more in agreement with the board. The unit is: A) Visually so out of scale with the rest of the units, that it looks strange .. and .. B) Does not seem to have found it's niche in terms of usefullness and strategy. Visually - the scale on both this and the Ultralisk could easily be reduced by 25% or more. Its just ridiculously large. This is (obviously, by watching its movements on screen) causing problems with pathing, and obscuring the battles when things get heated. Reduce the size and this (and the U-lisk) will integrate better into the armies, will path better, and will not obscure the action. Niche - Yes I totally agree that there doesnt seem to be a clear definition - other than replacing the Goliath (which is covered by the Viking) - providing long range assault (which is covered by the Tank) - and being a meatshield (which, is not a good enough purpose by itself). Is it a ground based Battlecruiser than? So why do you need it at all, the BC is already the late game FU unit. Mobility I totally see the point about the lack of mines and other positioning elements changing the nature of the gameplay. Mines are one of the elements that gave the Terrans identity; it allowed them to focus on slowly gaining positional advantage and moving out in that way. I just watched a wicked Flash vs Firebat hero match and I totally enjoyed it. It was about 50 minutes long. However ... Not everyone likes this kind of match. I've seen plenty of posts about this very thing. There are plenty of peeps who dont like TvT for this reason, or even TvP I'm sure. So I think Blizz has opted to make SC2 more about mobility and less about positional advantage. They are weighting the game play more towards a lot of action taking place at multiple points on the screen, made viable by all three races having increased mobility. Hence the removal of the mines. Some are going to like this, some are not ... but this may tend to make games a bit more dynamic to both play and watch, and may make games (as a whole) quicker to finish. Its a game design philosophy and this is one they have probably given a lot of thought to. I wouldn't count on it being changed. Personally I think its going to work out fine with some tweaking. I totally agree that the pathing of the units in battles has to be majorly tweaked as time goes by in order for it to work out the way they are hoping it will ... | ||
ForTheSwarm
United States556 Posts
Good to see more battle reports though. | ||
Ryuu314
United States12679 Posts
You make some very good points, but there are a few things I think a lot of people may disagree with. I'm in no way trying to speak for everyone else, but here's some things that are probably on the forefront of most people's minds. First the Vulture. I have to agree that a lot of the hate towards the hellion is probably to do with nostalgia and connection to the vulture. However, the main issue is the fact that it doesn't seem to be able to micro the same way the vulture did, ie attacking and moving smoothly. That's the main issue most people have with the hellion. Second: mobility. I agree that SC2 is intended to be more mobile and faster paced than SC. However, the Terran's entire niche is about the slow, steady push (when going mech anyways). By giving them the amount of mobility they have now, they're starting to feel like the Protoss, except with stronger hitting units. Terran in SC was literally all about positioning; I'd argue more so than the other two races. Yes, perhaps positioning should have its importance diminished in SC2, but its importance to the Terran is practically non-existent in the BRs. That's basically a revamp of the Terran identity. Terran should be more mobile in SC2, but positioning should still be very, very core to the Terran army. I agree with the removal of the mines, but from the recent battle reports it seems as if all the Terran army has to do is a-move. The tanks are redundant and rather pointless when you have that Marine, Marauder, Thor combo that just punches through everything. In SC, Terran's position and timing was extremely important. Getting caught out of position was like getting caught with your pants down if you were Terran, a little less so for the other races. Now, it's like positioning doesn't even matter for the Terran. | ||
Spawkuring
United States755 Posts
The reason why the Terran identity has been weakened is because Blizzard has focused too much on highly durable units while still maintaining all of the Terran's signature firepower: Mauraders with as much HP as a Protoss unit, Thors that exceed even the most powerful Protoss units in durability and strength, and Mauraders that can demolish both light and heavy units alike due to their slowing grenades and bonus damage against armor. In all honesty I don't blame David Kim for avoiding making too many siege tanks. Why bother when you can just mass Mauraders that are cheaper, easier to build, have almost as much HP, and can probably kill units just as well as the siege tank due to their stimpacks, slowing effect, and healing from Medevacs. In order to fix this problem, Blizzard needs to step back and re-evaluate where they're going with all these units. I don't necessarily dislike the Maurader in concept, but it's way too powerful in its current form. A Terran infantry unit should NEVER be as strong as a Protoss unit, yet in the current stage of the game that's exactly what we have. And of course the Thor I just dislike entirely in its current state. If it's going to be a huge "OMG" unit, then it should be kept rare and hard to get. Right now it seems like it wants to be a part of the regular Terran arsenal, and I just think that's stepping on the Protoss' toes too much. So to summarize, Terrans need to stop pretending that they're Protoss. Terrans should be moderately fragile with most of their strength being their long-range firepower and map control. A little extra mobility is fine, but a Terran that doesn't rely on positional gameplay is a Terran that's not living up to Starcraft's legacy. P.S: As a more quirky suggestion, I actually think they should try making Reapers as the Vulture's spiritual successor instead of the Hellion. Make Reaper mines like spider mines and only give them one mine each. Perhaps give the Hellion a chance to gain a more diverse role since it seems very plain at the moment. Right now the Hellion seems to be in the game for no reason other than to show off the fire physics. | ||
Count of Hell
Hungary7 Posts
The two Stalkers fired the transport ship ( 7:00-7:30 ) like hell but no damage. They could kill that easily but the transport run away with Hellions. I have stopped watching this video around 8:00. This was for me enough. | ||
whyohwhy
60 Posts
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Salteador Neo
Andorra5591 Posts
On October 22 2009 22:19 whyohwhy wrote: The vulture is a good unit because when micro'd properly it can do damage while almost not stopping moving at all, hence a very good harassment unit. The hellion is nowhere close, as evidenced by this new BR. On the other hand the flamethrower probably works like the firebat's and has AoE damage. | ||
DeCoup
Australia1933 Posts
That said.. I honestly don't think the Terran should have a large size unit on the field. Zerg have a large melee unit, Protoss have a large ranged unit. Terran should have neither. Or a large flying unit. Oh wait.... they do... Get that fu..ing Thor out of the game already! | ||
aeroH
United States1034 Posts
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Bosu
United States3247 Posts
On October 22 2009 21:51 Count of Hell wrote: This video is bulls**t ! The two Stalkers fired the transport ship ( 7:00-7:30 ) like hell but no damage. They could kill that easily but the transport run away with Hellions. I have stopped watching this video around 8:00. This was for me enough. You are being absolutely ridiculous. Why do you care so much about balance in the alpha state. Shit is going to change so much in beta. Just fucking enjoy it for what it is. An enjoyable game with pretty psi storms and nukes. | ||
PobTheCad
Australia893 Posts
nuke seems a little OP but otherwise the game looks good. | ||
Bosu
United States3247 Posts
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JohannesH
Finland1364 Posts
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immacolate
Serbia199 Posts
