Q: What should I be posting about? A: Basically, anything you want to talk about but aren't sure if it warrants a topic of its own. Heard a rumour you want to share? A new video? A brilliant new idea that you want to vet, to make sure it's really as brilliant as you think it is?
This is the place.
Note: Posting standards will not be as high as if you were to make a new thread, but pointless spam will still not be tolerated. I have seen threads like these work out alright on other sites (for other games) so I figured, why not give it a shot? It's possible there's not really enough content for something like this to exist at this point in time, but no harm then, it will just die on its own.
Going to repost this here since it was technically information released in February.
This is from FaceBook today:
The programming team has added some impressive new unit movement animations to the game. Air units like the phoenix and banshee bank on turns, roaches and hellions both rise when they start moving, and tanks slightly bob when stopping.
TBH I'm not too excited about this. Mostly only if it takes away from micro. I HATE 'banking' in rts. It makes your units go all over the place where you dont want them. Hopefully they address this.
Husky i'm sure it wont be like in other games, i'm sure it's just an animation they use when you're turning, but it doesn't actually effect the turn. Mutas in SC1 did do a little bit of banking when they turned so I imagine it will be similar, like your muta group will spread out a bit when it gets turned, but will isntantly get stacked again.
Banking was in sc1 beta, and I would imagine micro would be impossible with it. Turn radii exist in C&C and people can't micro anything either.
I imagine if they did add these features, they are extremely subtle animations. Blizzard has been pretty adamant about gameplay over graphics, so I'm sure if they don't work out, they'll be removed. They're probably just animation alterations and don't have any effect on unit pathing anyway.
On February 03 2010 14:56 ejac wrote: Banking was in sc1 beta, and I would imagine micro would be impossible with it. Turn radii exist in C&C and people can't micro anything either.
I imagine if they did add these features, they are extremely subtle animations. Blizzard has been pretty adamant about gameplay over graphics, so I'm sure if they don't work out, they'll be removed. They're probably just animation alterations and don't have any effect on unit pathing anyway.
Truth. Blizzard already tried banking in a beta, and took it out. They wont make the same mistake again.
The programming team has added some impressive new unit movement animations to the game. Air units like the phoenix and banshee bank on turns, roaches and hellions both rise when they start moving, and tanks slightly bob when stopping.
ugh.. banking feels so wc3ish
blizz should stop trying to show off its new engine, especially with the mothership
On February 03 2010 15:58 Jarvs wrote: How is that wc3ish?
War3ish does not necessarily imply that this feature is present in War3 and almost nowhere else. In fact the term "War3ish" was invented in 2007 by people who've never seriously plaid it. It was meant to criticize the new aspect/gameplay of SC2 without having to justify your claims with real arguments, assuming that anything present in War3 and not in SC1 has to suck.
Example: The siege tank looks too War3ish (the siege tank sucks). C&C variant : Woaow the helion is too C&Cish (the helion looks like shit and doesn't fit in the SC universe).
Now FrozenArbiter, what are you doing with the questions that we ask to Blizzard each month ? Are they answered ? and if yes where ?
They removed the Photon Charge (protoss macro mechanic) as you can read here http://www.blizzblues.com/us/mining-question-22749240915.html. Now terran has the mule zerg has the queen and protoss what? Does protoss have a new macro mechanic or protoss macro mechanic is the warp gate?
On February 03 2010 15:58 Jarvs wrote: How is that wc3ish?
War3ish does not necessarily imply that this feature is present in War3 and almost nowhere else. In fact the term "War3ish" was invented in 2007 by people who've never seriously plaid it. It was meant to criticize the new aspect/gameplay of SC2 without having to justify your claims with real arguments, assuming that anything present in War3 and not in SC1 has to suck.
Example: The siege tank looks too War3ish (the siege tank sucks). C&C variant : Woaow the helion is too C&Cish (the helion looks like shit and doesn't fit in the SC universe).
Now FrozenArbiter, what are you doing with the questions that we ask to Blizzard each month ? Are they answered ? and if yes where ?
They are used for their Q&As, they haven't posted a Q&A in forever tho so meh -.-
The programming team has added some impressive new unit movement animations to the game. Air units like the phoenix and banshee bank on turns, roaches and hellions both rise when they start moving, and tanks slightly bob when stopping.
TBH I'm not too excited about this. Mostly only if it takes away from micro. I HATE 'banking' in rts. It makes your units go all over the place where you dont want them. Hopefully they address this.
From what it sounds like, judging by their usage of the word "animation", these additions are strictly cosmetic and will probably be limited to specific units angling when they turn and not actually physically "banking", since that would be a very significant unit control-related change and they spoke nothing that kind of a thing.
