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[April] SC2 General Discussion - Page 3

Forum Index > SC2 General
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Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 27 2010 02:21 GMT
#41
I would like there to be an easter egg where when a nydus worm pops up and there's a critter there, it engulfs it
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 27 2010 02:29 GMT
#42
On April 27 2010 08:11 NeoScout wrote:
do you like the fluid-like physics of the game (aesthetically speaking), like when there are 100 zergling or sentries and move like water?

it looks pretty cool, imo.

but it's even funnier gameplay-wise when i had a zerg opponent take 79 lings, run them into my zealots + archons and have them all just melt in seconds. he left soon after
Breadwinner
Profile Joined April 2010
United States17 Posts
April 27 2010 02:35 GMT
#43
I don't know how much discussion has already been had about this topic, but in my eyes this is currently the most pressing balance issue.

One of the things that makes BW such a great game is the incredible degree of differentation between the three races. However, even taking that into account, there are still certain constants across the board. One such constant is the presence of an invisible harrassment unit at similar tech levels from all three races. I am talking about the Lurker, the DT, and a cloaked wraith. These units are particular in that, if you chose to skip over detection, it was very easy to just lose games if your opponent rushed for these units. As a beginner player, learning to take advantage of this element, and then learning to defend against it, learning to build buildings or units I didn't want to build, like an observer, so that I wouldn't just lose to "cheese;" this was a really important lesson.

SC2 has preserved some of this tension. I'm sure we have all seen how effective darktemplars can be, and cloaked banshees are even more frightening than wraiths ever were, with their powerful attack and the loss of standard overlord detection. In TvP, Terran players are now, like every beginner before them, being forced to adjust their play from a purely speed/economical perspective, forgoing constant mules in order to have a reserve of energy for scans.

But what happened to the Lurker? More than being upset about the loss of a great unit, I am upset that Zerg no longer has any method of exploiting the detection weaknesses of very greedy players. Burrow, in addition to requiring research, does not put immediate pressure on the opponent. As Zerg stands right now, there is no pressure on their opponents to get detection, so Terran players can happily mule away, and observers, if they are made, can be sent right to the opponents base without having to worry about keeping one back home to defend. I think that the loss of this tension is hugely detrimental to Zerg as a race, but also to the overall balance of the game.

What do you guys think? Do you think that the fundamental balance of having an aggressive invisible unit in each race should be preserved in SC2? How could we best implement such a unit and what should that unit look like?
arb
Profile Blog Joined April 2008
Noobville17922 Posts
April 27 2010 02:41 GMT
#44
On April 27 2010 11:18 FrozenArbiter wrote:
Show nested quote +
On April 27 2010 07:13 Erucious wrote:
Way to be on the ball Jinro...3 days before April runs out

At least I can say I didn't completely miss a month LOL

Show nested quote +
On April 27 2010 07:04 arb wrote:
Does anyone else thing that roaches need to be upped to 2 supply? sometimes when playing standard builds i get overran by so many roaches before my robo is done its retarded as hell..

What about tanks? Not every terran wants to go bio in everymatchup and whats hindering them is very much the tanks cost. Maybe lowering it to 75 gas 150 mins 2 supply or something would make it more useful, or giving it the ability to do 20 damage to immortal shields hell i dontknow..

It should definitely not cost less than the SC1 tank... I can see cutting the gas cost by 25 to 100 but more than that seems iffy to me, especially as Blizzard want it to be a more support oriented unit.