- why are all the resources now shown on the mini-map like in WC 3. are the kids that are going to buy this game so stupid that they cannot scout for themselves, or perceive the concept of symmetrical positions on the map? - why is even a map like LT with huge wide open space in the middle tweaked so that it looks like any random WC3 map, with some stupid corridors and narrow passages all over the place? there was even a forest on the fucking hill above 12 o'clock base. - the sound in this game is terrible. i swear to god this sounded like Dune 2000 or C&C 2, with a bunch of cheap futuristic effects deprived of any identity. even siege tank fire sounded like children's toy. - while we are at the siege tank, was that wide red circle around it actually its firing range that is now visible?. will this work only in spectator mode, or you can see range of every unit while playing? - zealots look like some comedic combination between a waiter and a jedi with that flaming psi blade in right hand and unnatural position of their left hands. oh, and the sound of their attacks is just laughable. - there are too many pointless animations or light effects. for example, there is some shit spinning around the pylon, and some stupid blue light below every protoss probe. this game will NEVER be an esport that spectators would enjoy with all this useless crap moving and shining all over the place. - i hate how health bar looks. it was hard for me to determine how many hit points are left on any unit at any point in time. oh, and that terran dropship really refused to die, after being hit a shitload of times by those lousy excuses for dragoons. - how to fuck did the terran have so many nukes? this looked like 3 or 4 silos in action. are the nukes now produced in 10 seconds? no, I did not bother to read unit and tech trees, they will change those at least 57 times before a full version of the game comes out anyway. - the commentators are morons. they were acting like that little tank and dropship micro was the most skillful move in the universe. evar. - as we all know, david kim is truly a bonjwa, but that protoss player sucked. he could not even block his ramp against 2 vulture wannabes, and he saw them coming 20 seconds ago. - i see no point to concept of xel naga watch towers. with so many fast units that teleport and jump all over the place, why would you really need this feature in the game? - i am not sure about units on low ground not being able to return fire to the high ground without a help from observers.yes, it is nice to jump and blink up and down with the units, but still, you are now basically forcing the players to make "jumping" units so that they could defend from high ground harassment and shit. i mean, siege tank from low ground cannot hit a templar on the hill? hello?? it seems to me like everyone already has their firm opinion about SC 2 (I hate it, thank you), and nothing that is written on this forum will change their mind one way or the other, but I am really disappointed with how this looks like. I am not surprised that beta is being delayed over and over again, because to be honest, this joke cannot be the sequel to the best RTS game of all times, can it? | ||
SoleSteeler
Canada5412 Posts
On October 23 2009 11:34 immacolate wrote: - zealots look like some comedic combination between a waiter and a jedi You know, I always Zealots looked weird too, but couldn't quite find a proper description. This is perfect! | ||
Ryuu314
United States12679 Posts
On October 23 2009 11:34 immacolate wrote: I would really, REALLY love to be excited about SC 2, but month after month, BR after BR this game looks more and more like the worst pile of crap ever. - why are all the resources now shown on the mini-map like in WC 3. are the kids that are going to buy this game so stupid that they cannot scout for themselves, or perceive the concept of symmetrical positions on the map? - why is even a map like LT with huge wide open space in the middle tweaked so that it looks like any random WC3 map, with some stupid corridors and narrow passages all over the place? there was even a forest on the fucking hill above 12 o'clock base. - the sound in this game is terrible. i swear to god this sounded like Dune 2000 or C&C 2, with a bunch of cheap futuristic effects deprived of any identity. even siege tank fire sounded like children's toy. - while we are at the siege tank, was that wide red circle around it actually its firing range that is now visible?. will this work only in spectator mode, or you can see range of every unit while playing? - zealots look like some comedic combination between a waiter and a jedi with that flaming psi blade in right hand and unnatural position of their left hands. oh, and the sound of their attacks is just laughable. - there are too many pointless animations or light effects. for example, there is some shit spinning around the pylon, and some stupid blue light below every protoss probe. this game will NEVER be an esport that spectators would enjoy with all this useless crap moving and shining all over the place. - i hate how health bar looks. it was hard for me to determine how many hit points are left on any unit at any point in time. oh, and that terran dropship really refused to die, after being hit a shitload of times by those lousy excuses for dragoons. - how to fuck did the terran have so many nukes? this looked like 3 or 4 silos in action. are the nukes now produced in 10 seconds? no, I did not bother to read unit and tech trees, they will change those at least 57 times before a full version of the game comes out anyway. - the commentators are morons. they were acting like that little tank and dropship micro was the most skillful move in the universe. evar. - as we all know, david kim is truly a bonjwa, but that protoss player sucked. he could not even block his ramp against 2 vulture wannabes, and he saw them coming 20 seconds ago. - i see no point to concept of xel naga watch towers. with so many fast units that teleport and jump all over the place, why would you really need this feature in the game? - i am not sure about units on low ground not being able to return fire to the high ground without a help from observers.yes, it is nice to jump and blink up and down with the units, but still, you are now basically forcing the players to make "jumping" units so that they could defend from high ground harassment and shit. i mean, siege tank from low ground cannot hit a templar on the hill? hello?? it seems to me like everyone already has their firm opinion about SC 2 (I hate it, thank you), and nothing that is written on this forum will change their mind one way or the other, but I am really disappointed with how this looks like. I am not surprised that beta is being delayed over and over again, because to be honest, this joke cannot be the sequel to the best RTS game of all times, can it? Firstly, you could see mineral patches on the mini-map in SC1 too -.- So I'm not quite sure what you're getting at with your first point. Perhaps you dislike the fact that the entire map is revealed at the start of the game except it's just under fog of war? Most people that I've heard from really don't have a problem with that feature so, iunno. Second, what exactly is wrong with having some aesthetic aspects to the game? Yes, there's a forest. So? Does it impact the game play in any way? I think not. In addition, the pylon animation is simply an extension of the pylon animation in SC1. In SC1 the pylons already had the rings, they just made them spin a little in SC2. Probes are also supposed to float so I'm guessing that's where the blue light came from. Zealots, well, either you like the design or not. It's your choice. Also, I thought the health bar was perfectly fine...it's the first time I've heard anyone complain about it at least. Third, the tank's range is only viewable by the controlling player and observers I believe... I'm not exactly happy with that mechanism either as now it requires less skill to utilize tanks and other long-range units. The sound effects currently in place are hopefully just placeholders because, yes, a lot of them sound stupid and wimpy. Stalker damage as with nukes are subject to balance and I think they'll be worked out during beta with mass testing. I believe there was another thread discussing the effects of the new high ground mechanics. The purpose of the new mechanic is to remove the randomness of "missing" from the game, which no RTS should have. Also, in both SC1 and SC2 you can't see up cliffs and in the BR the Terran player never bothered to scan the high ground for the templar and thus never saw them. As a result, his tanks couldn't shoot them. In addition, I believe tanks needed a spotter or a comsat scan in order to shoot units on high ground in SC1 so I'm not sure where all your grief about that is from. | ||
Jayde
Marshall Islands104 Posts
![]() Anyway, I am really excited to see it as I have enjoyed all the other battle reports immensely! | ||
Tsagacity
United States2124 Posts
Replay overlays allow you to see all current player control groups when you have that player selected. ![]() | ||
ParasitJonte
Sweden1768 Posts
Most of the issues in your post are just ridiculous ("sc2 sucks because I don't like the health bar"). Though I agree about the nukes. He seemed to be able to amass a new nuke every minute. I also think the high ground mechanic is questionable. If tanks shoot at you from a cliff, you should be able to see them and respond fire. | ||
Abyzou
Sweden209 Posts
They should make Thor an endgame weapon like BCs so we can still see tanks rolling around mostly. Thors are too big and pricey to field in vast numbers like that, or they SHOULD be. | ||
