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[December] SC2 General Discussion - Page 2

Forum Index > SC2 General
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TjDubs
Profile Joined December 2009
United States2 Posts
December 03 2009 22:28 GMT
#21
I'm just as impressed as Blizzard is with Team Liquid. SC2 is progressing well, and they are addressing the balance of the game. The true next gen features...multiple animations, real choices to make, blizzards epic sense of control, and many others, are all being refined over a long period of time before it gets in our hands. With their twitter and facebook, along with forums, we have a real chance to help shape the game.
0neder
Profile Joined July 2009
United States3733 Posts
December 03 2009 23:10 GMT
#22
On December 03 2009 10:16 Mastermind wrote:
Show nested quote +
On December 02 2009 15:30 0neder wrote:
3 - Doesn't Blizzard realize that warp-in is a macro mechanic and Toss don't 'need' another one?

Of course they know it is. Why doesn't toss need another one? I think most people agree that warp-in is a cool mechanic, and if Blizzard can think up more mechanics like that, then why not? I would like to see Blizzard add more mechanics as interesting as warp-in to all the races.

Less is more, my friend. As a product designer, I can testify of this.

If Blizzard threw every "interesting" idea into the game, it would be a disaster. A beautiful RTS game will be achieved only when everything that lessens the intensity of the experience is removed, and only a perfectly harmonious system remains.

Warp-In is a good macro mechanic that fits into the game and does not complicate the economic situation too much. It should stay and nothing else should remain.

Come to think of it, Terran already have a macro mechanic - the tech lab double productivity thing. Ugh! This makes the current experiments even more stupid. Zerg is the only race that really lacks a macro mechanic - find one for them and leave it be. Heck, just leave it be and balance it for time and larvae quantity.
JohannesH
Profile Joined September 2009
Finland1364 Posts
December 03 2009 23:41 GMT
#23
From what I've understood more people are worried about the game being too simple and easy to master rather than too complex. The more economic variables there are the harder it is to come up with easily memorisable buildorders.
If you have to ask, you don't know.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
December 04 2009 10:41 GMT
#24
The best way to avoid build orders is to make everything map dependent as opposed to making people click more to get minerals......

Anyway, there needs to be a universal sc2 vid thread or something. I found a few more vids of Gstar but I don't know if it has been posted yet.

http://ruliweb2.nate.com/ruliboard/read.htm?main=online&table=game_online&left=b&num=20754
defender223
Profile Joined February 2008
10 Posts
Last Edited: 2009-12-04 20:35:52
December 04 2009 19:08 GMT
#25
On December 02 2009 14:12 maybenexttime wrote:
http://playxp.com/nios/view.php?article_id=1895291

That game too. It's actually really good imo. :D



Can someone upload this to youtube? This site works like crap for me
unrev
Profile Joined August 2009
Canada46 Posts
December 04 2009 20:48 GMT
#26
I noticed that flying units have their shadow alot more on the side compare to
the original starcraft, so in the case that a dropship flies over a cliff behind someone's
mineral, it should be stealth (unless the oponent has vision on cliff of course) but his shadow
is totally visible. I wonder if Blizzard did this so we can anticipate drops.
Also that doesnt make sens that we can see the shadow on the ground and not the unit
that's casting it.
Leviance
Profile Joined November 2009
Germany4079 Posts
December 05 2009 00:03 GMT
#27
After watching all these videos, my thoughts are:

General:

- I am very confident that we will all know what's going on even in big battles once SC2 is out, even when I watch these shaky cam videos, after a little adaptation it's already fine, and future SC2 Vods will a) not be shaky and b) way better quality, also on youtube and of course we will all be used to the game, so I see really no problem at all.

Zerg:

-Tier 3 is absolutely awesome, we will probably see the Brood Lord more often than the Guardian in SC:BW

- Don't destroyed Zerg buildings spawn Broodlings/Mantalings anymore? I really liked that At least the Brood Lord still throws Broodlings <3

- I am very happy with what the Zerg look like in this Pre-Beta Stage of the game, also the mechanics of Creep Drop, Changeling, Queen, Roach, Brood Lord, Banelings, Corrupters - it's awesome and they are no doubt gonna be my favourite race as in BroodWar

- I am not happy with the lack of Infestors in the videos, I didn't count one. Like everybody else I also have the impression Zerg Tier 2 is lacking. Some Visuals are not appealing at all to me, like the Roach Warren, Hydra Attack Animation

-Somehow I still get the feeling that Zerg has the hardest time vs the other races but I am not as dumb to insist they are weaker right now, we need a lot more games than that to judge

Terrans:
-I hope we're not gonna see Marines & Marauders in every game. I like that bio seems to be viable not only against Zerg, but I don't like the impression that it is generally stronger than mech/air/whatever. This of course is still to be investigated in beta.

