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[February] SC2 General Discussion - Page 5

Forum Index > SC2 General
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caution.slip
Profile Blog Joined June 2007
United States775 Posts
February 20 2010 19:26 GMT
#81
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
Live, laugh, love
Tdelamay
Profile Joined October 2009
Canada548 Posts
February 20 2010 20:46 GMT
#82
Will colors on units be more obvious in the future? Right now it's hard to tell groups apart in a zergling battle and others.
This road isn't leading anywhere...
mmp
Profile Blog Joined April 2009
United States2130 Posts
February 20 2010 23:29 GMT
#83
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 (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Froadac
Profile Blog Joined July 2009
United States6733 Posts
February 21 2010 00:09 GMT
#84
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
Profile Blog Joined January 2009
1114 Posts
February 21 2010 01:34 GMT
#85
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.
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
nbMifu
Profile Joined January 2010
Brazil170 Posts
Last Edited: 2010-02-21 01:39:22
February 21 2010 01:38 GMT
#86
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
Be kind, for everyone you meet is fighting a hard battle - Plato
nbMifu
Profile Joined January 2010
Brazil170 Posts
February 21 2010 02:45 GMT
#87
Hey guys, I remember Blizzard made a voting a long time ago to choose the dark templar style. I remember the most voted option was a mix os the double scythe model and another model.

Are 2 different models present in the game? I remember seeing only the double-scythe one
Be kind, for everyone you meet is fighting a hard battle - Plato
Froadac
Profile Blog Joined July 2009
United States6733 Posts
February 21 2010 05:28 GMT
#88
How do nydus worms work? They seem confusing.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
February 21 2010 08:37 GMT
#89
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?
Live, laugh, love
darkNES386
Profile Joined February 2010
United States1 Post
February 21 2010 08:40 GMT
#90
The new rally system is really going to add a nice balance. It's nice to know that my start position won't decide whether or not I build my units inside or outside my wall-in. The irony though is that each race has so many ways to dismiss wall-ins or heavily fortified choke points.
jtype
Profile Blog Joined April 2009
England2167 Posts
Last Edited: 2010-02-21 09:04:25
February 21 2010 09:02 GMT
#91
The overall game-flow SC2, from the looks (< italicized due to my lack of beta participation) of it, seems to be quite similar to that of PvP in SC1. Of course, every match-up is different, but while that is certainly the case, I've noticed a few 'rules' that seem to take place in the current state of the metagame, namely:

- 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
Profile Joined July 2009
United States9 Posts
Last Edited: 2010-02-21 11:06:07
February 21 2010 11:04 GMT
#92
I haven't seen a thread on this topic, but does anyone agree that the font blizzard is using for the mineral counters and supply could be problematic?

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
Profile Blog Joined August 2004
Poland17698 Posts
Last Edited: 2010-02-22 03:10:53
February 21 2010 13:34 GMT
#93
Edit: Purged.
Was more of a strategy question than general discussion.
Time is precious. Waste it wisely.
2WeaK
Profile Blog Joined May 2009
Canada550 Posts
February 21 2010 17:03 GMT
#94
I have a question for people with beta invites regarding replays... Is it possible to get a FPPOV such as WC3 (Hopefully where it just warps to the location rather than sprinting towards that location) in such a way that you see what the player is doing?
caution.slip
Profile Blog Joined June 2007
United States775 Posts
Last Edited: 2010-02-22 01:02:41
February 21 2010 22:28 GMT
#95
I've been watching replays and noticed that there is no visual indicator of when zerg buildings are low life. In SC they would start bleeding..and then bleeding more. I feel this should be included somehow in SC2.

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.
Live, laugh, love
PGHammer
Profile Joined February 2010
United States132 Posts
February 22 2010 03:14 GMT
#96
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.)
Bad news, fellas
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2010-02-22 03:37:06
February 22 2010 03:34 GMT
#97
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.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
PGHammer
Profile Joined February 2010
United States132 Posts
February 22 2010 04:11 GMT
#98
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.

Bad news, fellas
caution.slip
Profile Blog Joined June 2007
United States775 Posts
February 22 2010 04:54 GMT
#99
well SCVs also repair SCVs WAY too fast. 1 scv repairing another SCV out heals one probe attacking, which is definitely not the case in BW
Live, laugh, love
Nafaltar
Profile Joined May 2008
Germany302 Posts
February 22 2010 15:00 GMT
#100
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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