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Liquid`Jinro
Sweden33719 Posts
On October 23 2009 11:34 immacolate wrote: I would really, REALLY love to be excited about SC 2, but month after month, BR after BR this game looks more and more like the worst pile of crap ever. - why are all the resources now shown on the mini-map like in WC 3. are the kids that are going to buy this game so stupid that they cannot scout for themselves, or perceive the concept of symmetrical positions on the map? Because there is absolutely no reason to not have it? All it means is you won't misclick when sending your scout, and playing a new map doesn't mean you are completely lost. - why is even a map like LT with huge wide open space in the middle tweaked so that it looks like any random WC3 map, with some stupid corridors and narrow passages all over the place? there was even a forest on the fucking hill above 12 o'clock base. .... Who cares? If it's a problem the maps will be changed. Have you even seen the majority of the SC original maps? - the sound in this game is terrible. i swear to god this sounded like Dune 2000 or C&C 2, with a bunch of cheap futuristic effects deprived of any identity. even siege tank fire sounded like children's toy. Yeah they are a little underwhelming. - while we are at the siege tank, was that wide red circle around it actually its firing range that is now visible?. will this work only in spectator mode, or you can see range of every unit while playing? I believe it's visible for specators and the player controling the siege tank. - zealots look like some comedic combination between a waiter and a jedi with that flaming psi blade in right hand and unnatural position of their left hands. oh, and the sound of their attacks is just laughable. Whatever. - there are too many pointless animations or light effects. for example, there is some shit spinning around the pylon, and some stupid blue light below every protoss probe. this game will NEVER be an esport that spectators would enjoy with all this useless crap moving and shining all over the place. "OH NOES THE PYLON IS SPINNNINGG MAKE IT STOP, WAAAAAAAAAH" -_- - i hate how health bar looks. it was hard for me to determine how many hit points are left on any unit at any point in time. oh, and that terran dropship really refused to die, after being hit a shitload of times by those lousy excuses for dragoons. - how to fuck did the terran have so many nukes? this looked like 3 or 4 silos in action. are the nukes now produced in 10 seconds? no, I did not bother to read unit and tech trees, they will change those at least 57 times before a full version of the game comes out anyway. Meh, dropship HP/stalker damage is going to change a ton of times if it needs to. - the commentators are morons. they were acting like that little tank and dropship micro was the most skillful move in the universe. evar. It was the most skillful move that's been shown in a battle report at least. I don't really get why some people get so angry at them for hyping the game. - as we all know, david kim is truly a bonjwa, but that protoss player sucked. he could not even block his ramp against 2 vulture wannabes, and he saw them coming 20 seconds ago. - i see no point to concept of xel naga watch towers. with so many fast units that teleport and jump all over the place, why would you really need this feature in the game? I haven't really seen what the watch towers are good for either, but it doesn't hurt to have them as an option. - i am not sure about units on low ground not being able to return fire to the high ground without a help from observers.yes, it is nice to jump and blink up and down with the units, but still, you are now basically forcing the players to make "jumping" units so that they could defend from high ground harassment and shit. i mean, siege tank from low ground cannot hit a templar on the hill? hello?? Yeah I think this is weird too, but we'll see how it works out. it seems to me like everyone already has their firm opinion about SC 2 (I hate it, thank you), and nothing that is written on this forum will change their mind one way or the other, but I am really disappointed with how this looks like. I am not surprised that beta is being delayed over and over again, because to be honest, this joke cannot be the sequel to the best RTS game of all times, can it? Beta being delayed has nothing to do with gameplay/looks. | ||
immacolate
Serbia199 Posts
- so you can wall in with supply-barracks-supply and then just lift off barracks and add another supply instead, and they still form a perfect wall? isn't barracks like 3 times bigger than supply depot? - terran buildings lift off and land too fast, which is mostly just cosmetics. but they are also way too fast in flight which could seriously impact the gameplay. slow them down for fucks sake, they are buildings, not interceptors. - i am very afraid of how would a mirror match up look like. the units are hardly distinguishable in pvt as it is, how bad will it be in tvt or pvp? red robots against purple robots? wasn't that total annihilation? back in 1997? groovy. - almost all units seem to fire the same two types of lasers (small gay laser or big bossman laser), regardless of their race or function. bring back plasma bowls for the protoss or something, make them DIFFERENT than terrans. that is essential. this game is in serious danger of being perceived as robots vs robots, deprived of any identity. - there is almost nothing human about terran. marines will be an afterthought with marauders (visually, another small robotic-like unit) being so strong and popular, while medics and firebats are out. - remove the fucking thor, this is not WC3 you do not need to have a big beefy ground unit for every race. - regarding maps, once again SC2 is not WC3, this game needs open spaces, large battles and flanking. you cannot do that shit when every map we have seen so far looks like WC3 ripoff. even if original SC maps were not like the ones we are playing today, why would SC2 need to go back 10 years in time and make the same mistakes as the original? it is not like SC2 designers do not know how should a good map look like. - and yes, excessive and useless animations will seriously HURT this game as a spectator's sport. regardless of the game's popularity, it would not be followed by casual or outside fans if they are having problems seeing what to fuck is going on on the screen. think WOW, they have the biggest number of fans ever, but their tournaments never became big as a spectator attraction, because they are simply not viewer friendly. I understand that this game needs to look modern, but I can only hope they will offer video options to remove or tone down all that shiny garbage when the games are broadcast publicly. | ||
PobTheCad
Australia893 Posts
i haven't been following sc2 that closely but does zerg have a cliff jumping unit similar to the reaper , colossus or stalker? | ||
Amber[LighT]
United States5078 Posts
On October 24 2009 00:29 PobTheCad wrote: i agree with the whole laser thing i haven't been following sc2 that closely but does zerg have a cliff jumping unit similar to the reaper , colossus or stalker? They can travel underground, I think that's a good substitute, and it wouldn't surprise me if this ability allowed for cliff jumping (well.. tunneling..) | ||
Garnet
Vietnam9013 Posts
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Icks
France186 Posts
On October 24 2009 00:44 Amber[LighT] wrote: Show nested quote + On October 24 2009 00:29 PobTheCad wrote: i agree with the whole laser thing i haven't been following sc2 that closely but does zerg have a cliff jumping unit similar to the reaper , colossus or stalker? They can travel underground, I think that's a good substitute, and it wouldn't surprise me if this ability allowed for cliff jumping (well.. tunneling..) No, moving burrowed units cant travel under cliffs. So Zergs dont hzve such units, and this is made on purpose by Blizzard, to keep the differences between races... (I guess they will have this kind of unit in one of the expansions...) | ||
Krikkitone
United States1451 Posts
The best solution to that I can see is Ghost's taking double damage when dropping a Nuke, so that there is actually some ability to stop them | ||
abyss
Czech Republic139 Posts
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whyohwhy
60 Posts
On October 23 2009 23:30 immacolate wrote: - almost all units seem to fire the same two types of lasers (small gay laser or big bossman laser), regardless of their race or function. bring back plasma bowls for the protoss or something, make them DIFFERENT than terrans. that is essential. this game is in serious danger of being perceived as robots vs robots, deprived of any identity. QFT. And then the "cool" robots like the Reaver are replaced with some generic garbage from war of the worlds to make tom cruise fans happy I suppose? I mean, replace the Reaver if you have to, but ffs at least replace it with something as good or better, please? But yeah you are right there is definitely a more generic feel to it than the original SC. I mean just look at the Thor vs the Viking on one of the pictures in the Thor thread... One giant 2 feet 2 arms walking robot standing to a medium sized 2 feet 2 arms walking robot with the same color scheme and just about the same shape if you take away a couple of big guns... how very unique.. zzz. | ||