D-8 charges don't stick to buildings. You can only throw them directly to the ground and if you target a building they will just appear next to it. They also only damage ground units, so they won't do any damage to your buildings if you manage to lift them off before the charges blow up. You cannot damage burrowed zerg units if they are not affected by any means of detection. For example if you raid your opponent's mineral line and he burrows his drones you won't be able to damage them without a detector, like for example a Scanner Sweep.
Obviously once again I would like to remind you that this applies to the current build (yeah I know!)
1 - The Banelings cannot detonate while burrowed, they have to unburrow first and then explode. I know what you’re thinking. “Hey, probably exploding while burrowed would be a better warfare tactic”. You must understand that exploding in the name of the Zerg is indeed a great satisfaction for a Baneling, thus they prefer to unburrow in order to showcase their enthusiasm for their role by exploding with a smirk on their face. If you zoom close enough you will see a little smile on their little glowing face of theirs. Ah, gotta love the Banelings. 2 – They’ll wait for your command. If you don’t tell them to explode, they’ll just wait while staying burrowed. That’s nice for setting up ambushes. 3 - They always wait for your command. 4 – They’ll not behave like Infested Terrans. The attack-move command is not going to be interpreted as “Go and explode at this location”, but rather as “Move to this location and attack any enemy unit. If you can’t spot an enemy unit, just sit there”. 5 – It’s comparable to a D8 Charge, yes, the explosion covers pretty much the same area.
I'm still waiting for him to clarify that, maybe I should make a new thread...
On February 04 2010 03:33 StarsPride wrote: sigh, where is the beta.. its been... too long.... why blizzard.. WHYYYY
Damn those system requirements for fuck sake give us at least a BR or even 2 BRs in one week?
What will happen to progaming once SC2's out in Korea? Progaming is reaching a height in Korea as Flash and JD build up tension. What happens if SC2 suddenly comes out? Are all the korean pros just move on? Or perhaps a new breed of progamers rise for SC2?
Is it still too early for any additional information about when the game might be ready to hit stores?
In the FAQ on the SC2 website it's said:
"At this point, it's too early to provide an estimate of the release date. As with all Blizzard games, we will take as much time as needed to ensure the game is as fun, balanced, and polished as possible."
For quite a long time now.
I was just wondering if anything could be said, maybe a month or season. If more information has been given somewhere and I missed it I apologise, but with all that's going on in the world right now, I'm wondering if I'll get to play Starcraft 2 before the world ends, lol.
Thanks if a Blizzard rep can reply to this, even with a "it's still too early".
Still much too early to say since we haven't even entered beta yet. We will let you know though when that time comes closer.
Damn those system requirements for fuck sake give us at least a BR or even 2 BRs in one week?
Just so you know, that Kaune quote was from April 2009
Well that's good but if they are going to show as much about SC2 as they did about D3 I don't expect much :/ Are those episodes only 15 minutes long?
On February 05 2010 04:04 StarsPride wrote: id rather blizzard get beta out there tho, then spend time on BR.
There is a poll about what mu would we like to see in the next one the most so at least 1 is definitely coming I just rewatched BR4 and it doesn't really look as if it was directed, they said few times about mixes of units that weren't the best in some situations. It was just a good game with commentatry added. Since beta was supposed to start last summer I don't think they are doing any big changes in their builds. If they really aren't then devs can get used to the game better and produce more good games that can be used in next BR faster. It's not as if there is any real chance but I can still hope
Ret joins LLL "I joined LLL because I think they are a team with a bright future and a lot of potential. I also really like the fact they are based in the benelux, and are able to support me locally. I look forward to working together with Low Land Lions to attend lots of SC2 events in the future and produce SC2 content for the fans of the game.” http://www.lowlandlions.com/?module=news&action=view&id=1212
A lot of sites have listed releases for Starcraft 2 since the day it was announced. I recall seeing one on Amazon.com that said that it would get released "October 2008".
Do not take them seriously in any shape or form, please.
The SC2 protoss macro mechanic is now on the nexus and not an obelisk (maybe the obelisk doesn't exist anymore?) No details what the mechanics are though.
A lot of sites have listed releases for Starcraft 2 since the day it was announced. I recall seeing one on Amazon.com that said that it would get released "October 2008".
Do not take them seriously in any shape or form, please.
Not sure if it's already been posted or not, but apparently Archons and Lurks getting changed. "Archons and lurkers have so far been under utilized in internal games and it is being addressed." was posted on Twitter.
Hopefully Lurks will be moved back to T2 :p Not sure how they'll change Archons..