-The Terran look has improved a lot, some of the buildings still look too much toy-like. Although I am fan of the Thor, I do not like its movement animation at all. It moves like it weighs a lot less than it actually does.

Protoss:
-Looks good. I especially liked that we didn't see mass Stalkers that often. That was a big concern. All the things I don't like about Protoss are to be balanced, so I won't write them down. Also I never liked Protoss, so I shout 'IMBA" way to easily when it comes to those Arrogant Alien Fuckers anyway.

These are just some thoughts I remembered from watching a few days ago, and now I will watch the videos again and might realize that everything I wrote down is bs :D
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
etch
Profile Blog Joined July 2009
Canada176 Posts
December 05 2009 00:14 GMT
#28
Has any one posted about possibly implementing "ghost" replays? The concept would work a bit like in racing games where you race against a previously recorded run. I think it would help a lot in understanding relative timings in matchups.
LordWeird
Profile Blog Joined November 2007
United States3411 Posts
December 05 2009 06:02 GMT
#29
On December 05 2009 09:14 etch wrote:
Has any one posted about possibly implementing "ghost" replays? The concept would work a bit like in racing games where you race against a previously recorded run. I think it would help a lot in understanding relative timings in matchups.


I cannot tell you how fucking awesome that would be.
Chains none
edahl
Profile Joined February 2008
Norway483 Posts
December 05 2009 15:01 GMT
#30
On December 05 2009 09:14 etch wrote:
Has any one posted about possibly implementing "ghost" replays? The concept would work a bit like in racing games where you race against a previously recorded run. I think it would help a lot in understanding relative timings in matchups.


That is seriously one of the best ideas I have ever heard. Shit, that was a REALLY good idea!
meeple
Profile Blog Joined April 2009
Canada10211 Posts
December 05 2009 15:13 GMT
#31
On December 05 2009 09:14 etch wrote:
Has any one posted about possibly implementing "ghost" replays? The concept would work a bit like in racing games where you race against a previously recorded run. I think it would help a lot in understanding relative timings in matchups.


It would be very useful... I wonder how easy it would be to implement though
gamecrazy
Profile Blog Joined January 2008
United States421 Posts
December 05 2009 19:29 GMT
#32
On December 05 2009 09:14 etch wrote:
Has any one posted about possibly implementing "ghost" replays? The concept would work a bit like in racing games where you race against a previously recorded run. I think it would help a lot in understanding relative timings in matchups.


That's an incredibly good idea. I have no idea how hard this would be to implement, but the number of uses this would have are nearly limitless. Not just timings practice, you could practice macro w/ a ghost replay as well.
beefhamburger
Profile Joined December 2007
United States3962 Posts
December 05 2009 20:26 GMT
#33
Although it would be really cool to have ghost replays, I don't think it's really feasible to implement. Ghosting is much more difficult in an RTS game compared to a racing game. I don't even know if the SC2 engine could do no-clipping ghosts for an entire game with no glitching. A stopwatch or timer works well for timings also.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
December 05 2009 22:04 GMT
#34
Obviously, that is a fantastic idea, and I don't see at all why it would be difficult to implement, all it would be is running a replay at the same time as a game, with unit interaction turned off....if they can't fit this GREAT idea into the 1st installment, they should def put it into the next 2 expansions.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
etch
Profile Blog Joined July 2009
Canada176 Posts
December 05 2009 22:21 GMT
#35
On December 06 2009 05:26 beefhamburger wrote:
Although it would be really cool to have ghost replays, I don't think it's really feasible to implement. Ghosting is much more difficult in an RTS game compared to a racing game. I don't even know if the SC2 engine could do no-clipping ghosts for an entire game with no glitching. A stopwatch or timer works well for timings also.


I didn't think too much about implementation but I could definitely see why that might be a problem. Hopefully though, it isn't one for which there is no solution.

As for using a timer, it works fine for some things such as figuring out when a rush will hit but the problem is that it doesn't provide real time feedback. For instance, a timer isn't quite as useful if you're just practicing a standard build and want to know how many units your opponent has at 4:00, what his tech is like at 5:00, when he takes his expansion, etc. You would have to record/remember all of those timings beforehand which is pretty tedious.

Zexion
Profile Blog Joined December 2009
Sweden971 Posts
Last Edited: 2009-12-06 03:30:33
December 06 2009 03:26 GMT
#36
On December 02 2009 15:30 0neder wrote:
3 - Doesn't Blizzard realize that warp-in is a macro mechanic and Toss don't 'need' another one?

5 - My greatest worry about SC2 at this point is the homogenous, dense unit formations - the armies look smaller because they're so close together, and it's not good for viewing or playing IMO.