blade55555
United States17423 Posts
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frankzimmer
Germany2 Posts
They almost hit the supply cap in that game and at no point did it seem like either of them had a large army | ||
Tsagacity
United States2124 Posts
On October 24 2009 08:15 frankzimmer wrote: Actually, we did notice it and discussed it already in this thread. They each had 60-70 harvesters and thors+tanks = mass supply consumption.Uhhh 20 pages and nobody noticed the supply count? They almost hit the supply cap in that game and at no point did it seem like either of them had a large army | ||
frankzimmer
Germany2 Posts
On October 24 2009 08:22 Tsagacity wrote: Show nested quote + Actually, we did notice it and discussed it already in this thread. They each had 60-70 harvesters and thors+tanks = mass supply consumption.On October 24 2009 08:15 frankzimmer wrote: Uhhh 20 pages and nobody noticed the supply count? They almost hit the supply cap in that game and at no point did it seem like either of them had a large army a capped army should never look that small, that's horrible they're doing it on purpose so they don't have to render big armies because that'd make the system requirements higher, so they're just going to balance it so everyone uses high supply units I'm telling you, 3d graphics ruin RTS | ||
DeCoup
Australia1933 Posts
On October 24 2009 08:34 frankzimmer wrote: Show nested quote + On October 24 2009 08:22 Tsagacity wrote: On October 24 2009 08:15 frankzimmer wrote: Actually, we did notice it and discussed it already in this thread. They each had 60-70 harvesters and thors+tanks = mass supply consumption.Uhhh 20 pages and nobody noticed the supply count? They almost hit the supply cap in that game and at no point did it seem like either of them had a large army a capped army should never look that small, that's horrible they're doing it on purpose so they don't have to render big armies because that'd make the system requirements higher, so they're just going to balance it so everyone uses high supply units I'm telling you, 3d graphics ruin RTS Considering that UMS is not limited by the need for resources I highly doubt that. They would not design an engine that could not render near to the total max supply on screen at one time. | ||
HunterGatherer
118 Posts
----- User warned for this post. | ||
Spawkuring
United States755 Posts
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Liquid`Jinro
Sweden33719 Posts
On October 24 2009 02:45 abyss wrote: rly hard to kill 100hp ghost (sarkasm) Actually, it is. The stalkers do less damage than a dragoon and the medivac heals faster than a medic. On October 24 2009 09:12 HunterGatherer wrote: SC2....What an amazing piece of trash run my stupid egg head dustin "the kid" browder. I swear i could do a better job at making this game if they didnt fuck it up so much and turn it into a joke from the get-go. This is not constructive. Criticism is fine, but not like this. | ||
RLTY
United States965 Posts
Wow, that's rather depressing... | ||
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Liquid`Jinro
Sweden33719 Posts
On October 24 2009 11:25 icemac wrote: Wait, that was maxed out? Wow, that's rather depressing... IIRC, they weren't quite maxed no, but at the peak I think the terran reached about 170? What needs to be kept in mind is: - Terran had 60 SCVs... that's AFTER losing 20 SCVs at his island. - Terran was making nukes. Now, we don't know how many silos he had, but assuming they still take up 8 supply... Well, you get the picture. - In the biggest battle, terran still had a decent sized army at home so it wasn't a full 170 supply army out there in the middle. Just something to keep in mind. It still looked a little small, probably because of the 6 sup Thors and 3 sup tanks. | ||
Tsagacity
United States2124 Posts
Largest terran army onscreen (right before the psi storms): 4 thor (6 supply) 24 4 tank (3 supply) 12 7 hellion (2 supply) 14 13 Marauders (2 supply) 26 = 76 supply army. When he that army moved out he was at 153/153 and jumped up to 170 after getting rid of the supply block. The biggest army we saw there was NO WHERE near as large as possible. Honestly though, it's hard to account for 153 supply after that army and 65 workers unless nukes cost supply. Maybe DKim had all his bunkers filled the entire game? I guess having a few thors in progress at the factory could easily fill that up though as well. | ||
jalstar
United States8198 Posts
On October 24 2009 10:30 Spawkuring wrote: Ugh, now this thread is getting overrun by trolls. anyone who doesn't like SC2 = troll? lol. it looks ok, but it lacks the big moments that sc1 has, i understand why they're delaying it. | ||
4clovers
United States41 Posts
where's the pre-battle positioning. strategic engagement and formations. WTF | ||
4clovers
United States41 Posts
instead of fucking stim, marines get some fucked up shield which just buffs their hitpoints like they are some WC3 grunt. They aren't fast enough to run between lurker spikes, so why bother microing. no medics to micro around. oh, haha, and stalker laser beams move too quickly for tank/dropship harass. dragoon bolts go slower, so you can time it and put the tank back into the dropship. Stalker? haha. uhm, no. Btw, the protoss player sucked. I can't believe he's a game tester. If he can't even use the right unit combinations, how the fuck is he a game tester? | ||
deL
Australia5540 Posts
I see they still feature on this map though... | ||
FakeKisser
United States159 Posts
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edahl
Norway483 Posts
On October 19 2009 18:00 konadora wrote: Helion.. looks like shit. Btw is that the Siege Tank range I saw? Is that see-able in-game or is it just a replay-only function? When I played it in 2007 I could see the range. | ||
SkyTheUnknown
Germany2065 Posts
Regarding this battle report: Terran armies are looking terrible as stated previously for several times. And the clumping is a huge issue, I don't understand how they still haven't fixed this problem. It's a massive no-go in terms of specatator-friendliness. Ok the video has a terrible quality, but it's still frightening that you have to watch very closely to distinguish the high templars etc. Furthermore Terran units should be designed in a more unique way. Reapers, Marauders and Marines should be seperated from each other more clearly. On the first hand this massive robot-look needs to be fixed, on the second hand the attack-modes aka the animations of the attacks are too similar. So I am hoping they are much farther in terms of design and just haven't released their most recent steps by now. Otherwise the game won't be able to overcome the huge step of quality like between WarCraft III and StarCraft, because these lacks can't and won't be fixed by patches later. | ||
Famehunter
Canada586 Posts
Hard to believe this game has stepped into the 3d era when all the units still behave like 2d sprites. | ||
4clovers
United States41 Posts
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ceaRshaf
Romania4926 Posts
The whole gameplay seems very superficial, and very unbalanced. The toss race is very weak and with no hero unit in front of it. Also the thor looks like a weak race lead, uncomparable with the well know siege tank. Making the supply higher for one unit it becomes useless to have 200 supply since we will make as many units as we did in warcraft 3. I don't care it can t render so many units, make them simpler. For now i am just confused. | ||
Holgerius
Sweden16951 Posts
Cool game by David Kim. He pretty much did the Fantasy style of TvP; constant harassment to enable him to double expand. He showed some kickass micro with the dropship and the tank, and the Hellion harassment was somewhat comparable to the Vulture raids that we all love so much (right, Protoss players? ![]() I love the nukes. It is impossible to know if it needs to be nerfed in some way, because I just had the feeling that David Kim was just that much better than his opponent. If something seemed a bit overpowered to me then it was the undodgeable storms. But yeah, it's hard so speculate about balance at all. We'll have to wait and see. I do not like the Thor. At all. They really have to either do a massive overhaul of it or cut it out completely. I can't think of anything positive to say about it. There was a big lack of epic battles. The armies just seem so small compared to their SC1 counterparts. And there was a severe lack of strategical depth to army positioning and map control. This might get better when players get better, but there seemed to be no thought behind their engagements at all. If we look at SC1, Terran positions his army very carefully, and Toss has to flank and shit to break it. Here they seemed to just A-move their armies into each other. The Zealot running animation bugged the fuck out of me. It was laughable to see a flock of Zealots skip around. I mean, in SC 1 it's a scary fucking sight when a control group of Zealots come charging down against your defensive line, they look like hardcore badasses! But in SC2 they look quite pathetic IMO. Not as bad as how the lings look, though. Overall this BR gave me some hope that SC2 will turn out good, but there's a long way to go. Terrible, terrible damage FTW! | ||