On February 10 2010 19:01 ShivaN wrote: Not sure if it's already been posted or not, but apparently Archons and Lurks getting changed. "Archons and lurkers have so far been under utilized in internal games and it is being addressed." was posted on Twitter.
Hopefully Lurks will be moved back to T2 :p Not sure how they'll change Archons..
aw man! I was hoping to test them out for myself
If they move them around on the tech tree(or remove the lurker upgrade?!) I really hope they keep their range.
I know previously they said custom hotkeys "not on release" but that was prior to them officially delaying the game. Is there any update on this, will we see it in beta or on release?
I don't think Protoss feels a lot different then what it feels like now. The only HUGE thing I forsee.. is the fact that there won't be any more goon ai messing shit up. This might need to get balanced :D
Hey guys is Battle.net 2 going to have a Map DB on BNET where we can go to find any type of a UMS map which was ever uploaded by the maker? That would be so kick ass.
On February 16 2010 00:14 Undisputed- wrote: Will there be replays in SC2 beta? Would be cool so day[9] could do analysis of his games from a replay perspective.
I'm almost certain that they have said that there will be no NDA, so at very least, there will be FPVODs.
On February 16 2010 00:14 Undisputed- wrote: Will there be replays in SC2 beta? Would be cool so day[9] could do analysis of his games from a replay perspective.
I'm almost certain that they have said that there will be no NDA, so at very least, there will be FPVODs.
Yeah I realize that, but would be nice to see replay analysis.
Rumor: A legit-looking Beta FAQ has been posted. Link Here.
No source, unknown site (to me), little new info, etc. At the very least, someone did put some work into writing it up even if it is fake, and does add text descriptions about the Battle.net 2.0 UI.
Just posting it here as without an official source (it is most likely fake), not really worth its own thread, imo.
On February 16 2010 00:14 Undisputed- wrote: Will there be replays in SC2 beta? Would be cool so day[9] could do analysis of his games from a replay perspective.
Every game you play is automatically recorded and can be viewed with all the comfort of a modern replay viewer. You can also save it so as to send replays to other people etc. It comes with some nifty features such as first person view, skipping through already viewed parts of the replay and a plethora of easily accessible information like apm/units lost/income and much more.
SC2 looks way too messy for my taste. The reason SC1 is such a good spectator sport is because it's easy to follow what's happening on the screen, and it isn't in SC2.
Too much animations and what not makes it hard to understand what is going on. I dunno, I think Blizzard should have released the game 1-2 years ago too, I'm not sure about peoples interest anymore.
I'm able to follow the action just as easily in the streams as a sc1 match. Obviously I get a bit confused on certain tech ups as I haven't memorized which buildings allow what but that just takes a bit of time and learning, has nothing to do with the game itself.
"I'm not sure about peoples interest anymore." made me giggle. Really?! Troll is obviously trolling?
Now what I am curious about is have many people seen battle cruisers in action in late game? I understand that few 1v1 and even less 2v2's go to late game but the few long games I have seen I've yet to see a single cruiser come out along side the other high teir units. Is this because they currently suck or am I just unlucky?
Guys can anyone tell me why I cant connect to bnet? It just stays on the connecting to bnet screen forever and doesnt connect. Should I be unblocking ports and shit if Im able to log into battle.net on BW just fine?
Sorry if this is off topic, but I'm looking for a 2v2 partner. A mic would be awesome along with a little skill! I'm in gold in both 1v1 and 2v2 so I'm not completely terrible, but it would be nice to have a partner i could consistently play with.
On February 20 2010 05:38 Synwave wrote: I'm able to follow the action just as easily in the streams as a sc1 match. Obviously I get a bit confused on certain tech ups as I haven't memorized which buildings allow what but that just takes a bit of time and learning, has nothing to do with the game itself.
"I'm not sure about peoples interest anymore." made me giggle. Really?! Troll is obviously trolling?
Now what I am curious about is have many people seen battle cruisers in action in late game? I understand that few 1v1 and even less 2v2's go to late game but the few long games I have seen I've yet to see a single cruiser come out along side the other high teir units. Is this because they currently suck or am I just unlucky?
I saw FrozenArbiter making some on his stream while playing TvT. They looked good imo, obv not as fast in everything as Banshees but rather better than BW BCs.
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)
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)
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)
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
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)
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.
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.
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?
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.
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.
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.
I like that the battles are fast as in bw. But to me it almost looks like buildings and units has too little hp. a marauder raid killls off a pylon in like 3 sec. Attacking a supply depot with a single goon in BW would take quite some time, I get the feeling that everything simply makes too much dmg or has too much hp.
This is judging from streams and watching replays. What do u guys who have played 100's of games think?
