• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:11
CEST 00:11
KST 07:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed10Weekly Cups (July 7-13): Classic continues to roll4Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Who will win EWC 2025? The GOAT ranking of GOAT rankings RSL Revival patreon money discussion thread Weekly Cups (July 7-13): Classic continues to roll Esports World Cup 2025 - Brackets Revealed
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Flash Announces (and Retracts) Hiatus From ASL BW General Discussion Starcraft in widescreen A cwal.gg Extension - Easily keep track of anyone
Tourneys
[Megathread] Daily Proleagues Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 712 users

Favorite SC1 unit conversion concerns - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
Ryuu314
Profile Joined October 2009
United States12679 Posts
February 06 2010 17:49 GMT
#21
On February 06 2010 09:43 Kimera757 wrote:
Show nested quote +
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.

Yea...the archon's just pretty much a big ball of energy and damage. Although I believe it got a buff to its damage since the SCBW version.

Also, the reaver hasn't been completely removed from the game. I remember reading that they might bring the reaver back in a later expansion or something. If I find the link I'll be sure to post it...then again, it's been a while since I read that so perhaps Blizzard's decided that Colossus will replace reaver...I hope not anyways, lol.
StarsPride
Profile Joined January 2010
United States364 Posts
February 06 2010 17:56 GMT
#22
the siege tank.
My favorite unit in SCbw.
my favorite unit in SC2.. or the Battlecruiser.. im not really sure. i love BCs and ghost
InfC.Pride
Spyfire242
Profile Joined March 2009
United States715 Posts
Last Edited: 2010-02-06 18:02:37
February 06 2010 18:00 GMT
#23
I really like what they have done with the TERRAN MARINE, it really feels like with the addition of the shield (they still have that right?) that they are really feeling more bulky and not something just to be torn apart so easily, its amazing the technology and work put into just a single terran marine and yet to see them get butchered so easily is a little disappointing, but now they will stand a better chance.

Edit: As for how this will effect game-play I am certain it will reinforce the fact that smaller "grunt type" units will remain useful throughout the entire course of the game, even more-so in this case.
Entusman #55 Spyfire242!
Tom Phoenix
Profile Blog Joined January 2009
1114 Posts
Last Edited: 2010-02-06 18:37:23
February 06 2010 18:33 GMT
#24
On February 06 2010 07:13 Mikilatov wrote:
Show nested quote +
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 think it probably had something to do with the improved AI pathing. In BW, Reavers were balanced around the fact that the poor AI pathing could cause the Scarabs to dud and the targets to run away unharmed. Since this is no longer a factor, It is not a stretch to think that the Reaver was brutally effective in the early SC2 builds that used it. This probably prompted Blizzard to remove the unit altogether.

On February 06 2010 07:14 Quixoticism wrote:
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.


...Putting attempts to understand how in the world can an aircraft and transforming mech look even remotely "WarCrafty" aside (just beacuse there are "spaceships" in WarCraft does not mean that they look like the Banshee and Viking...infact, they do not resemble Carriers either), I honestly think the Banshee and Viking have superior gameplay implications compared to the Wraith. Since Banshees have a dedicated AtG attack compared to the Wraith`s paltry laser, they have the potential of making Starport builds a lot more effective. Furthermore, people who played SC2 can attest to the fact that Vikings provide for an interesting dynamic in TvT.

On February 06 2010 06:40 Ryuu314 wrote:
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 :[


I don`t see how it can be difficult to understand why they removed the DA, considering that it saw limited use in BW. Yes, they had their uses and could be potentially powerful. However, all of their spells were very costly energy-wise and they had no practical uses outside of that.

At least the ability to morph into regular Archons provides Protoss players a viable transition from DT tech, something they need given that DT and HT tech is now split.

On February 06 2010 05:18 Shiladie wrote:
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.


