[July] SC2 General Discussion - Page 4
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HezzerBoy
Canada59 Posts
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KameZerg
Sweden1736 Posts
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MythicalMage
1360 Posts
On July 03 2010 08:04 MythicalMage wrote: Someone somewhere else said there would be balance changes in Phase 2. I've always thought Phase 2 was just for Battle.Net stuff. Is there anyone with information out there? Also, iirc, Blizzard said that there would be a week before the end of beta and release, but that might have changed. | ||
Gharof
Netherlands13 Posts
ill check out if it works now. if so, i think it might be up again... dunno yet do because my download is not going uber fast. Its my birthday today so I hope blizz will give me this awesome present. Along with the new razor mouse I got from my girl and Holland beating the pants of brazil this could stock up to be a great birthday | ||
InfiniteIce
United States794 Posts
On July 03 2010 08:19 MythicalMage wrote: I think burrow in t1 initially sounds ridiculously overpowered. Like, Rush to burrow, and then just be immune to damage until they get detection. I mean it might balance out the lack of harass that zerg has, bit still. . . Well, Orbital Command is done by 20 food 99.5% of the time... Observers are out shortly thereafter... Other races have wall-offs...Zerg gets Burrow? You still have to research it. | ||
MythicalMage
1360 Posts
On July 03 2010 09:19 InfiniteIce wrote: Well, Orbital Command is done by 20 food 99.5% of the time... Observers are out shortly thereafter... Other races have wall-offs...Zerg gets Burrow? You still have to research it. Meh. Observers are only in one of the three tech choices for Protoss, so they're a tad out of the way. Being able to have burrow already done when you get lair. . .Seems like really fast tunneling claws. I'm not 100% positive, but it might have some weird timing. That and speedlings and queens take care of harass so completely, seems like you're giving zerg too much protection. | ||
RhaegarBeast
Bulgaria113 Posts
- EMP taking away mana should be removed from the game. It's absurd and unnecessary. What's worst is that it makes cool units like the Phoenix obsolete. I don't mind EMP taken out entirely as I'm not in favor of single match-up spells. - Most hard counters are horrible for the game. Examples include thors-mutas, ghosts-spellcasters, vikings-everything. Some hardcounters , like the immortal - armored, do work fine, because they fit well into the whole mix. Most don't. - Vikings are fun, but relying on a single unit to take away half of SC2 is beyond retarded. Am I exaggerating? Am I? OK... Phoenix, Void ray, Carrier, Mothership, Phase Prism, Observer, Collosi, Banshee, Raven, MediVac, BattleCruiser, Overlord, Mutalisk, Corruptor This is a list of just the units that the viking beats air-to-air at even limit. It also beats some land units. What the hell? - If you make DTs ever, you suck. (I don't care if you're White-Ra) - Whoever came up with the genius idea to dedicate a 250 gas building to them is an epic troll. -Zerg has seemingly devolved. Seriously, I don't see how people can find it fun after mastering SC1 as it actually has fewer options and cool units. Beyond the basic tier 1 units and the tier 2 upgrades there's just nothing, but an imba and uncool spellcaster. - Every unit and his grandmother hard counters marines (or perhaps workers) in this game. - Real toss don't use guardian shield. Instead they engage the enemy marines in a fair battle of honor. (Seriously? A spell that mainly hard counters marines? When you got collosi and templars? Wat?) - Blink is awesome. - Phoenixes are awesome, but would be super awesome if EMP did not exist. - Hallucination is awesome. - Force field could be awesome or it could fuck up the game completely. We'll see.. - Templars are a sad imitation of their former glory. But hey, at least they don't die to vikings. (And guess what? They counter marines!) - Immortals, Collosi and Void Rays are fine units. - If protoss units were to be balanced (which would be no small feat) it'd be awesome. It's better than the zerg, but still lacking for now. - Terran is by far the most complete and versatile race. All of its units are useful and it has a lot of research options as well. I only hate the free upgrades, the viking, the mana-burn EMP and kinda doubt the usefulness of the raven and thor. Rest is fine though. What's important is that the units and abilities work in unison and give plenty of meaningful choices. - Some awesome things - Important creep, easier to destruct buildings (CHOICES), faster shield regeneration. - Making upgrades cheap and fast takes away choices. If an upgrade costs a lot, this creates the option of making unupgraded units when optimal. With upgrades of 50-50 early game and 100-100 midgame there is no choice. Early game ups should be 100/100-200/200, mid game 200/200-300/300 and LG - 300/300-400/400 (Like for instance Yamato or Ultra Armor) - Almost forgot - cloaked units don't really work in this game, which is a huge shame. - Last, but not least - spellcasters in this game suck, with the exception of the sentry (which gets a honorary suck for you know what) and the mothership. The spells are neither awesome nor fitting to the game. Is it so hard to come up with awesome, but not hard-counter spells? Impenetrable fog? Time alteration spells? (like haste on a single unit or something like the old mothership slow) Invisibility? Yeah, I know it's supposed to have stasis, invisibility and teleportation, but it's on a single fucking unit and is terribly stupid this way. How's that about no choice? This game really lacks in the coolness department. - Making units too useful or hard-countered takes away tons of choices. - Every choice that Blizzard takes away makes the game suck harder. - As it is now - SC2 kinda sucks. - If you ever use guardian shield you're a pussy. - Poster regrets being an arrogant dick. - Not really... - Still I've refreshed TL hoping for phase 2 like 200 times today. | ||
MythicalMage
1360 Posts