Oh and if you were to up the roach to 2 supply, the hydra would have to become 1 supply again (and be weaker) or zerg wouldn't be zerg

ha for some reason i thought they were 100 gas and still not working, cutting them to 100 i think would make them used alot again.

well basically you dont have to nerf the roach, it might just be because im 14~ gold league atm, but stalkers are awful vs roaches,and you can only hope FF lasts so long, since immortals take longer to get out than roaches(terran doesnt have the anti roach problem as bad i dont think cus mauraders are lower on the tech tree) maybe make immortals build quicker? even with chronoboost i have trouble getting them out to save my ass vs heavy roach builds, or buff stalkers a bit or something idk..
Artillery spawned from the forges of Hell
7mk
Profile Blog Joined January 2009
Germany10157 Posts
Last Edited: 2010-04-27 18:12:11
April 27 2010 18:11 GMT
#45
On April 27 2010 11:41 arb wrote:
Show nested quote +
On April 27 2010 11:18 FrozenArbiter wrote:
On April 27 2010 07:13 Erucious wrote:
Way to be on the ball Jinro...3 days before April runs out

At least I can say I didn't completely miss a month LOL

On April 27 2010 07:04 arb wrote:
Does anyone else thing that roaches need to be upped to 2 supply? sometimes when playing standard builds i get overran by so many roaches before my robo is done its retarded as hell..

What about tanks? Not every terran wants to go bio in everymatchup and whats hindering them is very much the tanks cost. Maybe lowering it to 75 gas 150 mins 2 supply or something would make it more useful, or giving it the ability to do 20 damage to immortal shields hell i dontknow..

It should definitely not cost less than the SC1 tank... I can see cutting the gas cost by 25 to 100 but more than that seems iffy to me, especially as Blizzard want it to be a more support oriented unit.

Oh and if you were to up the roach to 2 supply, the hydra would have to become 1 supply again (and be weaker) or zerg wouldn't be zerg

ha for some reason i thought they were 100 gas and still not working, cutting them to 100 i think would make them used alot again.

well basically you dont have to nerf the roach, it might just be because im 14~ gold league atm, but stalkers are awful vs roaches,and you can only hope FF lasts so long, since immortals take longer to get out than roaches(terran doesnt have the anti roach problem as bad i dont think cus mauraders are lower on the tech tree) maybe make immortals build quicker? even with chronoboost i have trouble getting them out to save my ass vs heavy roach builds, or buff stalkers a bit or something idk..


well the immortals build time just got changed from 40 to I think 55 seconds and as a random player I think thats a good thing, chrono boosted immortals were always done ridiculously fast.

If youre having so much trouble with the roach rush then maybe you should just try to hold them off with force fields, though theres surely lots of better players than me who could give better more precise advice on how to hold them off.
Keep on mind however, that if hes roach rushing hes not gonna have a great economy and youll be fine as long as you survive.

I also always thought that the immortal shield would be nerfed so that tanks at least do a little bit more damage to them.
But then I listened to the 3rd state of the game podcast where our dear OP jinro said that immortals are actually not the problem for him when he goes mech, but the mobile units, which actually surprised me quite a bit.

But yeah I also think that gas cost of 100 would be better.
It still wouldnt make them "necessary in every game" (which is something blizzard doesn't want them to be) but would make them more viable as an option.

P.S. Frozenarbiter could you elaborate on why you dont think immortals are that much of a problem in mech TvP?
beep boop
PineappleSage
Profile Joined April 2010
Canada109 Posts
April 27 2010 18:16 GMT
#46
Will using phenoxes cause the t players to switch to mec. When toss get like 5 of them they can hurrass and expand kinda like a zvt in brood war. When i watched the day[9] daily day cometed how strong they are as a scout and a general supportto your army. I wonder if this is so good that that it will become standerd till toss realizes that if they get tanks a thors they can deal with thouse realy loud phenoxes.
zerglings ^^
Skvid
Profile Blog Joined April 2010
Lithuania751 Posts
April 27 2010 18:26 GMT
#47
I tried looking for it but i couldnt find it, a some sort of article/guide about resource management in sc2. Maybe someone would be nice enough to provide me with one?