Actually, there are very few things that can be considered hard counters to mass mutalisks right now and even those are all high-tier tech (Thor`s splash air attack, Battlecruiser`s splash attack ability and Raven`s Seeker Missile). Infact, the only change that can be considered damaging towards Mutalisks is that Turrets do 4 more damage. Otherwise, the changes so far (such as the removal of Scourge, Corsairs and Irradiate) have been beneifical for Muta builds. Infact, I do not think Protoss currently have any reliable way of dealing with mass Muta.

I do not know. Maybe that is the reason why Blizzard does not want to give Muta builds an easy transition, beacuse they are fairly powerful in their own right.

On February 06 2010 05:18 Shiladie wrote:
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.


Sadly, Blizzard has already confirmed that the Hold Position trick does not work in SC2. To be honest, I would not be suprised if that is the reason why they increased the Lurker`s range, to partially compensate for the lack of it. But that in turn probably caused the Lurker to be bumped higher in the tech tree.

So far, Lurkers are still a complete enigma, since it is hard to judge how much they could potentially be effective. That said, however, Hydralisks seem to be more effective against Bio builds this time around (they do 8 instead of 5 and also do an additional 4 damage against Armoured targets like Marauders). As such, Lurkers could represent a nice transition, at least for delaying for Ultralisks.

EDIT: Oh wow, forget what I said about Protoss lacking a counter against Mutalisks. Archons are insane in the current SC2 build. They do 20 more damage compared to the original and, since they a x2 attack, they will get a bigger bonus from weapon upgrades (although it is unknown currently just how much they will benefit from those). Last, but not least, they also do an additional +10 damage against Biological units.....and they still do splash. o.O
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
Bash
Profile Joined August 2007
Finland1533 Posts
February 06 2010 18:35 GMT
#25
I'm really missing the spider mine, as they really defined Starcraft for me in many ways. Without them I can't see the same awesome positional strategy that happens in TvP (and in a less awesome way in TvT) happening in SC2 and I fear it'll turn into just another "here's a bunch of guys of this race and here's a bunch of guys of this race, now let's watch them run at eachother" matchup we see in every RTS known to man. I want terran to be slow but also able to cover a ton of ground.

Another thing I miss is the scourge, their removal really makes usage of aerial units less interesting and less risky vs. the zerg, in BW you can´t just go anywhere with any air units because you have to keep close attention to your most valuable units so they don't get countered by an incredibly cheap unit and that is how it should be; you have to babysit your sci vessels and so forth. Also, now the zerg is forced to counter any meaningful air fleet with some big air of their own, and I really don't want to see this be a game of massing air units on both sides, as that is by definition less interesting due to terrain not being an issue, lesser micro capability etc..
I can't sing and I can't dance, but still I know how to clap my hands.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
February 06 2010 19:13 GMT
#26
On February 07 2010 03:33 Tom Phoenix wrote:
Show nested quote +
On February 06 2010 07:13 Mikilatov wrote:
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 think it probably had something to do with the improved AI pathing. In BW, Reavers were balanced around the fact that the poor AI pathing could cause the Scarabs to dud and the targets to run away unharmed. Since this is no longer a factor, It is not a stretch to think that the Reaver was brutally effective in the early SC2 builds that used it. This probably prompted Blizzard to remove the unit altogether.

Show nested quote +
On February 06 2010 07:14 Quixoticism wrote:
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.


...Putting attempts to understand how in the world can an aircraft and transforming mech look even remotely "WarCrafty" aside (just beacuse there are "spaceships" in WarCraft does not mean that they look like the Banshee and Viking...infact, they do not resemble Carriers either), I honestly think the Banshee and Viking have superior gameplay implications compared to the Wraith. Since Banshees have a dedicated AtG attack compared to the Wraith`s paltry laser, they have the potential of making Starport builds a lot more effective. Furthermore, people who played SC2 can attest to the fact that Vikings provide for an interesting dynamic in TvT.

