Like the Osprey doesn't have a tail rotor
http://images.google.com/images?rlz=1C1CHMB_enUS361US361&sourceid=chrome&q=osprey helicopter&um=1&ie=UTF-8&sa=N&hl=en&tab=wi
Forum Index > SC2 General |
caution.slip
United States775 Posts
Like the Osprey doesn't have a tail rotor http://images.google.com/images?rlz=1C1CHMB_enUS361US361&sourceid=chrome&q=osprey helicopter&um=1&ie=UTF-8&sa=N&hl=en&tab=wi | ||
Tdelamay
Canada548 Posts
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mmp
United States2130 Posts
Can a planetary fortress fire its weapon when lifted? If so, does it shoot ground or air when lifted? | ||
Froadac
United States6733 Posts
On February 21 2010 08:29 mmp wrote: Can an orbital command use its abilities when lifted? Can a planetary fortress fire its weapon when lifted? If so, does it shoot ground or air when lifted? I was watching psyonic reaver's stream, and I don't think that the pf can attack while lifted. | ||
Tom Phoenix
1114 Posts
On February 21 2010 04:26 caution.slip wrote: just realized the banshee tail rotor doesn't make sense. Helicopters have tail rotors to counteract the rotation that the top propeller puts on the body. Since the banshee has two "top" propellers, the most logical thing an engineer would do is have the propellers spin in opposite directions, canceling out any rotation on the body (there are modern helicopters that do the same thing) Like the Osprey doesn't have a tail rotor http://images.google.com/images?rlz=1C1CHMB_enUS361US361&sourceid=chrome&q=osprey helicopter&um=1&ie=UTF-8&sa=N&hl=en&tab=wi The thing is, the Banshee is not a helicopter. It is more of a turboprop aircraft. | ||
nbMifu
Brazil170 Posts
On February 21 2010 10:34 Tom Phoenix wrote: Show nested quote + On February 21 2010 04:26 caution.slip wrote: just realized the banshee tail rotor doesn't make sense. Helicopters have tail rotors to counteract the rotation that the top propeller puts on the body. Since the banshee has two "top" propellers, the most logical thing an engineer would do is have the propellers spin in opposite directions, canceling out any rotation on the body (there are modern helicopters that do the same thing) Like the Osprey doesn't have a tail rotor http://images.google.com/images?rlz=1C1CHMB_enUS361US361&sourceid=chrome&q=osprey helicopter&um=1&ie=UTF-8&sa=N&hl=en&tab=wi The thing is, the Banshee is not a helicopter. It is more of a turboprop aircraft. Even so, the two propellers should spin in opposite directions. http://en.wikipedia.org/wiki/Precession Edit: spelling error | ||
nbMifu
Brazil170 Posts
Are 2 different models present in the game? I remember seeing only the double-scythe one | ||
Froadac
United States6733 Posts
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caution.slip
United States775 Posts
On February 21 2010 10:34 Tom Phoenix wrote: Show nested quote + On February 21 2010 04:26 caution.slip wrote: just realized the banshee tail rotor doesn't make sense. Helicopters have tail rotors to counteract the rotation that the top propeller puts on the body. Since the banshee has two "top" propellers, the most logical thing an engineer would do is have the propellers spin in opposite directions, canceling out any rotation on the body (there are modern helicopters that do the same thing) Like the Osprey doesn't have a tail rotor http://images.google.com/images?rlz=1C1CHMB_enUS361US361&sourceid=chrome&q=osprey helicopter&um=1&ie=UTF-8&sa=N&hl=en&tab=wi The thing is, the Banshee is not a helicopter. It is more of a turboprop aircraft. turboprop aircraft need tail rotors? | ||
darkNES386
United States1 Post
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jtype
England2167 Posts
- Fast expansions look incredibly risky and often aren't taken until the early mid-game. - Large-scale battles and 'macro phases' often seem almost mutually agreed with neither player wanting to comit, due to the pendular nature of the game. - The variety of tech choices and unit hard-counters (at every stage of the game) make constant scouting seem even more important than usual. I have very limited knowledge of the game; limited only to what I've seen in the livestreams and battle reports. So, if someone who is in the beta would comment on my viewpoint, that would be most welcome. | ||
yushis1
United States9 Posts
At lower resolution (like a youtube video) it's very difficult to distinguish 0, 6, and 8. I noticed this because I was having trouble telling whether a player had built his next pylon or whether he was about to supply block himself. It looks fine from inside the game, but I was thinking that this might impact the watchability or e-sportiness etc. factor. | ||