Anyway main things im interested in: Whats the resource+ gas gain per... lets say 1 minute on a fully saturated mineral line and 3 guys on both gas, because i keep ending up starwing on gas and floating a ton of minerals as terran.
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
April 27 2010 18:38 GMT
#48
Starcraft 2 needs its own version of T h e T h i n g

That used map settings was so much fun in the original.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 27 2010 18:39 GMT
#49
P.S. Frozenarbiter could you elaborate on why you dont think immortals are that much of a problem in mech TvP?

Sure. First of all - ghosts; immortals without shields are not scary. Second, Immortals have range 5 so they don't actually do that hot when there's a huge mass of tanks and hellions out.

Marines also do a fine job of removing immortal shields in the early game.

The problem for terran mech is basically that you cannot re-deploy to deal with harass at all - siege tanks take forever to siege and if all you manage to do is siege 3-4 tanks in range of the colossi he snuck into your main, he'll just kill them while they are sieging up, otherwise run away.

Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
prosky
Profile Joined January 2007
Poland83 Posts
April 27 2010 18:41 GMT
#50
On April 27 2010 07:02 Dionyseus wrote:
Show nested quote +
On April 27 2010 06:53 Ursad0n wrote:
Did anyone notice the "highest rank" thing has always been broken? It only displays your current rank and not your highest


They still haven't fixed that? wow...

Personally I'm dissapointed that there's still no way to browse/search the ladder in-game, and that they made adding friends even harder now (works only with opponents you played).



What do you mean by that? I find adding friends the same as it was in prev. patches ;o
w00t th3 f00ck ?
AlgeriaT
Profile Joined April 2010
Sweden2197 Posts
April 27 2010 18:42 GMT
#51
Am I the only one who thinks that the sentry looks kind of stupid and out of place? Even its black matter beam or wtf ever it is, it just looks unfinished somehow.
CORN GIRL + Flash + FanTaSy + CholeraSC + iNcontroL 4 eva <3
TheTuna
Profile Joined August 2009
United States286 Posts
Last Edited: 2010-04-27 19:25:48
April 27 2010 19:25 GMT
#52
So, does anyone currently have plans to remake Helm's Deep for SC2?

I'd love that. :D

Also, I'm extremely pleased you can finally view profile after matches now. And /dance with Thors is just great.
Skvid
Profile Blog Joined April 2010
Lithuania751 Posts
April 27 2010 19:29 GMT
#53
On April 28 2010 03:42 AlgeriaT wrote:
Am I the only one who thinks that the sentry looks kind of stupid and out of place? Even its black matter beam or wtf ever it is, it just looks unfinished somehow.


Yea im not particularly fond of units art design as well.
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
April 27 2010 19:31 GMT
#54
I'm too tired to make a whole topic on this point, but this is something that urks me since the beginning of beta.

Even though most units are more mobile than their counter part in broodwar, for some reason the game doesn't seem to be "moving" as much. If you were to watch a broodwar game's minimap, you'd constantly see movement of entire armies, small groups of armies moving back and forth, even at low levels of play. E.G. dragoons constantly walk around the map clearing mines, vultures going running around the map looking for expansions and laying mines.

In SC2 I'm just not seeing small troop movements so far. Even in higher level games it's always "mass up a ball of units them move out with the ball of units". We never see groups of 10-12 units just moving around the map for scouting/checking expansions. Map control in SC1 meant the ability to move around the map freely, and you can easily see from the minimap who has map control. Map control in SC2 means the ability to expand freely, but for some reason I just don't see the amount of troop movement I see in SC1. This is all considering mobility is greatly increased in SC2 meaning troops should be moving around MORE.