Show nested quote +
On February 06 2010 06:40 Ryuu314 wrote:
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 :[


I don`t see how it can be difficult to understand why they removed the DA, considering that it saw limited use in BW. Yes, they had their uses and could be potentially powerful. However, all of their spells were very costly energy-wise and they had no practical uses outside of that.

At least the ability to morph into regular Archons provides Protoss players a viable transition from DT tech, something they need given that DT and HT tech is now split.

Show nested quote +
On February 06 2010 05:18 Shiladie wrote:
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.


Actually, there are very few things that can be considered hard counters to mass mutalisks right now and even those are all high-tier tech (Thor`s splash air attack, Battlecruiser`s splash attack ability and Raven`s Seeker Missile). Infact, the only change that can be considered damaging towards Mutalisks is that Turrets do 4 more damage. Otherwise, the changes so far (such as the removal of Scourge, Corsairs and Irradiate) have been beneifical for Muta builds. Infact, I do not think Protoss currently have any reliable way of dealing with mass Muta.

I do not know. Maybe that is the reason why Blizzard does not want to give Muta builds an easy transition, beacuse they are fairly powerful in their own right.

Show nested quote +
On February 06 2010 05:18 Shiladie wrote:
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.


Sadly, Blizzard has already confirmed that the Hold Position trick does not work in SC2. To be honest, I would not be suprised if that is the reason why they increased the Lurker`s range, to partially compensate for the lack of it. But that in turn probably caused the Lurker to be bumped higher in the tech tree.

So far, Lurkers are still a complete enigma, since it is hard to judge how much they could potentially be effective. That said, however, Hydralisks seem to be more effective against Bio builds this time around (they do 8 instead of 5 and also do an additional 4 damage against Armoured targets like Marauders). As such, Lurkers could represent a nice transition, at least for delaying for Ultralisks.

EDIT: Oh wow, forget what I said about Protoss lacking a counter against Mutalisks. Archons are insane in the current SC2 build. They do 20 more damage compared to the original and, since they a x2 attack, they will get a bigger bonus from weapon upgrades (although it is unknown currently just how much they will benefit from those). Last, but not least, they also do an additional +10 damage against Biological units.....and they still do splash. o.O


+100 :D
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Quixoticism
Profile Joined February 2010
United States80 Posts
Last Edited: 2010-02-06 21:24:00
February 06 2010 21:19 GMT
#27
There are some things that definitely have their similarities. (cmon, propellers in space?)
[image loading]

The first StarCraft was criticized for looking like Warcraft in space and then they made some changes, why can't it happen again?
And I'm not saying I hate the game, SC2 is my #1 game I'm looking forward to. I can't wait to play it. I just think there are a few things that can be made to feel more like StarCraft.

I also think that the Viking would become alot cooler if they reversed how it worked and had GtA and AtG only attacks. It would help them fill the role of the goliath with the mobility of going into air mode with a weak Wraith-like AtG attack.
I was somewhere, thinking something...
Tom Phoenix
Profile Blog Joined January 2009
1114 Posts
Last Edited: 2010-02-06 22:08:15
February 06 2010 22:06 GMT
#28
On February 07 2010 06:19 Quixoticism wrote:
There are some things that definitely have their similarities. (cmon, propellers in space?)
[image loading]

The first StarCraft was criticized for looking like Warcraft in space and then they made some changes, why can't it happen again?
And I'm not saying I hate the game, SC2 is my #1 game I'm looking forward to. I can't wait to play it. I just think there are a few things that can be made to feel more like StarCraft.

I also think that the Viking would become alot cooler if they reversed how it worked and had GtA and AtG only attacks. It would help them fill the role of the goliath with the mobility of going into air mode with a weak Wraith-like AtG attack.


If you are going to make a comparison, at least use the latest models:

+ Show Spoiler +
[image loading]

[image loading]

[image loading]
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 06 2010 23:53 GMT
#29
On February 07 2010 06:19 Quixoticism wrote:
There are some things that definitely have their similarities. (cmon, propellers in space?)

cmon, Wings is space? If you have not researched the lore don't criticise.