It's a different game than bw but do u think it would hurt increasing hp on things?
Edit:
Also, I've never seen a player reach over 120 units and never seen the late game units except for tech rushes. Is this an effect from what I mentioned above, is it just something that will solve over time?
HoN has a button < ' > to toggle healthbars. Currently in SC2 you have to go into the menu and choose from a dropdown. A toggle healthbar button would be awesome
I'm not talking about alt, i'm talking about a button that switches between normal, selected, and always on
What's up with the gas mining rates? Workers deliver 4 gas per trip, and with two geysers in your base, you'd think that you'd get the 300 gas per minute we're used to seeing from one geyser in Broodwar. Instead, when you watch a replay with the income tab on, you see that it's ~250 gas per minute.
On February 23 2010 03:55 caution.slip wrote: HoN has a button < ' > to toggle healthbars. Currently in SC2 you have to go into the menu and choose from a dropdown. A toggle healthbar button would be awesome
I'm not talking about alt, i'm talking about a button that switches between normal, selected, and always on
I cannot make new posts here yet so it would be appreciated if someone could do it for me. Im not a pro player at all, never played starcraft 1 online but i hope to show you guys some starcraft 2 action
Thoughts on my ideas? If you like my suggestions, bump that thread and say so! I have no problem simply playing blizzard's not-yet-released game for free, but I do feel somewhat obligated to help them improve it, lol.
I was wondering if the overlord extend creep ability would be any good at denying fast expansions. How long does it persist after you stop casting it, and is there much early game protoss could do against it? Watching streams and replays it doesn't seem like fast expos are being utilized much currently, but i would imagine that in the future they will become viable again. What do you think?
On February 24 2010 15:43 Puremiss wrote: anyone know what the latency is like in SC2? is it more like iCCup/LAN latency? or crappy old SC1 bnet latency?
Im pretty sure both in bnet 1.0 and 2.0 the creator of the game hosts it, so it doesnt have anything to do with bnet and never had.
On February 24 2010 15:43 Puremiss wrote: anyone know what the latency is like in SC2? is it more like iCCup/LAN latency? or crappy old SC1 bnet latency?
Im pretty sure both in bnet 1.0 and 2.0 the creator of the game hosts it, so it doesnt have anything to do with bnet and never had.
uhh it does have everything to do w/ bnet. latency meaning the time it takes for a unit to repond to your click.
in bnet1 even the lowest latency setting is still annoyingly noticeable
On February 24 2010 15:43 Puremiss wrote: anyone know what the latency is like in SC2? is it more like iCCup/LAN latency? or crappy old SC1 bnet latency?
Im pretty sure both in bnet 1.0 and 2.0 the creator of the game hosts it, so it doesnt have anything to do with bnet and never had.
Starcraft Broodwar had a pretty large buffer size to make up for the 33.6/56k users that were the majority when it came out. They never took it out though so even to this day if you log on regular bnet(not iccup) you will be playing with roughly a 1/2 second delay on all your clicks.
Starcraft 2 is fine though. I havent had any problems except that the game has crashed on loading twice and i lose points each time.
Does anyone else feel like Zerg is missing something? I think Banelings and Roaches are nice additions because their gimmicks actually have an impact on how you use the unit, but the other units:
Brood Lord vs Guardian They seem almost identical. The fact that the BL shoots Broodlings doesn't seem to have any gameplay significance, they de-spawn really quickly anyway.
Infestor vs Defiler The Infestor's use seems questionable, and they decided to include it over a unit which had three abilities that were unique and crucial to how Zerg played. I feel like it's different for the sake of being different instead of being a really good, inspired new unit.
Corruptor vs Devourer / Scourge Like all new units in SC2 it has a gimmick, but yet again it doesn't seem to affect the way you'll actually use the unit. The fact that 'dead' enemies act like turrets for a while just means a bit of extra damage. Scourge being suicide units is a gimmick that affects the way you play much more. Again, just different for the sake of being different and not because it adds something.
Right now Zerg has Ultras and Brood Lords aka Guardians late game, but now without Plague and Swarm. The other Races all have new late game tricks, I feel like Zerg is missing something
I do think zerg is screwed against Battlecurzers and carriers luckly i've never let a game get that far.
Zerg has weak Air to Air and Air to ground, hydralisk without swarm are too easier decimated even more so because they move slow and stay slow. They also lack scourges and devourers equivalents.
Broodlord i do find to be a unit that has a unit imo i rather had gaurdian i can micro them more but broodlord is not really a push over unit.
