|
SC2 boards have been all serious recently with everyone moping around waiting for any word on beta. This thread is where you take your favorite units from BW that has an equiv in SC2 and analyze how it's gameplay/usability will change and whether you think it will benefit or harm the awesomeness of that unit.
Mutalisk: With muta stacking being a built in strat it seems like blizz is making more hard counters to it. I am concerned that after the initial build chaos, that people will be far too well equiped for a muta harrass to be a viable strategy. The ability to continually add mutas to your harrass in a much easier fasion however will allow for a lot more mass-muta strategies, though, with the broodlord a mutation from the corruptor instead of the mutalisk, it makes transitioning out of a mass mutalisk build into late game more difficult then it otherwise could be. It is possible with more practice with the new way muta micro works, that mutalisks will take an even more dominant role then in BW.
Lurker: With how it's been moved to hive tech and requires it's own full tech building I am unsure at what role lurkers will play. Their range upgrade and slightly faster burrow speeds, alone with the fact troops group up more may make them more devestating then I think, but it seems that what they counter (mass smaller units) is far better countered by ultralisks with their new cleave ability. And small armies of bigger units is better countered by the boordlord. I really hope lurkers have as dominant a position in the zerg army as they had in BW, because they are such an exciting unit to watch. I also wonder if they are going to allow for stop lurkers, as that was a bug they never bothered to fix in BW. Watching a full terran lategame army die in seconds to a stop lurker field, similar to how psi storm rips apart zerg in current ZvP would be amazing. The effectiveness of a unit that's main function is that it attacks while cloaked, when it has been moved to a soley late-game position really removes the pressure to get detectors that was present in BW, and that concerns me.
I invite anyone to casually discuss how they think their favorite unit's gameplay may change, keep the SC2 board going with some interesting discussion...
|
Hmmmm, seeing as the wraith was the icon for both SC and BW, I'm bummed it's not going to be making an appearance. Different wraiths also showed up in numerous cinematics, so while the unit was pretty situation in game, it was awesome in lore.
Bring back mah wraiths please!
|
Wait... if you can select unlimited units in SC2 and you can stack mutas... wtf? You can stack more than 11 mutas at once?
I'm a SC2 Noob.
|
Last thing I read was that you can select unlimited units but only hot-key a certain amount.
|
The medical dropship would be a bitch to counter. Also, the hellion is too slow for terran users who are so used to vultures.
|
My understanding of the unit selection is that you can select and hotkey 255 units at once (essentially unlimited in non UMS maps) I've heard helions, while different then vultures are going to be even more devestating if used correctly due to their splash damage. While they micro is different then vultures from what people are saying, once you get used to it, they can dance around lings and similar just as easily.
|
On February 06 2010 05:30 Ziph wrote: Last thing I read was that you can select unlimited units but only hot-key a certain amount. Oooh, that makes sense.
|
On February 06 2010 05:40 Shiladie wrote: My understanding of the unit selection is that you can select and hotkey 255 units at once (essentially unlimited in non UMS maps) I've heard helions, while different then vultures are going to be even more devestating if used correctly due to their splash damage. While they micro is different then vultures from what people are saying, once you get used to it, they can dance around lings and similar just as easily. Nvm. Wut. -.-
|
I'm just kinda confused as to why they removed the DA from the game...because of the new archon creation mechanism the costs associated with an archon is incredibly varied dependent on whether you chose to merge two HT, two DTs, or one of each. The decision to allow this variability and also the removal of DAs (especially since they're only now seeing much more use/innovation in SCBW) confuses me :[
|
Casual discussion:
Reaver -> Colossus
WTF?!
|
On February 06 2010 07:01 Manit0u wrote: Casual discussion:
Reaver -> Colossus
WTF?!
Yeah I'm a bit perplexed by that one as well.
The reaver was perhaps one of the most exciting units in SC1 from a spectator's point of view, and although the colossus is awesome, I fail to see how it will be nearly as exciting as a reaver scarabs.
|
I also miss the Wraith. As of now they've replaced/sliced it into two units: the AtG only Banshee and the part time AtA only Viking. I don't really like how either functions and they both look too Warcrafty.
I do love the new Dragoon Aka Stalker though. Definitely looking forward to warping some of those in.
|
On February 06 2010 07:01 Manit0u wrote: Casual discussion:
Reaver -> Colossus
WTF?!
I absolutely agree. The reaver was my favorite unit to use and watch, and I'm sure that it was for others. There needs to be an ability or unit that can do mine or scarab like damage. Since mines, mine drags, and scarabs are classic fan favorites of SC viewers.
|
I don't think you should even view SC2 as a continuation. It's only a continuation in terms of single player. In Multi player it's a new game.
|
On February 06 2010 07:14 Quixoticism wrote: I don't really like how either functions and they both look too Warcrafty.
This, "Looks too much like WarCraft" thing is getting out of hand. Now spaceships look like they are from WarCraft?? Come on really?
|
This turned into a troll thread somehow
|
The new Archon can also cast spells, can't it? I haven't been following all the changes they've been making.
Anyways, a long ranged lurker will play an entirely different role in the game - and it seems it could be a fearsome weapon. Not only does it outrange base defenses and most of your normal units - you also need detection on top to get rid of it. And now even zerg has been stripped of its previous advantage of widespread detection as overlords have been gimped in that respect.
|
On February 06 2010 08:06 RyanS wrote:Show nested quote +On February 06 2010 07:14 Quixoticism wrote: I don't really like how either functions and they both look too Warcrafty.
This, "Looks too much like WarCraft" thing is getting out of hand. Now spaceships look like they are from WarCraft?? Come on really?
Theres spaceships in WoW, and tbh... they kinda look like carriers.
|
On February 06 2010 08:40 Zona wrote: The new Archon can also cast spells, can't it? I haven't been following all the changes they've been making.
It hasn't cast spells since at least March 2008.
|
On February 06 2010 09:39 Tump wrote:Show nested quote +On February 06 2010 08:06 RyanS wrote:On February 06 2010 07:14 Quixoticism wrote: I don't really like how either functions and they both look too Warcrafty.
This, "Looks too much like WarCraft" thing is getting out of hand. Now spaceships look like they are from WarCraft?? Come on really? Theres spaceships in WoW, and tbh... they kinda look like carriers. Well in SC, when say a zergling hit a marine, the marine doesn't move. One of the things SC2 got from warcraft is that the marine bounces back (which is more realistic), but it seems kinda strange after playing/watching so much SC to see units bounce around when hit.
|
|
|
|