Anyway... I highly doubt you will see any cut scenes with banshees flying from planet to planet. They do not appear to be designed for interplanetary travel. Like many Terran units they are stored in Battlecruisers for space travel and deployed within an atmosphere. Which is also what the Zerg do with mutalisks and all their other creatures. They travel within a Zerg creature known only as a Behemoth.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Jugan
Profile Blog Joined July 2009
United States1566 Posts
February 07 2010 00:37 GMT
#30
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.


That would lead to awkwardness. What if you select max + 1 by mistake?
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
XiaoJoyce-
Profile Blog Joined December 2009
China2908 Posts
February 07 2010 09:34 GMT
#31
I really like wraith as a superiority fighter plane. Look so cool and sleek. Even the pilot looks cool with the eye visual!
Pew! Pew! Chitty Chitty Bang Bang!
Lurker87
Profile Blog Joined October 2009
United States172 Posts
February 07 2010 11:51 GMT
#32
On February 06 2010 07:13 Mikilatov wrote:
Show nested quote +
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.


Agreed. Seeing a shuttle drop in 1 (or even 2) reaver(s) next to an unwatched expansion is always so dramatic. As soon as that first scarab heads off into the direction of 10 scvs, everything seems to slow down until it finally explodes and you get to see if it is a dud or genocide... god what a moment... Colossus is so slow, and doesn't do that all-at-once damage that the reaver was capable of. Colossus is always going to be expecting, except for the cliff climbing ability... The reaver was the toss's go-to harass unit, that could take out an entire army when combined with a shuttle. The colossus just doesn't feel me with the same excitement. It just shoots a lot of enemies at once... whoop de doo. Reaver was just worried with taking its snipe, and then watching to see if the attack counts or not for huge huge points. Being a Z/T player, I have learned to respect the reaver lol.



Also, I don't know if I like the cliff climbing abilities that a lot of the units have. Also, Blink feels a bit too WC3ish to me (yes, yes, Warden). I liked just having the arbiter's recall ability and the nydus canal even, for moving mass armies across terrain very quickly. Being able to jump up cliffs to harass, then run away seems like a dumbed down version of dropships + harassing unit (tank, reaver, goliaths) microing.
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
February 07 2010 11:53 GMT
#33
Hmmm, the lurker moving to tier 3 seems strange to me... Is Z supposed to sit on ling/hydra till tier 3? banelings seem lame to me. I see a lot of people hyped about them, but they just seem lame. They are like scourge with better AI that seem to not waste themselves.
hifriend
Profile Blog Joined June 2009
China7935 Posts
February 07 2010 12:35 GMT
#34
The fact that there is no reaver in sc2 makes me so sad. The AI nerf and now this.. Blizzard's hatred for the reaver knows no boundaries.
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
February 07 2010 13:09 GMT
#35
what's the new cleave ability for ultras btw ? havent heard about it
IMBA - International Mountain Bicycling Association.
Doso
Profile Joined March 2008
Germany769 Posts
February 07 2010 13:23 GMT
#36
Vultures... have flamethrowers now.. w00t?
Archaic
Profile Blog Joined March 2008
United States4024 Posts
February 07 2010 14:08 GMT
#37
I don't really like the whole "ability" concept in attacking. In BW, all abilities are supplemental, but with abilities like Cleave, it just doesn't feel right, to use an ability in order to kill things faster, as directly as it seems right now (I guess similar to Lunge for zealots).
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
February 07 2010 14:23 GMT
#38
On February 07 2010 23:08 Archaic wrote:
I don't really like the whole "ability" concept in attacking. In BW, all abilities are supplemental, but with abilities like Cleave, it just doesn't feel right, to use an ability in order to kill things faster, as directly as it seems right now (I guess similar to Lunge for zealots).