I would also say ultralisk are too strong but when they give units like thor and colossus etc if anything ultralisk are a bit weak
haha Corrupters must be the best air vs air unit when attacking armoured units like battlecruiser!
Broodlords are far stronger than guardians ever were. Ultra/ling is very very strong again, only massed immortals/marauders/tanks can kill them, but get killed by lings.
On February 26 2010 08:27 Teejing wrote: haha Corrupters must be the best air vs air unit when attacking armoured units like battlecruiser!
Broodlords are far stronger than guardians ever were. Ultra/ling is very very strong again, only massed immortals/marauders/tanks can kill them, but get killed by lings.
only prob is that upgraded bc and carriers rip though their hp to fast at range, esp carriers have much greater range then corrupters do. Battle cruisers don't so much but have ATA lazers which will rip apart the high number of them that you need to take out a battle cruzer.
The programming team has added some impressive new unit movement animations to the game. Air units like the phoenix and banshee bank on turns, roaches and hellions both rise when they start moving, and tanks slightly bob when stopping.
TBH I'm not too excited about this. Mostly only if it takes away from micro. I HATE 'banking' in rts. It makes your units go all over the place where you dont want them. Hopefully they address this.
if you watch the starcraft 1 beta videos on youtube you will see scouts and wraiths had banking , they removed it for the actual release.
does anyone else get really thrown off by the build times being represented by a green blob? I spent forever thinking that orbital commands costed gas.
On February 26 2010 07:58 Virtue wrote: I do think zerg is screwed against Battlecurzers and carriers luckly i've never let a game get that far.
Zerg has weak Air to Air and Air to ground, hydralisk without swarm are too easier decimated even more so because they move slow and stay slow. They also lack scourges and devourers equivalents.
Broodlord i do find to be a unit that has a unit imo i rather had gaurdian i can micro them more but broodlord is not really a push over unit.
I would also say ultralisk are too strong but when they give units like thor and colossus etc if anything ultralisk are a bit weak
Twin suns bear down in the high noon of a desert world. As an alien tumbleweed rolls past as a eerie critter's cry echoes in the distance, two solitary figures (one has cheated and brought an unseen friend) approach each other. Each of them has been trained in the subtle arts of energy draining and the brutal arts of mass destruction. But today, it is their skill in solitary combat that will decide who slips away.
On February 27 2010 14:09 EmeraldSparks wrote: Twin suns bear down in the high noon of a desert world. As an alien tumbleweed rolls past as a eerie critter's cry echoes in the distance, two solitary figures (one has cheated and brought an unseen friend) approach each other. Each of them has been trained in the subtle arts of energy draining and the brutal arts of mass destruction. But today, it is their skill in solitary combat that will decide who slips away.
FIGHT
game over man
anyways how do people feel about the gas mechanic. The one where you can't mine infinitely from depleted geysers?
What I want to know is why can't I use both the high templar and the sentry spells with the quick keys when i've selected a group containing both. Neither of their quick keys overlap.
Does anyone know if its possible to use chronoboost without having to click on the building itself on the terrain? I was looking if there was a way to chronoboost my nexus by clicking on the frame or something and couldn't find any.
On February 26 2010 15:59 Crunchums wrote: does anyone else get really thrown off by the build times being represented by a green blob? I spent forever thinking that orbital commands costed gas.
I initially thought the cyber core costs gas, despite the protoss having it blueish.
On March 02 2010 03:17 CynanMachae wrote: Does anyone know if its possible to use chronoboost without having to click on the building itself on the terrain? I was looking if there was a way to chronoboost my nexus by clicking on the frame or something and couldn't find any.
You got to have at least 2 units/buildings selected and you can click on the icon.
What is the spread going to be between the end of Beta and the release of the game. Is it gonna be a few months, or is the game going to come out the day after Beta is stopped?
Didn't feel this warranted a thread but is it just me or do immortals seems to be a bit imbalanced?
They do their full 50 to most ground zerg units, 20 to lings and drones. They have their hardened shields of 100, then they have 200 regular HP.
They pose a pretty huge threat against terran too, so much so that terrans have to go marines which sets them up to get owned by collosus (same tech tree) or storm.
I dunno about their damage being nerfed but their HP is just humongous. Granted they cost 250/100? but compare that to the value of 2 stalkers which cost 125/50 each. Stalkers do 8+6 to ground which isn't even half the damage that immorts do, their HP is 80/80 (which barely makes it over the 300hp that immorts have, plus the immorts reduce all high powered attacks on shields to 10.
The difference between immorts and stalkers here though is that stalkers can hit air and can upgrade blink, and immorts can't hit air and have inherent hard shields.
So I think the shield hardening should either be an upgrade, or change the reduction to 15 or something.