Ryuu314
United States12679 Posts
On October 27 2009 15:19 4clovers wrote: Even though they have lurkers and marines, there will no longer be any nice lurker vs marine micro. instead of fucking stim, marines get some fucked up shield which just buffs their hitpoints like they are some WC3 grunt. They aren't fast enough to run between lurker spikes, so why bother microing. no medics to micro around. oh, haha, and stalker laser beams move too quickly for tank/dropship harass. dragoon bolts go slower, so you can time it and put the tank back into the dropship. Stalker? haha. uhm, no. Btw, the protoss player sucked. I can't believe he's a game tester. If he can't even use the right unit combinations, how the fuck is he a game tester? Marines still have stim. They just got the shield in addition to stim. Check sources before saying something. | ||
Response
United States1936 Posts
On October 28 2009 02:07 Ryuu314 wrote: Show nested quote + On October 27 2009 15:19 4clovers wrote: Even though they have lurkers and marines, there will no longer be any nice lurker vs marine micro. instead of fucking stim, marines get some fucked up shield which just buffs their hitpoints like they are some WC3 grunt. They aren't fast enough to run between lurker spikes, so why bother microing. no medics to micro around. oh, haha, and stalker laser beams move too quickly for tank/dropship harass. dragoon bolts go slower, so you can time it and put the tank back into the dropship. Stalker? haha. uhm, no. Btw, the protoss player sucked. I can't believe he's a game tester. If he can't even use the right unit combinations, how the fuck is he a game tester? Marines still have stim. They just got the shield in addition to stim. Check sources before saying something. this doesnt change the fact holding a shield looks retarded on a unit that is also carrying a gun | ||
koreasilver
9109 Posts
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On_Slaught
United States12190 Posts
On October 28 2009 03:38 Response wrote: Show nested quote + On October 28 2009 02:07 Ryuu314 wrote: On October 27 2009 15:19 4clovers wrote: Even though they have lurkers and marines, there will no longer be any nice lurker vs marine micro. instead of fucking stim, marines get some fucked up shield which just buffs their hitpoints like they are some WC3 grunt. They aren't fast enough to run between lurker spikes, so why bother microing. no medics to micro around. oh, haha, and stalker laser beams move too quickly for tank/dropship harass. dragoon bolts go slower, so you can time it and put the tank back into the dropship. Stalker? haha. uhm, no. Btw, the protoss player sucked. I can't believe he's a game tester. If he can't even use the right unit combinations, how the fuck is he a game tester? Marines still have stim. They just got the shield in addition to stim. Check sources before saying something. this doesnt change the fact holding a shield looks retarded on a unit that is also carrying a gun I disagree. SWAT teams would too probably. | ||
Holgerius
Sweden16951 Posts
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Icks
France186 Posts
On October 28 2009 04:30 Holgerius wrote: Marines aren't supposed to be SWAT team members... Yeah.. a Terran marine is supposed to be a Terran Marine... but who knows what it is except Blizzard. I'm not saying thay can do whatever they want (although they can -_- ) but plz a shield doesnt change the nature of a Terran Marine. And as i like the idea of showing upgrades, i think the idea of the shield does fit to the Marine. Anyway, 2 year-old debate... | ||
Frenzied_Tank
Germany100 Posts
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Holgerius
Sweden16951 Posts
On October 28 2009 04:57 Icks wrote: Show nested quote + On October 28 2009 04:30 Holgerius wrote: Marines aren't supposed to be SWAT team members... Yeah.. a Terran marine is supposed to be a Terran Marine... but who knows what it is except Blizzard. I'm not saying thay can do whatever they want (although they can -_- ) but plz a shield doesnt change the nature of a Terran Marine. And as i like the idea of showing upgrades, i think the idea of the shield does fit to the Marine. Anyway, 2 year-old debate... It does change the nature of a Terran Marine. A Marine is supposed to be a bad assed soldier who takes drugs, bangs hot medics and runs impetuously into battle with viscious, slimy monsters. Not a faggot hiding behind a shield. ''If you want to survive in the military, you're going to have to stop acting like some damn Boy Scout.'' | ||
Mastermind
Canada7096 Posts
On October 28 2009 03:38 Response wrote: Show nested quote + On October 28 2009 02:07 Ryuu314 wrote: On October 27 2009 15:19 4clovers wrote: Even though they have lurkers and marines, there will no longer be any nice lurker vs marine micro. instead of fucking stim, marines get some fucked up shield which just buffs their hitpoints like they are some WC3 grunt. They aren't fast enough to run between lurker spikes, so why bother microing. no medics to micro around. oh, haha, and stalker laser beams move too quickly for tank/dropship harass. dragoon bolts go slower, so you can time it and put the tank back into the dropship. Stalker? haha. uhm, no. Btw, the protoss player sucked. I can't believe he's a game tester. If he can't even use the right unit combinations, how the fuck is he a game tester? Marines still have stim. They just got the shield in addition to stim. Check sources before saying something. this doesnt change the fact holding a shield looks retarded on a unit that is also carrying a gun But that isnt the point 4clovers was trying to make. | ||
ATLAS-3.04
United States190 Posts
On October 24 2009 03:18 whyohwhy wrote: Show nested quote + On October 23 2009 23:30 immacolate wrote: - almost all units seem to fire the same two types of lasers (small gay laser or big bossman laser), regardless of their race or function. bring back plasma bowls for the protoss or something, make them DIFFERENT than terrans. that is essential. this game is in serious danger of being perceived as robots vs robots, deprived of any identity. QFT. And then the "cool" robots like the Reaver are replaced with some generic garbage from war of the worlds to make tom cruise fans happy I suppose? I mean, replace the Reaver if you have to, but ffs at least replace it with something as good or better, please? But yeah you are right there is definitely a more generic feel to it than the original SC. I mean just look at the Thor vs the Viking on one of the pictures in the Thor thread... One giant 2 feet 2 arms walking robot standing to a medium sized 2 feet 2 arms walking robot with the same color scheme and just about the same shape if you take away a couple of big guns... how very unique.. zzz. This has been my biggest concern since the game was announced. Many units are seriously lacking in creativity, uniqueness and freshness (I haven't forgotten about roaches). I'll refrain from being too harsh until the beta hits, but...I dunno... It really does look fun, but I actually wouldn't mind if the game were postponed for another year or two. | ||
D10
Brazil3409 Posts
Reaver > colossos no mas Helions wtf, put vultures back. | ||
Tom Phoenix
1114 Posts