Manit0u
Poland17182 Posts
Was more of a strategy question than general discussion. | ||
2WeaK
Canada550 Posts
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caution.slip
United States775 Posts
edit: found a small graphical bug. Too bad I cant post on the blizz bug report forum. When zerg researches glial reconstruction (roach movement speed) the production tab shows the wrong icon. Instead it shows the icon for rapid regeneration (roach regens when burrowed) hmm..same thing happens for tunneling claws (roaches move faster while burrowed). Maybe they just didn't get to it yet... Also a cool suggestion for replays or spectators is when they click on an icon in the production tab, it centers their screen on where that current building/unit/technology is being built/trained/researched same thing for nukes. When FA nuked someone in his game I couldn't find where he was dropping it. Would be cool if you could click the announcement and it goes right there. | ||
PGHammer
United States132 Posts
On February 15 2010 04:04 Wire wrote: Show nested quote + On February 15 2010 02:19 GGTeMpLaR wrote: don't know if this has already been posted, but this is definitely a critter 5:46-5:47 the observer selects it, looks like a mammal//deer-like animal edit: here's a better video + Show Spoiler + but was did zerg build 2 queens? o_0 (~5:14) You can only have one Cerebrate per brood; however, multiple Queens have always been allowed. (Before the Infestor, you actually had to have Queens to Infest a Command Center, and get Infested Terrans.) | ||
NarutO
Germany18839 Posts
Another thing is that bunkers take 50(!) seconds to complete, thats too long if you ask me. I'm pretty sure the game would develop a faster and more variable game style if you could actually get your defence up in time, or use it in the offence. It doesn't need to construct in 15 seconds, but a good time would be 35, maybe even 40 seconds. The salvage feature is, if you ask me, not neccessary. Its a cool feature and you get 100% of your minerals back. You can go for a really fast expansion with 4 bunkers (put marauders in it) and focusfire stalkers with the bunkers and EMP/Focus immortals with marines. After you hold off an attack you can even sell the bunkers for 100% of its price. Personally I'd change it to 50% since you already made use of it. Thats just my opinion and thats nothing that I consider a balance issue, repair on the other hand is a balance issue. | ||
PGHammer
United States132 Posts
On February 22 2010 12:34 G.s)NarutO wrote: I'd like to discuss about the fact that repair is way too slow right now. In my opinion repair doesn't really need to be as fast as lightning or as fast as in broodwar, but right now its just too slow. To name an example, you need two scvs to repair the damage from 1 zealot. Another thing is that bunkers take 50(!) seconds to complete, thats too long if you ask me. I'm pretty sure the game would develop a faster and more variable game style if you could actually get your defence up in time, or use it in the offence. It doesn't need to construct in 15 seconds, but a good time would be 35, maybe even 40 seconds. The salvage feature is, if you ask me, not neccessary. Its a cool feature and you get 100% of your minerals back. You can go for a really fast expansion with 4 bunkers (put marauders in it) and focusfire stalkers with the bunkers and EMP/Focus immortals with marines. After you hold off an attack you can even sell the bunkers for 100% of its price. Personally I'd change it to 50% since you already made use of it. Thats just my opinion and thats nothing that I consider a balance issue, repair on the other hand is a balance issue. The repair issue could have more to do with the amount of damage one zealot deals (one SCV repairs a specific amount of damage per unit of time) than how long repair takes (is the zealot overpowered compared to the Zergling or Marine, for example). Also, you can park an SCV in a bunker to deal with repair issues. Between waves, have him come out and repair, then after (or when the attackers come in again) pop him back in. | ||
caution.slip
United States775 Posts
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Nafaltar
Germany302 Posts
On February 21 2010 08:29 mmp wrote: Can an orbital command use its abilities when lifted? Can a planetary fortress fire its weapon when lifted? If so, does it shoot ground or air when lifted? The OC can't use its abilities while lifted (it does still regen energy ofc). The PF simply can't be lifted at all. | ||
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