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On February 21 2010 06:46 OOl wrote: so all workers are 2 workers per mineral patch for maximal saturation. what about gas? still 3? I also forgot how much you get per gas trip what's that number again? 4-5? thanks!
Gas is still 3 and you get 4 per trip
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Can you save the game like you can in Starcraft I?
I don't have the beta, but if I did I would probably pause before a battle and run it through ten times in a row at some point to see how to properly micro armies.
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On February 21 2010 06:59 EmeraldSparks wrote: Can you save the game like you can in Starcraft I?
I don't have the beta, but if I did I would probably pause before a battle and run it through ten times in a row at some point to see how to properly micro armies.
Saving isn't in the game yet.
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Do protoss shields take the bonus damage from any or all of the attack types?
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On February 21 2010 07:56 Megaman703 wrote: Do protoss shields take the bonus damage from any or all of the attack types?
Yes shields take the extra damage that the unit is weak to.
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Can anyone comment on the effectiveness of photon cannons in SC2 compared to SC1? Can you secure your base early game without building offensive units, similar to Forge FE in SC1?
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On February 21 2010 08:39 hoborg wrote: Can anyone comment on the effectiveness of photon cannons in SC2 compared to SC1? Can you secure your base early game without building offensive units, similar to Forge FE in SC1?
I don't remember the exact stats between the two but they seem to be just as effective however things are a lot different in sc2. With new units, cliff jumping, warp in and other abilities/quick forms of transportation they will get in your base or just overrun you and quickly unless you have a lot of cannons covering your entire base but that would defeat the purpose and set you behind a lot.
So unless something changes that would be a no.
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I have some questions regarding orbital command/mule/scvs so i can figure out which is the optimal way to saturate a terran expansion.
1. How long does a orbital command (OC) needs to build up 50 energy from 0? 2. Does it start with 50? 3. Is it right that an OC needs as long as 3 scvs to build? (51 vs 3x 17=51 - from sc2armory) - the price for OC 150 and SCV 50 is right i guess? 4. A Mule gets 270 minerals in his lifespan, right? How many minerals do 3 scvs get in the same time? 5. Are the minerals per scv(based on time, not round) are always the same as long as you have ≤ 2 worker per mineral? 6. does the OC get energy when lifted?
thanks in advance.
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On February 21 2010 08:38 ManWithCheese wrote:
Yes shields take the extra damage that the unit is weak to.
But only that damage?
so shields no longer function like they did in SC1, taking "full" damage from all damage types?
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On February 21 2010 09:56 Megaman703 wrote:Show nested quote +On February 21 2010 08:38 ManWithCheese wrote:
Yes shields take the extra damage that the unit is weak to. But only that damage? so shields no longer function like they did in SC1, taking "full" damage from all damage types?
Yep only from their weakness.
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England2656 Posts
On February 21 2010 09:32 Keniji wrote: I have some questions regarding orbital command/mule/scvs so i can figure out which is the optimal way to saturate a terran expansion.
1. How long does a orbital command (OC) needs to build up 50 energy from 0? 2. Does it start with 50? 3. Is it right that an OC needs as long as 3 scvs to build? (51 vs 3x 17=51 - from sc2armory) - the price for OC 150 and SCV 50 is right i guess? 4. A Mule gets 270 minerals in his lifespan, right? How many minerals do 3 scvs get in the same time? 5. Are the minerals per scv(based on time, not round) are always the same as long as you have ≤ 2 worker per mineral? 6. does the OC get energy when lifted?
thanks in advance.
1. About 50 seconds 2. yes 3. Those numbers are right. 4. I don't know if the MULE figure is right but I'm pretty sure it outfarms three SCVs. 5. Seems logical. 6. Yes.
MULEs are very good. Orbital Commands are also very good because they give us MULEs.