On October 24 2009 03:18 whyohwhy wrote: Show nested quote + On October 23 2009 23:30 immacolate wrote: - almost all units seem to fire the same two types of lasers (small gay laser or big bossman laser), regardless of their race or function. bring back plasma bowls for the protoss or something, make them DIFFERENT than terrans. that is essential. this game is in serious danger of being perceived as robots vs robots, deprived of any identity. QFT. And then the "cool" robots like the Reaver are replaced with some generic garbage from war of the worlds to make tom cruise fans happy I suppose? I mean, replace the Reaver if you have to, but ffs at least replace it with something as good or better, please? You know, I never really understood arguments like this. Yes, the Colossus is a reference to H.G. Wells`s book War of the Worlds (the Tom Cruise movie was an adaptation of said book)...so? What exactly is wrong in that? Both the Marine and Dropship in the original are a reference to the Aliens movies, yet nobody seems to have had a problem with that (so far, at least). Before I reveal any of my thoughts on the BR, I would just like to say that I immensely enjoyed it and I think it is already quite spectator friendly (although, obviously, there are still issues to be resolved). Also, unlike a great deal of people here, I do not think that PvT/TvP in SC2 needs to have the absolute same dynamics and styles of play as the original. Afterall, the entire point of a sequel is to shift the metagame. With that said, here are some random thoughts: - Honestly, who`s bright idea was it to give Marauders of all units Stim Packs? Both Marines and Reapers need them to improve their performance as the game progresses, but Marauders are already very powerful as it is. Do not get me wrong, I love the Marauder; Terrans needed a unit that would give the Bio tech branch more flexibility and use. But Stim Packs are overkill; please get rid of them. - Hellions have a lot of potential. I mean seriously...a Firebat on wheels that costs only minerals? I cannot even begin to imagine just how overpowered it might become in the hands of competent players. But while I understand that the Hellion cannot shoot while moving for balance reasons, it should at least be able to fire the instant (or nearly the instant) it stops. Currently, the gap between the stop and the shot is too long and does not lend itself well to good micromanagement. - The Thor...honestly, I am not sure what to think of it. I used to hate it and wanted it removed, but I am not so sure nowadays. Concept-wise, it is fine. A big mecha machine fits Terrans fairly well. Also, in the BR, it died suprisingly quickly and without a fuss....just like an SC unit should. Lastly, I do not it`s HP alone is grounds for exclusion. If that were the case, then we might as well remove the Battlecruiser and Ultralisk as well. What suprised me the most about the Thor was why David Kim decided to use it in the first place. Considering the general lack of air units, the Thor did not get to function in it`s primary role. Plus, Kim`s Marauder/Hellion combo from the first BR seemed a lot more cost-efficient and would have allowed him to use the gas either for Tanks. I am not certain, but perhaps the 250mm Strike Cannons ability has made the Thor a more preferable choice to tanks, especially since they are more mobile. Either way, assuming this potential imbalance is fixed, I see some potential in Thors, most notably in TvT as a part of a possible alternative build to mass Vikings. As such, I will reserve my judgement until beta. - But while I still have some hope for the Thor actually becoming a decent unit, I no longer see any reason why Blizzard should keep the Mothership. I am not saying they should bring the Arbiter back, but the Mothership comes off as a poorer variant of it. Plus, in spite of all the attempt by Blizzard to balance it, it was always either overpowered or useless. Although Browder said that he imagined the Mothership being used for 2v2`s, this goes against Blizzard`s policy of primarily balancing around 1v1 As such, I think a more suitable replacement is in order. I would not mind seeing Motherships in single-player, though. - Stalkers need a better colour scheme, in my opinion. I think their colours are not apparent enough and could cause problems in PvP, especially if the colours are similar. - I agree with others that the HT needs it`s spectral animation again. Although I had no trouble differentiating between Zealots and HTs, the animation suited them really well in the original. - I also agree that there needs to be a way for players to keep units in a specific formation. The way they have a tendency to clump currently could potentially be very harmful for good micromanagement. The suprising thing is that the Zerglings in the second Battle Report did, at one point, move in a circular formation. Perhaps there is a control trick to it? That is all for now. | ||
Krikkitone
United States1451 Posts
The Mothership I feel can definitely be made to work, particularly if it has some method of increasing its energy based on # of Obelisks or Nexuses across the board. (perhaps its energy recharge is based on the number of Nexuses the player has) That would allow it to scale better and be balancable even when unique. Currently its abilities seem to be self-teleport, cloak and 'stasis field', and then whatever Time bomb currently does. I think the Thors might have been an Insurance policy against air... or more likely against Colossi...which could take on Marauders if they got some numbers. | ||
CauthonLuck
United States93 Posts
First off, this would increase the damage marines take with stim when you upgrade their HP, which is a little janky. Healing is significantly later in the tech tree, nuking your marauders for 30+ hp a pop is pretty devastating in the early-mid game when healing isn't readily available. Also, reapers would take 15 hp a pop which I feel is too steep when they will typically not be used in conjunction with medivacs due to their innate mobility. Reapers shouldn't have to rely on medivacs to harass efficiently. Seems to me that marauders are the only unit that requires a tweak to the old stim mechanic, perhaps something simple such as "Stim: -10hp to light infantry, -20/25hp to armored infantry." Numbers could be balanced accordingly if, say, 25hp was too heavy on marauders and 10hp too light on upgraded marines after testing. I don't like the idea of completely removing stim as an option on the new infantry, as people will most certainly claim reapers are too fast/damaging with stim as well, once they're used prominently in the future. Just adjust stim penalties for those units. | ||
Ryuu314
United States12679 Posts
I really liked the mothership, but the more I think about it, the more I think it should be scrapped. Mostly because if it's a unique unit, as in the player can only have 1, it should be much more powerful than it is now. In the current build, it...sucks. Especially if you can only control one at a time and also with its huge cost of 400/400. On the flip side, if it was made so that you can control more than one, it's still too expensive to really be massed or produced in decent numbers. So right now, I'm kinda split on that topic. | ||
Prod
Canada5 Posts
The good: -Nuke looked cool -New units, sweet The bad: -All the units seem to fire lasers, looks bad -ALL the buildings for terran/protoss suck. Terran rax/factory? look the same. At least in SC you had one that was a square, one that was rectangular, and they looked different! Protoss ones also very hard to tell apart. -Map looks bad. Way too grass like, needs to be more spacey. All the effects on it make it hard to look. It should be more plain like a battleground. -Can't tell what's going on in battles. -New units are good idea, repeat of SC would be boring, too bad they all look terrible. They don't look unique, can't even tell the terran tank apart from other units... and wheres the siege sound? lol So overall looks pretty terrible on all fronts. I'm glad I haven't been following this closely. It seems to play like SC style which is good, (terran walling, hit and run etc.) but it doesn't really matter if everything else sucks. Hopefully they either scrap SC2 and start again, or completely overall the maps, units, and game engine. | ||
phyvo
United States5635 Posts
On October 29 2009 11:50 Prod wrote: Hopefully they either scrap SC2 and start again, or completely overall the maps, units, and game engine. You can't be serious. You're *asking* for another 10 years of development because of a few gameplay issues not in line with and your own expectations. Moreover, you underestimate the ability of the developers to fix these problems. Still, if you expect SC2 to match SC1 even after 9 months of beta testing you will be sorely disappointed. Starcraft has had 10+ years out in public scrutiny. SC2 is still living in the closet big time. It just does not seem physically possible. | ||
jalstar
United States8198 Posts
On October 29 2009 15:20 phyvo wrote: Show nested quote + On October 29 2009 11:50 Prod wrote: Hopefully they either scrap SC2 and start again, or completely overall the maps, units, and game engine. You can't be serious. You're *asking* for another 10 years of development because of a few gameplay issues not in line with and your own expectations. Moreover, you underestimate the ability of the developers to fix these problems. Still, if you expect SC2 to match SC1 even after 9 months of beta testing you will be sorely disappointed. Starcraft has had 10+ years out in public scrutiny. SC2 is still living in the closet big time. It just does not seem physically possible. SC2 has not been in development for 10 years. | ||
AeroGear
Canada652 Posts
It was pretty annoying to watch, due in part to the commentators, and also due to the cluelessness of the toss player. | ||
Tsagacity
United States2124 Posts
Hopefully starting up battle.net shouldn't delay D3 at all, just the obvious integration. | ||
