Favorite SC1 unit conversion concerns - Page 3
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pzea469
United States1520 Posts
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Tom Phoenix
1114 Posts
On February 08 2010 02:15 pzea469 wrote: they should just have made the scarabs a little slower and targetable so that you could shoot them before they get to you and explode. That would've been the way to go imo. It would make the reaver even more exciting than in broodwar cuz someone shooting down a scarab before it gets to the mineral line would be cool to see. Thoughts? Actually, they tried something like that with the Reaper`s D-8 charges. But apparently, it did not work out, since they are indestructible again. | ||
Wire
United States494 Posts
I really miss the reaver, truly I do. I think that they can take the total damage a reaver deals on average and make it the new reaver damage counter. example: sc1 reaver does (lets just say) 100dmg per scarab shot, and misses once every 4 shots due to poor ai. That means then that for every 10 shots the reaver does on average 800 dmg. so with the new improved AI why not make it 80 dmg per scarab shot? that's just my proposition for working around THAT problem. This of course doesn't address any other problem. What I am really starting to get tired of is this whole beam thing. Stalkers shoot beams. Mothership shoots beams. Phoenix shoots beams. Battlecruiser gets the beam upgrade. It's really starting to piss me off. Scouts had missles. Dragoons had bursts of energy instead of lasers. It's almost as if they're just reusing the base animation and then manipulating it to fit the situation. Havering everything as a laser seems very uncreative to me, even though it is reasonable to presume the future world has lasers in everything. | ||
soultwister
Poland80 Posts
i like that there are options for harass units weather you go mech or bio as terran, i'll miss spider mines, the dropship is cool and all, but it seems like terran is now all about siege tank/thor push and harass/drops, no bio ball, sucks becouse i liked my marines, now they'll be cast mostly useless in mid and late game, unless you feel like using a dropship purely for healing | ||
Wr3k
Canada2533 Posts
On February 06 2010 05:18 Shiladie wrote: 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... I totally disagree with you on the mutalisks, it seems as if there are alot fewer units that do crazy splash damage to air. I mean in terms of whats new that is good against stacked mutas, you've got what, hunter seeker missile, thor, and battle cruiser. You've lost corsairs and valk's and terran will no longer have a bunch of medics to heal their marines. If anything mutas are going to be scary good until terran/protoss get tier 3 units. Witht he lurker though I totally agree. It seems that they will be very effective late game, but it definitely overlaps hugely with the ultralisk. The fact that it has the range upgrade should play a significant role though. Perhaps it will become more of a base raiding unit? Perhaps it will be very effective when combined with ultralisks for ranged support? I'm not really sure, but what I do know is that the baneling will definitely help fill the role that lurkers took in SC1 to counter groups of smaller units. | ||
FragKrag
United States11552 Posts
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BlackYoshi
United States84 Posts
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DeCoup
Australia1933 Posts
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Kimera757
Canada129 Posts
On February 08 2010 00:52 TheAntZ wrote: 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) For point #1, if that's exciting for spectators, then why isn't other randomness exciting for spectators? For point #2, it would take a lot of skill to micro the reaver even if it had no miss chance. If the scarab is a dud, it's usually not due to the player missing out on a play. And on that note, would reavers doing x% damage (based on miss chance, if someone could even calculate that) be a proper conversion? | ||
CowGoMoo
United States428 Posts
On February 08 2010 08:51 Kimera757 wrote: For point #1, if that's exciting for spectators, then why isn't other randomness exciting for spectators? For point #2, it would take a lot of skill to micro the reaver even if it had no miss chance. If the scarab is a dud, it's usually not due to the player missing out on a play. And on that note, would reavers doing x% damage (based on miss chance, if someone could even calculate that) be a proper conversion? No because 100 dmg and 60 dmg reavers both 1 shot packs of workers. | ||
Broodie
Canada832 Posts
Imagine OLD Protoss vs NEW Protoss or something similar but not to change the subject entirely: how the hell are you supposed to beat the new Terran push lol, holy shit, with the inclusion of sensor towers as well and siege on the ground and in the air :s I guess I did change the subject entirely, so attempt 2: I am also not fond of mines/scarabs making a departure from competitive starcraft.... maybe give the colossi a scarab spell? or a terran unit a spider mine spell? | ||
TheAntZ
Israel6248 Posts
On February 08 2010 08:51 Kimera757 wrote: For point #1, if that's exciting for spectators, then why isn't other randomness exciting for spectators? For point #2, it would take a lot of skill to micro the reaver even if it had no miss chance. If the scarab is a dud, it's usually not due to the player missing out on a play. And on that note, would reavers doing x% damage (based on miss chance, if someone could even calculate that) be a proper conversion? Because of the tension it generates while its getting caught on the edges of minerals/buildings etc. Try to present to me another chance based situation that would be as tense | ||
mrkent
United States160 Posts
On February 08 2010 04:00 soultwister wrote: i'm happy someone else noticed that zerg looks like some monsters from WoW, sc2 is overall too bright and flashy for my taste, so far it looks like one of those 10 bucks 2.5d games you find on xbox arcade i like that there are options for harass units weather you go mech or bio as terran, i'll miss spider mines, the dropship is cool and all, but it seems like terran is now all about siege tank/thor push and harass/drops, no bio ball, sucks becouse i liked my marines, now they'll be cast mostly useless in mid and late game, unless you feel like using a dropship purely for healing I feel the opposite of what you said about the bio ball. I think terren bio units got much better. For 1, you have much more variety, you can build 2 marines/mauralders at once, the reaper is freaken good, and ghost got a badly needed upgrade. IMO, terren bio units will be more used than mech, at least from the last blizzcon build. | ||
vasburg
Germany4 Posts
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dolo
United States14 Posts
On February 06 2010 07:01 Manit0u wrote: Casual discussion: Reaver -> Colossus WTF?! Im agreeing with this, how the fuck do you get a crappy colosus out of a reaver........ I'd love to figure that out. I'm serious. | ||
dyren
United States260 Posts
On February 08 2010 12:12 Broodie wrote: let us remember that Bliz plan on recreating every unit from bw in the editor... Imagine OLD Protoss vs NEW Protoss or something similar Omg awesome! I too will miss the explosive-beetle-launching-caterpillar, Protoss's most deadly weapon... T.T | ||
uberdeluxe
Canada306 Posts
On February 08 2010 15:13 dolo wrote: Im agreeing with this, how the fuck do you get a crappy colosus out of a reaver........ I'd love to figure that out. I'm serious. colossus is a pretty cool guy, why don't ya like him? | ||
TheAntZ
Israel6248 Posts
On February 08 2010 17:29 uberdeluxe wrote: colossus is a pretty cool guy, why don't ya like him? because eh looks like crap and shoots lasers, while not afraid of anything | ||
lol.Froste
United States112 Posts
hopefully mixing 1 or 2 in your army will have some benefits ;D | ||
dolo
United States14 Posts
On February 08 2010 17:29 uberdeluxe wrote: colossus is a pretty cool guy, why don't ya like him? He looks like hes from war of the worlds, I don't like how he DPS things, and he takes less skill to play unlike the reaver. I mean this nigga can walk up hills/mountains aka you wanna callem cliffs?, i guess i find it more rewarding if you had to shuttle the reaver; Thats just me though, think I'm going to be ol school even after we all start playing sc2. ![]() | ||
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