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On February 21 2010 08:39 hoborg wrote: Can anyone comment on the effectiveness of photon cannons in SC2 compared to SC1? Can you secure your base early game without building offensive units, similar to Forge FE in SC1? With the high-ground visibility mechanic there sure is some use for them - if you place them properly and deny the enemy getting visual they can be a pain in the butt.
but it's probably too soon to give a correct answer
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I found that cannons are still very good vs lings early on. I tried to rush a p with something like 24-30 speedlings and was stopped cold by 4-5 cannons
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do bunkers build at the same speed as in sc1?
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On February 21 2010 10:10 Flicky wrote:Show nested quote +On February 21 2010 09:32 Keniji wrote: I have some questions regarding orbital command/mule/scvs so i can figure out which is the optimal way to saturate a terran expansion.
1. How long does a orbital command (OC) needs to build up 50 energy from 0? 2. Does it start with 50? 3. Is it right that an OC needs as long as 3 scvs to build? (51 vs 3x 17=51 - from sc2armory) - the price for OC 150 and SCV 50 is right i guess? 4. A Mule gets 270 minerals in his lifespan, right? How many minerals do 3 scvs get in the same time? 5. Are the minerals per scv(based on time, not round) are always the same as long as you have ≤ 2 worker per mineral? 6. does the OC get energy when lifted?
thanks in advance. 1. About 50 seconds 2. yes 3. Those numbers are right. 4. I don't know if the MULE figure is right but I'm pretty sure it outfarms three SCVs. 5. Seems logical. 6. Yes. MULEs are very good. Orbital Commands are also very good because they give us MULEs.
thanks alot.
edit: nvm
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Back in SC1 spells had the power to completely change the outcome of a battle, storm, stasis, swarm, etc, they could all help you win against forces easily 3 times your size, and also were great high level unit defense with lockdown, mind control, plague, etc. Basically, they pwned. I'm finding it really hard to find info on the spells in SC2 though, and some of them seem to be really nerfed, like the mothership only recalling itself to friendly buildings(?), defensive matrix not being around(?), heal being higher on the tech tree.
What are the spells and how do they work in SC2? Which units have those spells and how many spellcasters are there for each race? Do they work as good high-level unit defense like in SC1? Also, do any two templar merge to form a regular archon now(HT+DT and DT+DT into regular archon)? I know its a lot, but I'd greatly appreciate a response. Spells absolutely pwned in SC1.
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It is fun to play, the game is really nice to look at. Especially when you don't set everything to ultra, cause there's to much light. Reavers and Lurkers missing. Medics missing.
The games are still 20 minutes average. There are a lot of animations, firing, but also moving. Microing is made easier, cause the units surround their enemies automatically. Buildings can be selected together for a hotkey.
Hotkeys are for all the races the same. It's all placed at the left keyboardside. IE: (p)robe and (p)ylon are now at the (E)-key. They're not customizable.
And many more differences
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On February 18 2010 15:25 onmach wrote: Someone was asking about spell casters. I just gave the zerg tech tree a whirl, and gave infestors a real look at.
So they three spells now, none of which is spawn infested terran.
Obviously once you research burrow, this can burrow. And it has an upgrade to move faster, and also another upgrade to spawn with 25 more energy.
None of the following spells can be used while burrowed.
The first one is like energy suck. Or energy drain or something. Basically you can go up to any enemy unit or building press e and it'll spit out a short range proboscis into the unit or structure and suck for minimal damage to the unit, but half of the damage is turned into energy. Speaking of suck, that would be an apt name. Obviously trying to suck the life out of a unit while a group of marines is hammering you is not going to work out very well. And you can't suck your own units or buildings so forget regenning mana that way either. You can make this one auto cast, and it'll just suck from whatever is in range if it is sitting still, so you might as well leave it on.
The next one is that neural control spell that was shown in the beta report. This one actually causes the unit in question to grow tentacles and shit all over it while you are in control. But it passes after 10 seconds. Only works on biological units, and of course you are completely exposed while casting this spell.
The last one is fungal infestation. He spits out a blob of green goo that seems to damage a little and prevent movement of the unit for a very small amount of time. This could be useful, but the unit can still defend itself, so I'm not totally sold on it. Could be useful against zealots if you are using roaches.