The Protoss Archon in Broodwar had "Cleave" right?
Kimera757
Profile Joined August 2007
Canada129 Posts
Last Edited: 2010-02-07 23:47:52
February 07 2010 14:49 GMT
#39
On February 07 2010 03:33 Tom Phoenix wrote:

I think it probably had something to do with the improved AI pathing. In BW, Reavers were balanced around the fact that the poor AI pathing could cause the Scarabs to dud and the targets to run away unharmed. Since this is no longer a factor, It is not a stretch to think that the Reaver was brutally effective in the early SC2 builds that used it. This probably prompted Blizzard to remove the unit altogether.


Can this really be treated as balance in StarCraft I? The scarab would dud randomly, and sometimes (eg if fired from the "south") didn't even have siege range.

Lurker87: Agreed. Seeing a shuttle drop in 1 (or even 2) reaver(s) next to an unwatched expansion is always so dramatic. As soon as that first scarab heads off into the direction of 10 scvs, everything seems to slow down until it finally explodes and you get to see if it is a dud or genocide... god what a moment...


Fun, yes. Good competitiveness/gameplay? Probably not. I don't get why reaver randomness is tolerated when other kinds of randomness aren't.
http://starcraft.wikia.com/wiki/StarCraft_Wiki ; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
February 07 2010 15:52 GMT
#40
On February 07 2010 23:49 Kimera757 wrote:
Show nested quote +
On February 07 2010 03:33 Tom Phoenix wrote:

I think it probably had something to do with the improved AI pathing. In BW, Reavers were balanced around the fact that the poor AI pathing could cause the Scarabs to dud and the targets to run away unharmed. Since this is no longer a factor, It is not a stretch to think that the Reaver was brutally effective in the early SC2 builds that used it. This probably prompted Blizzard to remove the unit altogether.


Can this really be treated as balance in StarCraft I? The scarab would dud randomly, and sometimes (eg if fired from the "south") didn't even have siege range.

[quote=Lurker87]Agreed. Seeing a shuttle drop in 1 (or even 2) reaver(s) next to an unwatched expansion is always so dramatic. As soon as that first scarab heads off into the direction of 10 scvs, everything seems to slow down until it finally explodes and you get to see if it is a dud or genocide... god what a moment...


Fun, yes. Good competitiveness/gameplay? Probably not. I don't get why reaver randomness is tolerated when other kinds of randomness aren't.[/QUOTE]
Because
1) its exciting for spectators
2) it still takes a ridiculous amount of skill to micro a reaver well enough to cause a lot of damage (see: Jianfei's reavers)
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 154
UpATreeSC 149
Nina 113
ZombieGrub103
CosmosSc2 1
Dota 2
canceldota135
NeuroSwarm68
League of Legends
Grubby4759
Counter-Strike
Stewie2K520
flusha475
Foxcn452
Super Smash Bros
Mew2King93
PPMD52
Heroes of the Storm
Liquid`Hasu501
Trikslyr55
Other Games
summit1g10861
FrodaN3803
shahzam557
Skadoodle218
C9.Mang0186
ViBE108
ROOTCatZ74
Sick53
Liquid`Ken9
Organizations
Other Games
gamesdonequick3886
StarCraft 2
angryscii 26
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• sitaska36
• musti20045 33
• RyuSc2 27
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 19
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2577
• masondota21587
League of Legends
• Doublelift2845
• TFBlade811
Other Games
• imaqtpie2008
Upcoming Events
PiGosaur Monday
1h 49m
uThermal 2v2 Circuit
17h 49m
Replay Cast
1d 1h
The PondCast
1d 11h
WardiTV European League
1d 17h
Replay Cast
2 days
Epic.LAN
2 days
CranKy Ducklings
3 days
Epic.LAN
3 days
CSO Contender
3 days
[ Show More ]
BSL20 Non-Korean Champi…
3 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
4 days
Online Event
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
6 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.