DefMatrixUltra
Canada1992 Posts
There's a lot of complaining about small details that I feel is simply misguided. Some complain that positional aspects of PvT are no longer in play. Well, when the Terran waltzes up into a Protoss army without carefully positioning, he gets raped hard by storm. An event like that in a game with better players would result in the Protoss taking the win. Others complain about the resilience of the planetary fortress, but I think the actual problem is just the repair rate of the SCV's. Notice how much damage per second is repaired with just 2-3 SCV's. The same goes for medivac healing. Yes, it played a big part in this game and it's probably imbalanced. Big deal. There's no huge design flaw here, just some rates that need rescaling. The only justifiable complaint I've seen is with the Thor's animations. Obviously, it looks bad. It's very jerky, unnatural motion, especially for something that is supposed to be a massive hulk of metal. Other than that, I think the Thor is doing pretty well here. I agree 'philosophically' with those saying that the Thor is hard to 'place' in the categories of units, but just watching how it's used in the game makes it seem interesting. Its special ability is a lot like psi storm - it will make people pay for not properly positioning their armies. The Protoss paid a heavy price for not responding to the harass the whole game. The dropship just won't be countered by a scattering of Stalkers. I think a few cannons would have done some good, and perhaps even a Phoenix or two. On the other hand, I feel the Protoss could have harassed so much more using his warp prisms. He did a really nice play with those 4 zealots at the Terran's third, and also with the storm 'drop' at the natural, but he probably could have hit the Terran main just as hard as he was being hit. It's pretty apparent that both races have lots of interesting tools at their disposal, and this game was really exciting because of their utilization. Probably my favorite moment of the game was when the Terran had just destroyed the Protoss' third and walked up the ramp to go after the fourth base. The Protoss army ignored the ramp entirely and just walked/blinked up the cliff. The fact that such a thing can happen is just awesome, and it means a lot of exciting map utilization in the future. Additionally, opinions about the Hellion vs. Vulture aside, the Hellion seems a lot more like controlling muta than controlling vultures. If you watch the footage of the a-move Hellion vs. the microed hellion, it's exactly like the a-move muta vs. the move-close-then-hold-position-then-move-close muta. In other words, a-moving a Hellion = bad. Carefully microing a Hellion = good. | ||
FiWiFaKi
Canada9858 Posts
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Krikkitone
United States1451 Posts
On November 01 2009 01:36 DefMatrixUltra wrote: The Protoss paid a heavy price for not responding to the harass the whole game. The dropship just won't be countered by a scattering of Stalkers. I think a few cannons would have done some good, and perhaps even a Phoenix or two. On the other hand, I feel the Protoss could have harassed so much more using his warp prisms. He did a really nice play with those 4 zealots at the Terran's third, and also with the storm 'drop' at the natural, but he probably could have hit the Terran main just as hard as he was being hit. It's pretty apparent that both races have lots of interesting tools at their disposal, and this game was really exciting because of their utilization. Agreed the Protoss really had 2 problems 1. Harrass...(should have kept an Observer permanently over that ledge), and a few more Obeservers+Cannons would have been useful 2. going for the planetary fortress.... If he'd used an observer to see the army at the natural, he probably could have taken it pretty easily with the force he had, depending on Protoss . If not, he Was resourcing/expanding better (until he got nuked) One other point, the Gold expansion wasn't that good... 6 minerals that give 7 = 42... compare to 8 minerals that give 5 = 40, easier to saturate, but not much better once you do. | ||
spkim1
Canada286 Posts
1. Why does Blizzard make BR releases so secretive? Reference to BR#2,3, and 4. I see absolutely no point in that. For god's sake, it's just a video of you guys filming each other play. Post them en masse! 2. Who wants to see accross the map before every battle? It's so annoying! We don't want explanations of the map, we can see every significant locations through the minimap, especially if it's an already existing, famous map like LT (which was imba in this case due to those badly placed hills next to the natural expo). We get what a Xel'Naga watch tower is, and how pointless its existence is too. 3. Improve the spectator camera view. Don't you guys at Blizzard ever watch Proleagues of the game you've made 11 years ago? My point is, please stop showing insignificant parts of the map, like those Xel'Naga watchtowers or whatever, and show places like the main base, natural expo, and expansions much more frequently. We want to see the macro decisions of each player. 4. It's nice that we can see what each player is building, as well as their resource states, but shouldn't that make you guys want to play even better? I mean, David had over 1400 minerals at some point, he had a Starport which only built a dropship, bleah medivac sorry old habits, and then somehow was put to sleep never to be touched again, and there were something like four factories instead of 10. And where are the armories? with that much mineral in my hands I would build 3 armories for massive upgrades. Honestly, guys, it can get better. Make many more at more frequent intervals and you'll get it in the end. Good luck with BR#5. | ||
spkim1
Canada286 Posts
In fact, why would you modify ANY part of SCBW for its sequel? You want to make a BETTER game, not a MODIFIED game right? Why not add extra onto something that already exists as a perfect game, instead of twitching it and make it imperfect? That's something I never understood. | ||
JohannesH
Finland1364 Posts
On November 15 2009 20:26 spkim1 wrote:In fact, why would you modify ANY part of SCBW for its sequel? You want to make a BETTER game, not a MODIFIED game right? Why not add extra onto something that already exists as a perfect game, instead of twitching it and make it imperfect? That's something I never understood. If it'd be perfect there'd be nothing to add either... Not that hard to understand really that theyre better off making a new game. | ||
Zato-1
Chile4253 Posts
On November 15 2009 20:26 spkim1 wrote: Oh, and for christ's sake, please make it so that you can at least temporarily see the units shooting at you from higher ground. Temporarily. Otherwise this is just stupid. Name-calling and acting indignant does not make your arguments more valid. I mean seriously, anyone who thinks you should be able to see units in the high ground while they're attacking you is an ignorant buffoon and has no place in Teamliquid! See what I did there? On November 15 2009 20:26 spkim1 wrote:even in SCBW you could temporarily see units shooting at you from higher ground, so why would you modify that? Even in SCBW you had reavers and firebats. Why would anyone want to change that? On November 15 2009 20:26 spkim1 wrote:In fact, why would you modify ANY part of SCBW for its sequel? You want to make a BETTER game, not a MODIFIED game right? Why not add extra onto something that already exists as a perfect game, instead of twitching it and make it imperfect? That's something I never understood. Exactly. What SC2 needs is new box art and a tutorial disc from David Kim, the game itself should run exactly like SCBW did in 1998. /facepalm | ||
Archerofaiur
United States4101 Posts
On October 29 2009 11:50 Prod wrote: -All the units seem to fire lasers, looks bad I dont think there is a single unit (besides ghost targeting nuke) that actually fires lasers. | ||
Kimera757
Canada129 Posts