I'm not sure if anyone else noticed this or I'm just weird
We spend our youth attaining wealth, and our wealth attaining youth.
Genesis Brood
Profile Blog Joined May 2007
United States193 Posts
April 27 2010 19:33 GMT
#55
Does anyone else have difficulty placing buildings on addons? (not addons on buildings). What I mean is, say I build an addon on my rax and I want my starport to have that addon. So all I would need to do is lift the port and land it to the addon. There are times when it's easy but when a lot of the time, I place the building NEAR the addon and not directly attached to it. It's so frustrating to have to lift off after realizing I didn't place it right and then spend some extra time to land it only to realize I failed placing it again. It was so much easier in SC1. I wish there would be a different color highlighting the building placement if there is already an addon there; when it's green no matter where you put it, it becomes confusing. I hope that made sense.
I'll love you like I love the palm of my hand.
bakedace
Profile Blog Joined March 2010
United States672 Posts
Last Edited: 2010-04-27 19:38:59
April 27 2010 19:38 GMT
#56
On April 27 2010 06:45 space_yes wrote:
1. I really don't like how my mouse cursor is placed at some random place when game starts. I liked how it was on the command center in sc1 .. really annoying.

2. MBS - I like MBS and I'm getting used to it. but when I select both types of barracks (with tech lab and with core), and I press "DDDAAAAA" it doesn't organize itself to make marines in the barracks with core and marauders in the barracks with tech lab. Instead, it makes marauders and marines all in one barracks..

3. I really like the new graphics and the ladder system

4. fuck one base muta, one base all in lings


try using tab
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
April 27 2010 19:41 GMT
#57
On April 27 2010 06:17 Mutaahh wrote:
I want to see remakes of the following formats

- Golem
- Evolves
- Magic the Gathering
- DBZ rpg
- Zone Control
- Hydra Rancher
- Starship Troopers
- Tug o War (or something like that)
- Sims map
- Original turret defense
- Team Micro Arena
- SCV Football


that its for now, any additions?

yes
cw)minsean(ru
omgCRAZY
Profile Blog Joined January 2010
Canada551 Posts
April 27 2010 19:43 GMT
#58
On April 27 2010 07:11 7mk wrote:
Show nested quote +
On April 27 2010 07:09 G4MR wrote:
Is nydus worm considered a building? Was wondering because I had a base race with this guy and he took out all my shit, luckily I had high yield, but if I didn't have that high yield would that be considered a building?


I dont know for sure but I would definitely say that it's considered a building.



Yes I have been in this scenario in a custom game and it is considered a building.
THIS NEEDS FACE!
lilwisper
Profile Joined April 2010
United States2515 Posts
April 27 2010 19:58 GMT
#59
+ Show Spoiler +
On April 28 2010 04:31 AssuredVacancy wrote:
I'm too tired to make a whole topic on this point, but this is something that urks me since the beginning of beta.

Even though most units are more mobile than their counter part in broodwar, for some reason the game doesn't seem to be "moving" as much. If you were to watch a broodwar game's minimap, you'd constantly see movement of entire armies, small groups of armies moving back and forth, even at low levels of play. E.G. dragoons constantly walk around the map clearing mines, vultures going running around the map looking for expansions and laying mines.

In SC2 I'm just not seeing small troop movements so far. Even in higher level games it's always "mass up a ball of units them move out with the ball of units". We never see groups of 10-12 units just moving around the map for scouting/checking expansions. Map control in SC1 meant the ability to move around the map freely, and you can easily see from the minimap who has map control. Map control in SC2 means the ability to expand freely, but for some reason I just don't see the amount of troop movement I see in SC1. This is all considering mobility is greatly increased in SC2 meaning troops should be moving around MORE.

I'm not sure if anyone else noticed this or I'm just weird


I believe that due to the units in general being more mobile leads to many folks fearing a backdoor attack. I believe there was a lot of buzz about how brutal reapers were going to be, until the beta came and reapers were not as bad as once thought. This mobility, especially of harrasing units, would cause people to hunker down and defend smaller areas more stringently. Defending less map area would mean less troop movement.
Axonn
Profile Joined April 2010
Croatia287 Posts
April 27 2010 20:05 GMT
#60
I used the search on TL to find any official date of release of SC2. So i don't know if there is some thread I didn't see but can anyone tell me or redirect me, what is the latest information from Blizzard about release date? Sorry and thanks
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