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Favorite SC1 unit conversion concerns - Page 4

Forum Index > SC2 General
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Craton
Profile Blog Joined December 2009
United States17250 Posts
Last Edited: 2010-02-08 17:04:20
February 08 2010 17:03 GMT
#61
On February 07 2010 23:23 lolaloc wrote:
Show nested quote +
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?


It's more along the lines of giving a dragoon multishot. We're used to abilities being supplementary -- things like psionic storm and irridiate, not so much psuedo-passive adrenal-glands (in the form of ultracleave). I'd rather have units get abilities that augment mobility or add a new layer of depth, not simply get more damage.

That's one of those things I expect to get scrapped or nerfed once beta comes out.
twitch.tv/cratonz
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2010-02-08 17:35:46
February 08 2010 17:30 GMT
#62
What I want from blizzard is a defined intended role for each of the 3 T3 zerg units.
Right now this is what I get from them:

Lurker:
Anti small ground units, eating them up with splash
siege ability with range upgrade
countered by air, siege tanks, thors (dunno if any of the P ground counters them)

Ultra:
Anti small ground units, eating them up with cleave and high armour
Siege ability with headbutt damage vs buildings
Countered by air, siege tanks, thors (dunno if any of the P ground counters them)

Broodlord:
Anti large ground units, eating them up with mantaling surround
Siege ability because of long range
countered by air and thors protected by some small-ground

bit of a trend here?
yes it's simplified, but it gets the point across, (and thors are still a stupid unit)

edit:
I realised it may be a bit harsh on the thor, so here's my reasoning for the counters spelled out

lurkers:
anything with a large amount of health taking up a large space by definition will role over lurkers unless you've got massively overwhelming numbers

ultras:
thor = the spelled out perfect counter, as they use their 500 damage + stun retardo rockets to essentially nullify your ultras

Broodlord:
thor has the same GTA range as the broodlord ATG range (or more), so just keep a few marines or w/e to clean up the mantalings being spawned, and keep the thors target firing the broodlords. The main advantage of broodlords is how hard it is to advance into range of to attack them with ground, because of all the manta-ling fodder being thrown between you and them, not an issue with thors.
Manit0u
Profile Blog Joined August 2004
Poland17254 Posts
February 08 2010 17:52 GMT
#63
As to the Reaver -> Colossus. There's something I just can't stress enough:

BOOMBOOM >>> PEWPEW

[image loading]


[image loading]
Time is precious. Waste it wisely.
Wire
Profile Joined July 2009
United States494 Posts
February 08 2010 18:06 GMT
#64
^must he turn pink when hes firing?
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
February 08 2010 20:29 GMT
#65
On February 09 2010 03:06 Wire wrote:
^must he turn pink when hes firing?


Yes, that's how science works, duh...
Velr
Profile Blog Joined July 2008
Switzerland10698 Posts
February 08 2010 20:45 GMT
#66
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).


....

Siegetank
Firebat
Reaver
Spidermines
Archon
Lurker
Corsair
Devourer (somewhat)

Yeah, this *cleaving/ae-dmg* thing is totally new in sc2 and wasn't in SC1 at all... ... ...
Ryuu314
Profile Joined October 2009
United States12679 Posts
February 09 2010 01:21 GMT
#67
One unit I'm kinda concerned about is the Ghost. Because of the new "smart-casting" thing it should be very easy to get an army of ghost and just smart-cast/snipe down an entire army of T1 units or just smart-cast/EMP a bunch of Protoss units/spellcasters. I can already imagine some semi-cheese strats abusing the smart-casting capability in SC2.
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
February 09 2010 04:12 GMT
#68
On February 09 2010 02:30 Shiladie wrote:
What I want from blizzard is a defined intended role for each of the 3 T3 zerg units.
Right now this is what I get from them:

Lurker:
Anti small ground units, eating them up with splash
siege ability with range upgrade
countered by air, siege tanks, thors (dunno if any of the P ground counters them)

Ultra:
Anti small ground units, eating them up with cleave and high armour
Siege ability with headbutt damage vs buildings
Countered by air, siege tanks, thors (dunno if any of the P ground counters them)

Broodlord:
Anti large ground units, eating them up with mantaling surround
Siege ability because of long range
countered by air and thors protected by some small-ground

bit of a trend here?
yes it's simplified, but it gets the point across, (and thors are still a stupid unit)

edit:
I realised it may be a bit harsh on the thor, so here's my reasoning for the counters spelled out

lurkers:
anything with a large amount of health taking up a large space by definition will role over lurkers unless you've got massively overwhelming numbers

ultras:
thor = the spelled out perfect counter, as they use their 500 damage + stun retardo rockets to essentially nullify your ultras

Broodlord:
thor has the same GTA range as the broodlord ATG range (or more), so just keep a few marines or w/e to clean up the mantalings being spawned, and keep the thors target firing the broodlords. The main advantage of broodlords is how hard it is to advance into range of to attack them with ground, because of all the manta-ling fodder being thrown between you and them, not an issue with thors.

goliath is a good counter to most zerg units in sc1
i don't see how you can judge all this without playing the beta
Once again back is the incredible!
lepape
Profile Joined November 2005
Canada557 Posts
Last Edited: 2010-02-09 06:38:41
February 09 2010 04:17 GMT
#69
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.


Funny.

Mutas and gargoyles, Zealots and Demon Hunter, the list goes on...

On February 07 2010 03:35 Bash wrote:
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.


When you think about it, Vulture could easily be the single most spectacular and game breaking unit in SC1, followed by the Reaver. How many games got every spectator shouting after one single mine killed 10 workers and 5 hydras?

I wouldn't mind at all the Vulture being gone if it was being replaced by something as interesting. Unfortunately, the Hellion has to be the most boring unit idea in the whole Starcraft universe, but Reapers' timed mines can be a good replacement for the spider mines. Only time will tell.
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
February 09 2010 06:36 GMT
#70
quix : there were propellors in sc1 , a doodad on space terrain i believe
Once again back is the incredible!
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