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Nexus has time warp ability, Obelisk out of game - Page 4

Forum Index > SC2 General
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Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
February 12 2010 02:52 GMT
#61
Now they just need to fix the Terran macro mechanic =\ I don't want to get split between scan or mule
Dota 3hard5me
Ryuu314
Profile Joined October 2009
United States12679 Posts
February 12 2010 03:03 GMT
#62
If this ability has a range then Protoss bases will most likely be a tight little blob, which will be more susceptible to nukes. And I think most people agree that nukes are supposed to be easier to pull off than in SC1 if BR4 is anything (reliable) to go by. That'd be more interesting though...seeing nukes more often in a non-humiliation way.
SoleSteeler
Profile Joined April 2003
Canada5458 Posts
February 12 2010 03:03 GMT
#63
I think this is a really cool mechanic... I wonder what the specific stats on it are (how much energy does it cost to cast, what %, is it available right away? etc.)
Archerofaiur
Profile Joined August 2008
United States4101 Posts
February 12 2010 03:17 GMT
#64
On February 12 2010 11:52 Nub4ever wrote:
Now they just need to fix the Terran macro mechanic =\ I don't want to get split between scan or mule

There is nothing wrong with the Terran mechanics. You being split between scan and MULE....kind of the point.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
SoleSteeler
Profile Joined April 2003
Canada5458 Posts
February 12 2010 03:25 GMT
#65
On February 12 2010 12:17 Archerofaiur wrote:
Show nested quote +
On February 12 2010 11:52 Nub4ever wrote:
Now they just need to fix the Terran macro mechanic =\ I don't want to get split between scan or mule

There is nothing wrong with the Terran mechanics. You being split between scan and MULE....kind of the point.


Is supply call down still only +2 supply? If it was like 75 energy for +10 supply instantly, it could make for some interesting timing attacks in a similar fashion to time warp, I think. Well, 75 energy for +10 is just some random numbers I picked, just make it much more attractive is all, instead of "oops I forgot to build a supply depot, I'll hurt myself economically or through lack of scouting to make up for it, slightly!"
Archerofaiur
Profile Joined August 2008
United States4101 Posts
February 12 2010 03:26 GMT
#66
Calldown Supply is now +8.

http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
L0thar
Profile Blog Joined September 2007
987 Posts
February 12 2010 03:28 GMT
#67
On February 12 2010 12:17 Archerofaiur wrote:
Show nested quote +
On February 12 2010 11:52 Nub4ever wrote:
Now they just need to fix the Terran macro mechanic =\ I don't want to get split between scan or mule

There is nothing wrong with the Terran mechanics. You being split between scan and MULE....kind of the point.


There is a lot of things wrong with Terran mechanics. Like being it the most boring and uninspired from all races. Especially the "amazing" ability to create more supply or the very "original" scanner.
SoleSteeler
Profile Joined April 2003
Canada5458 Posts
February 12 2010 03:32 GMT
#68
Good. It may not seem as attractive as scan/MULE right now, but I think it could be used for some cool strategies in the future for sure. Smaller maps might let you skip a depot and get just that many more units out quicker, for nice timing rushes etc.

Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-02-12 03:35:38
February 12 2010 03:32 GMT
#69
On February 12 2010 12:28 adelarge wrote:
Show nested quote +
On February 12 2010 12:17 Archerofaiur wrote:
On February 12 2010 11:52 Nub4ever wrote:
Now they just need to fix the Terran macro mechanic =\ I don't want to get split between scan or mule

There is nothing wrong with the Terran mechanics. You being split between scan and MULE....kind of the point.


There is a lot of things wrong with Terran mechanics. Like being it the most boring and uninspired from all races. Especially the "amazing" ability to create more supply or the very "original" scanner.

Ummm maybe your missing the robot you can calldown anywhere that will harvest minerals at epic rates. Id say thats a hell of allot more "inspired" than oh more larva.



Also Ive got some good feelings about calldown supply. Its unique, helps new players learn the game, has strategic value, contributes in both lore, racial identity and visual impressions....
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
February 12 2010 03:36 GMT
#70
On February 12 2010 05:18 Malingo wrote:
energy tension is no longer an issue. Good work blizzard!
I think some one mentioned something almost exactly like this on one of the threads a few weeks back. This either means that Blizzard reads these forums much more thoroughly then I thought they did and learns from them or there was a leak/freak coincidence.
EDIT: www.teamliquid.net/forum/viewmessage.php?topic_id=108753

-_________-
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
SoleSteeler
Profile Joined April 2003
Canada5458 Posts
February 12 2010 03:41 GMT
#71
I think more larva, at the very least, makes Zerg seem more Zerg-y. Being able to spawn lots of units quickly. It would be nice if there was an actual decision to make there though, instead of ones that are very situational, rather than planned (I need to heal this spine crawler all of a sudden! for example).

Also, at least now all 3 macro mechanics aren't necessarily just click and get more minerals, since Zerg will use theirs for more attacking units (like the 1 hatch queen hydra build), Protoss can do much different timing rushes (I hope there's a visual on the building time warp is affecting though), and Terran have 3 viable options (of varying degrees, however).

Very excited to see how this all plays out. Almost made me forget for a second that the first month will be full of swinging balance changes and whining and the macro mechanics probably won't get heavy theorizing until things settle down a bit.