On November 15 2009 20:14 spkim1 wrote: On second thoughts, this BR could have been better... Along with all the other BRs. 1. Why does Blizzard make BR releases so secretive? Reference to BR#2,3, and 4. I see absolutely no point in that. For god's sake, it's just a video of you guys filming each other play. Post them en masse! Battle reports are advertising for new and lower-skilled players. Blizzard would only release a BR that's more fun for them, not something that's boring to anyone who isn't a progamer. 2. Who wants to see accross the map before every battle? It's so annoying! We don't want explanations of the map, we can see every significant locations through the minimap, especially if it's an already existing, famous map like LT (which was imba in this case due to those badly placed hills next to the natural expo). We get what a Xel'Naga watch tower is, and how pointless its existence is too. I do. Or at least some of it. The darkness is kind of annoying; it's observer mode, so can't they just wipe the fog of war for us at the beginning? Again, the BRs are designed for lower-skilled players, and often for people who have never even played an RTS before. For a new map like the second one at the 2 v 2 tournament, showing us the lanes was helpful. And even for Lost Temple, as you noticed yourself, you could easily see the changes (and give a more valid complaint about them). I'm sure even someone of your experience couldn't tell where the golden minerals were right at the beginning; I suspect that's because there were no golden minerals in the StarCraft I version of the map. And of course, new players might never have seen the old Lost Temple. On the other hand, the watch towers... we all know about them by now. I guess Blizzard figures there's a bunch of people who watched BR 4 who had never watched an earlier one. If you slow down and think about the complaints, you'll realize quite a few aren't really valid, at least not for the intended audience. 3. Improve the spectator camera view. Don't you guys at Blizzard ever watch Proleagues of the game you've made 11 years ago? My point is, please stop showing insignificant parts of the map, like those Xel'Naga watchtowers or whatever, and show places like the main base, natural expo, and expansions much more frequently. We want to see the macro decisions of each player. See the first point again. BRs are advertising for new and lower-skilled players. They generally don't care much about macro and don't want to watch probes being made or Proton Charge being spammed. 4. It's nice that we can see what each player is building, as well as their resource states, but shouldn't that make you guys want to play even better? I mean, David had over 1400 minerals at some point, he had a Starport which only built a dropship, bleah medivac sorry old habits, and then somehow was put to sleep never to be touched again, and there were something like four factories instead of 10. And where are the armories? with that much mineral in my hands I would build 3 armories for massive upgrades. You want the unstoppable guy to play even better? I'd rather see two moderately-skilled players duking it out, than one high-skilled player pwning a moderately-skilled player, thanks. On November 15 2009 22:50 Archerofaiur wrote: Show nested quote + On October 29 2009 11:50 Prod wrote: -All the units seem to fire lasers, looks bad I dont think there is a single unit (besides ghost targeting nuke) that actually fires lasers. Battlecruisers fired lasers in the StarCraft I manual, so... | ||
Captain Peabody
United States3097 Posts
All the units seem to fire lasers, looks bad Okay, I have heard this little meme one time too many, and I really have to protest. What's wrong with lasers? I mean, are you telling me that this + Show Spoiler + ![]() ![]() ![]() ![]() Have we really become "too cool" for awesomeness? I think not. Lasers are good, just as giant glowy crystals are good and glowing blue energy swords are good. These things are what made Thank you for your time... | ||
Archerofaiur
United States4101 Posts
On November 15 2009 23:12 Kimera757 wrote: Show nested quote + On November 15 2009 22:50 Archerofaiur wrote: On October 29 2009 11:50 Prod wrote: -All the units seem to fire lasers, looks bad I dont think there is a single unit (besides ghost targeting nuke) that actually fires lasers. Battlecruisers fired lasers in the StarCraft I manual, so... In SC2 they are plasma turrets. On November 15 2009 23:18 Captain Peabody wrote: Okay, I have heard this little meme one time too many, and I really have to protest. What's wrong with lasers? I mean, are you telling me that this + Show Spoiler + ![]() ![]() No but this is ![]() | ||
Kimera757
Canada129 Posts
On November 15 2009 23:12 Kimera757 wrote: Battlecruisers fired lasers in the StarCraft I manual, so... Archerofaiur: In SC2 they are plasma turrets. Are you sure that's not the old Plasma Turret ability you're thinking of? Why do people think lasers are uncool? Here you go. I don't think they look uncool, but art appreciation is a matter of opinion. They often look weak though. Few settings make energy beams look dangerous; Star Trek gave phasers to the pacifistic Federation; Babylon 5 was one setting that made them look powerful though ![]() Also, gunfire just seems to have that visceral earth-shattering boom-and-shake, which is why I'd like to see the thor fire actual bullets for its regular ground attack. | ||
ParasitJonte
Sweden1768 Posts
Though they should add some new firing techniques. As an example, the reaver's scarabs were quite unique and cool. The same can be said about the lurker's spines. SC2 is seriously lacking this? | ||
Archerofaiur
United States4101 Posts
On November 18 2009 00:22 ParasitJonte wrote: Making beams/lasers is easy and it looks rather decent. Perhaps that's why? Though they should add some new firing techniques. As an example, the reaver's scarabs were quite unique and cool. The same can be said about the lurker's spines. SC2 is seriously lacking this? Good point. The broodlord attack is pretty new. As is the corrupters corrupted mass. I would like to see the zerg have more tiny bug attacks. Oh and I really hope they show the the lurker actually shoots spines through the ground cause I have no idea. Lets see the sunken crawlers attack is pretty cool. As is the nullifers. However the terran is all missles and shells. Can anyone think up any new graphical attack changes? | ||
ERGO
United States168 Posts
On November 18 2009 00:22 ParasitJonte wrote: Making beams/lasers is easy and it looks rather decent. Perhaps that's why? Though they should add some new firing techniques. As an example, the reaver's scarabs were quite unique and cool. The same can be said about the lurker's spines. SC2 is seriously lacking this? lurkers are still in the game, and they as of yet do not shoot lasers. Lots of stuff doesn't fire lasers you guys. Most of the Terran units and all of the Zerg units are 100% laser free. | ||
Mastermind
Canada7096 Posts
On November 18 2009 02:44 ERGO wrote: Show nested quote + On November 18 2009 00:22 ParasitJonte wrote: Making beams/lasers is easy and it looks rather decent. Perhaps that's why? Though they should add some new firing techniques. As an example, the reaver's scarabs were quite unique and cool. The same can be said about the lurker's spines. SC2 is seriously lacking this? lurkers are still in the game, and they as of yet do not shoot lasers. Lots of stuff doesn't fire lasers you guys. Most of the Terran units and all of the Zerg units are 100% laser free. I dont think you understand his post. He isnt saying lurkers are gone. He is saying lurkers have a unique attack just as reavers have a unique attack. I think he is wanting sc2 to have more cool/interesting/unique attacks. | ||
KnightOfNi
United States1508 Posts
Awesome game though ![]() | ||
zazen
Brazil695 Posts
- High Templars should leave a trail while moving like they did in SC1, instead of just flying around. - Hellions and Thors not only look bad, they are also boring units with no special abilities. - Nuke cooldown seemed pretty much ridiculous, but we all know balance don't mean a lot at this point as everything changes constantly. - And the most important issue: Thinking of SC1 PvT army vs army battle, SC2 PvT seems mind-numbling easy. When armies clashed, players simply 1a2a3a their way into victory. No mine placement, no sieging/unsieging, repairing and building turrets. No arbiter cloak and stasis control, shuttle bombs or mine dragging. Even positioning seemed only slightly relevant - whoever had the biggest army wins and that's it. Out of all the things I listed, this is the one that can be a real issue in the future. David Kim, the winner, never bothered to dodge a single storm. The P player also didn't bother controlling his units in army battles. The blinks and harasses are defnitely very nice, but when it comes down to late game, it boils down to attack move into your opponents expansions and pray. SC2 needs to be HEAVILY micro-oriented now that we have MBS and auto-mining peons. That didn't seem to be the case in this BR. BR3 was the best, by far - mostly because PvZ seemed twice as interesting as this PvT did. | ||
horang3
United States261 Posts
On November 18 2009 07:28 zazen wrote: I re-watched BR4 and the same things bothered me again... - High Templars should leave a trail while moving like they did in SC1, instead of just flying around. lol the animations aren't finished yet, so that shouldn't be a problem. | ||
RedTerror
New Zealand742 Posts
- Hellions and Thors not only look bad, they are also boring units with no special abilities. Thors have a special ability iirc, but it seems that every unit in starcraft2 has some sort of ability even if its just a gimmick (corruptors) I think there should be less if anything. What the thor needs to become less boring is a weakness, at the moment they are too mobile and multi-functional. | ||
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