EDIT: I'd normally reply to a post I disagree with that much, but, ah, there's so much there! | ||
RhaegarBeast
Bulgaria113 Posts
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FC.Strike
United States621 Posts
When you're selecting multiple buildings, is there a way to set one building to be your focus such that when you double tap the hotkey, the screen is centered on your focus building? As it currently stands (well the way it seemed while playing Phase 1) is that the screen will jump to the closest building from where you're currently looking. Not the biggest of deals if this is impossible, once the game is released I'll just go back to binding screens. | ||
RhaegarBeast
Bulgaria113 Posts
AFAIK There are no options concerning where a double-tap will center. | ||
FC.Strike
United States621 Posts
I'm too lazy to modify the game files, and release will allow us to customize our hotkeys. | ||
InfiniteIce
United States794 Posts
On July 03 2010 10:47 RhaegarBeast wrote: Is there a way to bind screens? I'm quite used to that from SC1, but didn't find it in SC2. (Not in its usual place at least) AFAIK There are no options concerning where a double-tap will center. They moved the ctrl+F1F2F3 options to, IIRC, Ctrl+F5 F6 F7 F8. (I of course rebind my keys back to ctrl+F1F2F3, because hitting F5 is such a retarded idea for a hotkey.) edit:tooslow | ||
RhaegarBeast
Bulgaria113 Posts
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NuKedUFirst
Canada3139 Posts
On July 03 2010 10:50 InfiniteIce wrote: They moved the ctrl+F1F2F3 options to, IIRC, Ctrl+F5 F6 F7 F8. (I of course rebind my keys back to ctrl+F1F2F3, because hitting F5 is such a retarded idea for a hotkey.) edit:tooslow F1 Idle workers though :o How do you split? | ||
FC.Strike
United States621 Posts
When I realize it won't ever matter for me: Ctrl-Click, Right Click Do you do the F1-click x5 split? | ||
InfiniteIce
United States794 Posts
On July 03 2010 10:54 NuKedUFirst wrote: F1 Idle workers though :o How do you split? Changed idle workers to ` (same key as ~) It's a lot easier for me to have idle workers (which are units) near my other (unit) hotkeys. I prefer to keep cameras on one line of the keyboard (F1F2F3) and units on another line of the keyboard (` 1 2 3) etc. Makes it a bit easier to just naturally know exactly what goes where on a hotkey for me ^^ | ||
tfmdjeff
United States170 Posts
I do agree that some counters are a bit absurd, but way fewer than you do. I don't think muta-thor is bad, because mutas can easily evade thors, and if a player has mutas, it's likely he went muta/ling, and lings are great against thors. I do agree with the vikings, though. Vikings are fucking retarded. They do insane damage, they have insane range, they can do a considerable amount of damage on land. But I don't see why you say they counter mutas, though. Mutas tear them to bits. I think they need to be made into light units, because they don't actually start with any armor. Zerg is also fine. The race is very versatile, it just hasn't been fully explored yet. I think once people start to discover how fast they can tech switch and how annoying they can be with things like overseers and nydus worms and burrow, zerg will seem totally different than it did in the beta. The current Zerg strategy is massing a huge amount of one or two unit and sticking with it the entire game, which is pretty boring, I agree with you. But I think the only thing zerg needs is a slight roach buff and a fix for the ultralisks' pathing problems. | ||
InfiniteIce
United States794 Posts
On July 03 2010 11:04 tfmdjeff wrote: EMP is fine. Ghosts are such an expensive investment and EMPs are so easy to screw up that if he gets the EMP off, he deserves it. Let's look at this from a high-level game point of view. Let's assume the Terran is quite skilled mechanically, and that he does not find EMP "so easy" to screw up. I don't even play Terran, and I disagree with this...given that EMP has a large AoE, I find it quite hard to screw up. How does the player "deserve it"? I do agree that some counters are a bit absurd, but way fewer than you do. I don't think muta-thor is bad, because mutas can easily evade thors, and if a player has mutas, it's likely he went muta/ling, and lings are great against thors. I do agree with the vikings, though. Vikings are fucking retarded. They do insane damage, they have insane range, they can do a considerable amount of damage on land. But I don't see why you say they counter mutas, though. Mutas tear them to bits. I think they need to be made into light units, because they don't actually start with any armor. Zerg is also fine. The race is very versatile, it just hasn't been fully explored yet. I think once people start to discover how fast they can tech switch and how annoying they can be with things like overseers and nydus worms and burrow, zerg will seem totally different than it did in the beta. The current Zerg strategy is massing a huge amount of one or two unit and sticking with it the entire game, which is pretty boring, I agree with you. But I think the only thing zerg needs is a slight roach buff and a fix for the ultralisks' pathing problems. No real qualm with any of this, besides the fact that I don't think mutas 'tear vikings to bits', unless we're getting into the stage of 20 mutas vs 20 vikings...and that's the fault of the player for making 20 Vikings and 0 marines, lol. But something like 8 mutas and 8 vikings, the mutas usually come out barely ahead. (Assuming again, high-level-esque play. I RARELY see Terran players focus firing with Vikings, but I almost always see the Zerg player focusing with Mutas...) I think a lot of Viking play is just attack-move...If a good Terran player were to abuse their ridiculous range and actually micro their Vikings a bit, I think Viking-Muta battles would be a lot closer than people make them out to be... | ||
RhaegarBeast
Bulgaria113 Posts
I came to the conclusion that EMP is a problem, because it doesn't enrich the game, but actually limits it. It makes the super cool phoenix useless, besides other spellcasters. It just seems bad for the game. | ||
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