Nal_rAwr
Profile Blog Joined July 2009
United States2611 Posts
February 12 2010 03:46 GMT
#72
wow so many big changes this late, and beta is coming soon

you can imagine how many imbalances there will be in this game, and it won't be "all races are equal" in starcraft 2
Nony is Bonjwa
L0thar
Profile Blog Joined September 2007
987 Posts
February 12 2010 03:48 GMT
#73
On February 12 2010 12:32 Archerofaiur wrote:
Show nested quote +
On February 12 2010 12:28 adelarge wrote:
On February 12 2010 12:17 Archerofaiur wrote:
On February 12 2010 11:52 Nub4ever wrote:
Now they just need to fix the Terran macro mechanic =\ I don't want to get split between scan or mule

There is nothing wrong with the Terran mechanics. You being split between scan and MULE....kind of the point.


There is a lot of things wrong with Terran mechanics. Like being it the most boring and uninspired from all races. Especially the "amazing" ability to create more supply or the very "original" scanner.

Ummm maybe your missing the robot you can calldown anywhere that will harvest minerals at epic rates. Id say thats a hell of allot more "inspired" than oh more larva.

Also Ive got some good feelings about calldown supply. Its unique, helps new players learn the game, has strategic value, contributes in both lore, racial identity and visual impressions....


No, I know about mules, that's why I wrote "especially". I consider mules rather average. If they have some sort of unique ability I would consider them great. Something which could help your forces in offence or whatever. But I guess that would be asking too much.

And I just don't get that feelings. Hopefully beta proves me wrong...
SoleSteeler
Profile Joined April 2003
Canada5458 Posts
Last Edited: 2010-02-12 03:54:48
February 12 2010 03:52 GMT
#74
On February 12 2010 12:46 Nal_rAwr wrote:
wow so many big changes this late, and beta is coming soon

you can imagine how many imbalances there will be in this game, and it won't be "all races are equal" in starcraft 2


There will be more big changes in beta, I can assure you of that! Beta is certainly not just little tweaks!

Anyway, for the Zerg queen, it's not very unique, but maybe the option to allow them to speed up a building morphing in would be nice... Make it so she must "channel it", or stand next to the building to do so... So you can't keep up with spawn larva while doing so.

It's a very simple idea and one that's been thrown around for various races, but it would definitely solve some qualms about Zerg's macro mechanic being too obviously used on spawn larva!

edit: and obviously would open up some neat strategies for the queen... maybe make it researchable at the spawning pool (Spawn building faster!) to avoid ultra fast Zergling rushes. And it's different than the new Protoss mechanic, since it only affects buildings, while theirs affects research/production)

:/

Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-02-12 03:54:51
February 12 2010 03:53 GMT
#75
On February 12 2010 12:48 adelarge wrote:
I consider mules rather average. If they have some sort of unique ability I would consider them great.


They can harvest minerals at freaking insane speeds man! Hows that for unique!



Something which could help your forces in offence or whatever....

Youll be happy to know there are plenty of other "shooty" units in SC2.


On February 12 2010 12:52 SoleSteeler wrote:
Show nested quote +
On February 12 2010 12:46 Nal_rAwr wrote:
wow so many big changes this late, and beta is coming soon

you can imagine how many imbalances there will be in this game, and it won't be "all races are equal" in starcraft 2


There will be more big changes in beta, I can assure you of that! Beta is certainly not just little tweaks!

Anyway, for the Zerg queen, it's not very unique, but maybe the option to allow them to speed up a building morphing in would be nice... Make it so she must "channel it", or stand next to the building to do so... So you can't keep up with spawn larva while doing so.

It's a very simple idea and one that's been thrown around for various races, but it would definitely solve some qualms about Zerg's macro mechanic being too obviously used on spawn larva!

:/




Im pushing for a Zerg Gas advantage ability.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
SoleSteeler
Profile Joined April 2003
Canada5458 Posts
Last Edited: 2010-02-12 03:57:47
February 12 2010 03:57 GMT
#76
On February 12 2010 12:53 Archerofaiur wrote:
Im pushing for a Zerg Gas advantage ability.


I'd be fine with that. Anything to give the Zerg a different and interesting alternative to Spawn Larva.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
February 12 2010 04:00 GMT
#77
Is this just me or is this going to make protoss much more zerglike. They have a pressure to take more bases , especially with the resource disadvantage they are goign to have atleast in the earlygame against a extra larva/ drone producing zerg and eventually a min boosted terran.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
February 12 2010 04:01 GMT
#78
On February 12 2010 05:13 SWPIGWANG wrote:
Woo, I think someone may have read my old post on TL.net ....or maybe it is a case of convergent solutions.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=108753

Foresight? :D

Oh man I thought of that instantly! Now you can get to see if it works as well as you theorized it could. (perhaps second hand from videos if you didn't get a beta key)
I <3 the internet, I <3 you
da_head
Profile Blog Joined November 2008
Canada3350 Posts
February 12 2010 04:06 GMT
#79
On February 12 2010 13:00 Sabu113 wrote:
Is this just me or is this going to make protoss much more zerglike. They have a pressure to take more bases , especially with the resource disadvantage they are goign to have atleast in the earlygame against a extra larva/ drone producing zerg and eventually a min boosted terran.

i'm hoping that they will circumvent this by only allowing the ability to activate once, and the nexus positioning limits the casting range. this should prevent it
When they see MC Probe, all the ladies disrobe.
AeTheReal
Profile Joined June 2009
United States108 Posts
February 12 2010 04:25 GMT
#80
Oh cool, Blizzard actually saw that idea. I hope they try the time bubble modification I suggested in that thread too.
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