OP! OP! OP! - Page 2
Forum Index > SC2 General |
ExecutioN
Latvia52 Posts
| ||
P00RKID
United States424 Posts
| ||
Slugbreath
Sweden201 Posts
![]() | ||
BamBam
745 Posts
![]() When I refer to role, I purposely mean that a selective unit (whether it be a reaper, immortal, etc..) has been implemented for one specific purpose in the game without much leeway into additional uses. As like I said, reaper was designed for the harassment role, but it cannot be easily seen as a main army composition due to its lack of HP and attack power. Same can be said for many other units like Immortal which was solely introduced as a counter unit to everything armored. As for the term niche, I refer that to any unit that was made as being part of a 'grouping' that wasn't necessary made to counter any specific unit and can easily change roles. Such as the lurker, it can be a very strong defensive unit securing expos, or it can be a very powerful anti-infantry tool on aggression. Or to become more modernized, the sentry which can be a strong defensive, or extremely ideal for aggression as Protoss while not having any major bonus damage being attributed to the unit to make it good. Yes, I know both words have the same dictionary value, but I was troubled in finding another type of term to replace the existing ones, something I'm very sorry for! | ||
InfernoX
Sweden55 Posts
| ||
Archaic
United States4024 Posts
On April 24 2010 16:23 Frozz wrote: Mothership rushing is great Just make sure your becaon's not late Their black hole's amazing To do some sweet razing Zerg bases - I'm sure you'll relate. Hahaha... Limericks are so awesome. Every time you read them it's like a song. A truly great beat for a poem structure. And to the OP, I couldn't agree more. SC2 just doesn't give you quite as much freedom with how you want to use a unit. | ||
LimeNade
United States2125 Posts
| ||
Puremiss
United States232 Posts
| ||
pred470r
Bulgaria3265 Posts
| ||
snpnx
Germany454 Posts
Not to say I don't wanna see good micro, but good strategy is just as important, and I do think SC2 has a lot of potential for micro which has to be seen by players yet. | ||
btlyger
United States470 Posts
Don't try to complain to get something nerfed, figure out a way to counter it with use of micro and abilities. | ||
arb
Noobville17921 Posts
it takes time to get shit fixed to where its balanced like sc:bw its not gonna do it over night | ||
briann
United States121 Posts
| ||
ComradeDover
Bulgaria758 Posts
On April 25 2010 03:35 Energizer wrote: When I refer to role, I purposely mean that a selective unit (whether it be a reaper, immortal, etc..) has been implemented for one specific purpose in the game without much leeway into additional uses. As like I said, reaper was designed for the harassment role, but it cannot be easily seen as a main army composition due to its lack of HP and attack power. I incorperate reapers into my main army all the time. They're fantastic! They deal a ton of damage to buildings and when in the middle of a blob they're really hard to pick out and snipe. Here's an example; I open two-rax-techlab reaper and do some harass. Great! The reaper has fulfilled the purpose it was designed to do. After my harass, I add two more rax with reactors, a factory with a tech lab, and a starport with a reactor and start pumping marines tanks/thors and medivacs. With my original two techlab barracks I make a handful of marauders and maybe a ghost or two, but I also try to get in 4-6 reapers. Once I attack (Say, from the back-door on Incineration), my opponent sees what's happening and transfers his drones away from his main into his natural. My six reapers can now separate from the army and pick off drones easily now that they're (temporarily) out of the protection of spine crawlers at the mineral lines. Once they've picked off all they can, the reapers can rejoin the main army and be very effective building-razers, certainly much more effective than my mostly-marine army. And if he tries to counterattack with anything but roaches or marauders, the reapers do amazing DPS while comfortably in the protection of my ball of units. Also, any time I raze a building (Which should be often if this attack is to be successful), my reapers help clean up the broodling residue Creative use extending the lifespan of the reaper beyond the first five minutes, ezpz. On April 25 2010 04:52 briann wrote: i think that this really sums things up. Also the hard counter system is a large change but once you get used to it its not too bad Something tells me you don't know what you mean when you say "hard counter system". What's the difference between vultures doing 20 damage/half to large in Brood War and a port of them here doing 10 damage + 10 light? | ||
Archerofaiur
United States4101 Posts
| ||
TossFloss
![]()
Canada606 Posts
Rather, they sought to take the initiative by building a unit around the specific role they wanted it to fill, instead of just developing a unit to each race that filled a niche then leaving it to the players to develop its aspect. False. First, Blizzard's stated SC2 design philosophy was to come up with cool unit ideas and then try to balance them. Second, most BW units were designed with a specific role in mind. Corsairs to solve the Mutalisk problem which had been the bane of all Protoss. Devourers and Valkyries to deal with mass air (this was before Scout and Wraith ground attacks were nerfed and when island maps were popular). Medics to rectify Terran's inherit inability to repair bio which made them terribly inefficient. | ||
oxxo
988 Posts
| ||
TieN.nS)
United States2131 Posts
On April 25 2010 05:14 ComradeDover wrote: I incorperate reapers into my main army all the time. They're fantastic! They deal a ton of damage to buildings and when in the middle of a blob they're really hard to pick out and snipe. Here's an example; I open two-rax-techlab reaper and do some harass. Great! The reaper has fulfilled the purpose it was designed to do. After my harass, I add two more rax with reactors, a factory with a tech lab, and a starport with a reactor and start pumping marines tanks/thors and medivacs. With my original two techlab barracks I make a handful of marauders and maybe a ghost or two, but I also try to get in 4-6 reapers. Once I attack (Say, from the back-door on Incineration), my opponent sees what's happening and transfers his drones away from his main into his natural. My six reapers can now separate from the army and pick off drones easily now that they're (temporarily) out of the protection of spine crawlers at the mineral lines. Once they've picked off all they can, the reapers can rejoin the main army and be very effective building-razers, certainly much more effective than my mostly-marine army. And if he tries to counterattack with anything but roaches or marauders, the reapers do amazing DPS while comfortably in the protection of my ball of units. Also, any time I raze a building (Which should be often if this attack is to be successful), my reapers help clean up the broodling residue Creative use extending the lifespan of the reaper beyond the first five minutes, ezpz. Something tells me you don't know what you mean when you say "hard counter system". What's the difference between vultures doing 20 damage/half to large in Brood War and a port of them here doing 10 damage + 10 light? Vultures did 25% to large units, and the difference between the damage systems in BW and SC2 is that damage is scaled down in BW and up in SC2. | ||
ComradeDover
Bulgaria758 Posts
On April 25 2010 05:17 Archerofaiur wrote: I think I see more threads telling people not to call something OP than I see threads actually calling something OP. The patch 9 notes has about twenty threads worth of bitching condensed. Truth be told, you can probably attribute your experience due to the responsive moderation in this forum. Threads calling things overpowered quickly end up Closed. | ||
ComradeDover
Bulgaria758 Posts
On April 25 2010 05:21 TieN.nS) wrote: Vultures did 25% to large units, and the difference between the damage systems in BW and SC2 is that damage is scaled down in BW and up in SC2. But the end result is the same. Unless you have a problem with plus signs, I don't see the issue. 10+10small or 20/half to small gives you the exact same result. They're different ways of writing the same thing. The only real difference is that it's now very clear which unit deals how much damage to what. In Brood War the only way to figure out vultures aren't good against large targets is to build a bunch and try attacking ultralisks with them, and that's not good for anybody. | ||
| ||