3. I'm pretty sure Blizzard knows what they are doing. Besides, is it really 100 % confirmed by Blizzard that Protoss will get another macro?

Also, the beta test's purpose is to allow us players to get our own perspective and opinion on things. So IF they are wrong, we will see that, and they won't keep it if it we don't like it.

5. I'm just guessing that you will be able to change formations, somehow. You can in most RTS games. And to take a Blizzard game as an example, WC3 gives you the option to let your units move at the same speed, thus keeping the formation (standard) or just simply let every single unit run at their own maximum movement speed.

But yeah, they're still too dense, I agree on that part. It was better in WC3 as you easily could separate each unit with your eyes
kiykiy
Profile Joined July 2009
233 Posts
December 06 2009 05:28 GMT
#37
Does anyone else think that the marines look like gummy bears =/ they just seem so.. elastic-y and bouncy ...
lalala
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2009-12-09 20:35:35
December 09 2009 20:31 GMT
#38
Move Roaches to tier 1.
Lurkers upgrade from Roaches in tier 2.
Move Hydras to tier 2.

On December 06 2009 12:26 Zexion wrote:
Show nested quote +
On December 02 2009 15:30 0neder wrote:
5 - My greatest worry about SC2 at this point is the homogenous, dense unit formations - the armies look smaller because they're so close together, and it's not good for viewing or playing IMO.

5. I'm just guessing that you will be able to change formations, somehow. You can in most RTS games. And to take a Blizzard game as an example, WC3 gives you the option to let your units move at the same speed, thus keeping the formation (standard) or just simply let every single unit run at their own maximum movement speed.

I don't want formations, I want heterogenous chaos like in SC1. Unequal spacing to make armies seem bigger and more chaotic.
Anzat
Profile Joined February 2009
United States90 Posts
December 09 2009 22:09 GMT
#39
I would love to see a "spread out" command and a "regroup" command. This way you'd never have zerglings prancing up the battlefield in a rectangle like a marching band (which seems to be the main worry about "formations"). It would add an interesting element of strategy, and without reducing micro, because right now nobody uses their micro for this sort of thing anyway. For example, nobody has the several thousand APM they'd need to spread a big group of zerglings out one-by-one as they're running up to a group of high templars.

These two commands would almost always operate in addition to, rather than in replacement of, existing micro. And, unlike many micro tasks, they wouldn't just be APM sinks... they'd require more thinking than clicking. They could strongly affect the outcome of many battles, and the right decision would always depend on the situation, including your unit mix and your opponent's, as well as your opponent's spread/clumped decision.
kingjames01
Profile Blog Joined April 2009
Canada1603 Posts
December 09 2009 22:33 GMT
#40
I suggested this in a previous thread about the Thor but no one responded. I just wanted to repost it and see what people thought.

On October 29 2009 13:29 kingjames01 wrote:
I don't know if anyone has suggested this but I get the sense that using SCV's to construct Thors on the battlefield could lead to some obvious problems. For example:

Show nested quote +
On October 22 2009 02:31 SWPIGWANG wrote:
SCV Construction:
Don't need to build anti-air or multiple factories to prepare a pump, just spam thor if air tech is spotted! Every race is limited in its macro by buildings, and this breaks the rules. The thor being a "do it all unit" as is, really make building planning less important, macro more lazy and make factories worthless targets in base raids. It also means more annoying macro, while 300/300 isn't "that big" of a unit, when units carriers are spammed.


Show nested quote +
On October 22 2009 02:51 Ryuu314 wrote:
First off, the SCV construction mechanism was removed because it can totally break matchups, more specifically TvP. For example, the T is going say 6 rax and only 1 fact. He scouts out mass carriers with his comsat. He only has mnm, which isn't all that effective v. carriers. No problem, just pull 6 SCVs or so off the mineral line and build Thors. Protoss walks in, carrier fleet demolished in a couple seconds. The Thors then head out and roflstomp the Protoss base which has practically nothing because all their resources was just blown out of the sky, literally. Starcraft places a lot of emphasis on choosing the right tech and being punished for not. SCV construction of the Thor violates that concept.


However, I had an idea that I am not sure has been discussed yet where the construction of a Thor unit would need both a Factory and an SCV to complete. I'm not sure how this would be implemented. Perhaps the Factory begins the base skeleton and the SCV finishes it anywhere on the field or an SCV has to physically be at the Factory to help complete the unit. This would mean that the Terran player would still need to queue the Thor units at his/her Factory and could not spam build a game-winning unit without prior preparation.

Another thought about the two-stage construction... If the SCV's could transport the unfinished Thor pieces to the battlefield for completion, that could add a whole new dimension to the matchups. Just imagine the possibilities!

Any ideas about whether this could be viable or what could be done to flesh it out?

Who would sup with the mighty, must walk the path of daggers.
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