Given that both roaches and infestors can move underground at comparable speeds, they could make an interesting raiding party, but I haven't tried in game yet because its too late, I gotta sleep.
All in all the unit itself is fucking cool looking, and has great death animation but I'm having a hard time making any use of him.
Don't you usually have to infest a Terran CC (to get Infested Terrans)? From what I remember from both original SC and BW, that was the case with the Queen (which originally had the Infest ability). For newbie Zerg players, it's easier to destroy the enemy CC than to Infest it (mostly because the window between the onset of Infest vulnerability and the CC blowing up is so small); it used to drive me nucking futz even in campaign/skirmish mode getting that window just right.
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United States4991 Posts
On February 21 2010 13:57 PGHammer wrote:Show nested quote +On February 18 2010 15:25 onmach wrote: Someone was asking about spell casters. I just gave the zerg tech tree a whirl, and gave infestors a real look at.
So they three spells now, none of which is spawn infested terran.
Obviously once you research burrow, this can burrow. And it has an upgrade to move faster, and also another upgrade to spawn with 25 more energy.
None of the following spells can be used while burrowed.
The first one is like energy suck. Or energy drain or something. Basically you can go up to any enemy unit or building press e and it'll spit out a short range proboscis into the unit or structure and suck for minimal damage to the unit, but half of the damage is turned into energy. Speaking of suck, that would be an apt name. Obviously trying to suck the life out of a unit while a group of marines is hammering you is not going to work out very well. And you can't suck your own units or buildings so forget regenning mana that way either. You can make this one auto cast, and it'll just suck from whatever is in range if it is sitting still, so you might as well leave it on.
The next one is that neural control spell that was shown in the beta report. This one actually causes the unit in question to grow tentacles and shit all over it while you are in control. But it passes after 10 seconds. Only works on biological units, and of course you are completely exposed while casting this spell.
The last one is fungal infestation. He spits out a blob of green goo that seems to damage a little and prevent movement of the unit for a very small amount of time. This could be useful, but the unit can still defend itself, so I'm not totally sold on it. Could be useful against zealots if you are using roaches.
Given that both roaches and infestors can move underground at comparable speeds, they could make an interesting raiding party, but I haven't tried in game yet because its too late, I gotta sleep.
All in all the unit itself is fucking cool looking, and has great death animation but I'm having a hard time making any use of him. Don't you usually have to infest a Terran CC (to get Infested Terrans)? From what I remember from both original SC and BW, that was the case with the Queen (which originally had the Infest ability). For newbie Zerg players, it's easier to destroy the enemy CC than to Infest it (mostly because the window between the onset of Infest vulnerability and the CC blowing up is so small); it used to drive me nucking futz even in campaign/skirmish mode getting that window just right. ? SC1 CC was infestable from 750 life (i.e., half). If you can't get it during half the life of the CC then... :/
You don't need anything to be "useful against zealots if you are using roaches" since roaches annihilate the crap out of zealots anyway ;(
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1) Is the shield from a sentry calculated before or after the Immortal's hardened shields? e.g. If before, it'd reduce a 16 damage attack to 14 damage before hardened shields reduced it to 10, hence being useless If after, a 16 damage attack would be reduced to 10 damage by hardened shields, and then further down to 8 by the sentry
2) Do multiple sentry shields stack? e.g. Two sentries using shield would reduce the damage all units take within the shared space by 4.
3) Can you see the shadow of a unit without seeing the unit itself? e.g. An overlord is hanging just outside your base to provide sight so the zerg can place a nydus in your base, you see the shadow of the overlord on the edge of your base and know where it is. A colossus is ready to ambush your army from atop a cliff, you see its shadow on the path ahead and avoid it.
4) I've heard F1 selects all idle workers. Wouldn't it be faster at the start of the game to just hit F1 then right click on your minerals than to marquee select all your workers then right click your minerals like all the streamers seem to be doing?
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