[July] SC2 General Discussion - Page 28
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EneMal
United Kingdom78 Posts
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Probe1
United States17920 Posts
Check this thread for updates Bnet status | ||
doodidoodoo
France1 Post
Here is a cool video I found on the Pomf & Thud YouTube channel, our crazy and beloved French Sc2 casters! They remade the Starcraft 2 : Wings of Liberty trailer in their own way, to introduce their special tutorial explaining how to beat a zerg player using 4 nukes at a time ! Tychus Findlay is replaced by the Amazing "George" a brain damaged ghost (George is actually a member of their team)! Long story short, here is the link : Hope you guys enjoy ! | ||
Probe1
United States17920 Posts
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redLeg
Switzerland16 Posts
The Banelord (the name as everything else is up to debate) Type: long-range burrowed attacker I dont know if it should morph from another unit or wether it should be an unit on it's own description: the idea is that the banelord must be fed with banelings in order to be able to attack(think of the reaver from BW that needs to produce its shots first). Once fed, the banelord must burrow and then it can "launch" the banelings under the surface into clumps of marines :>. I'm thinking of a range of 7 or 8. for this unit. Perhaps the banelings dont hit instantly but they travel to their target very fast. I dont know if that's clear enough to you, but I hope it is. oh and as icing on the cake the banelords could be resupplied via the nydus network with banelings thoughts? if people really want to discuss it I'll gladly start a new thread | ||
Probe1
United States17920 Posts
multiplies the price of shots five times (Scarab 15 minerals vs baneling 25+25/25), SIX times longer to make the ammunition (24 {ling} 20 {bane} vs 7 for scarab) Then gives it the same range of a siege tank and a similar mechanism (Burrow and Siege mode). Man, I just want a lurker. Cool idea don't get me wrong but there was no need to take out the lurker or add in a new siege unit in my opinion. | ||
Baseic
Netherlands310 Posts
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TheGlassface
United States612 Posts
An ability that zerg could use, would innovative, and control space in a new "zerg" way would be to make a unti/ability that spawns copies once after it dies. IE - a unit upgrade that as it dies, it splits into 2 smaller versions. Maybe even just zerglings because brood/manta/bane lings. This way, you don't have to bring the lurker back (lolwhyevertakeitout) and you get something that feels very zerg-like and could prevent an army moving for a short amount of time. Other ideas - Give the overseer an ability to create a sludge on the ground that slows enemy units down. (lolensnarewhyevertakeitout) - Remove graviton beam, replace with overload. That was a unique, protoss feeling mechanic and should have been left in. Gives the Protoss Air AoE - Drop the dark shrine. Templar archives makes all templars (lolwhyeverchangethis) - a "necro-" type of zerg ability/unit. Enemy troops that are killed by unit/in small area come back as infested husks. Suicide unit maybe? - a High Templar ability to use shields to restore hp or a building ability to transfer shields to units...like a battery (lolwhywasthiseverremoved) Suggested removals - Corrupter, it's ability and the unit are lame. Hard counters are lame, even if that's what they want to shoot for. - The overseer has a lot of potential, tweak it's abilities to make it useful. Or, just give overlords a lot of upgrades and give them back detection (lolwhywasthisremoved) - | ||
Probe1
United States17920 Posts
But what you've suggested isn't so much an expansion as a complete balance rewrite of protoss. | ||
Baseic
Netherlands310 Posts
(Especially dislike this one) | ||
Techno
1900 Posts
On August 04 2011 06:08 TheGlassface wrote: - Drop the dark shrine. Templar archives makes all templars (lolwhyeverchangethis) What makes you think this is a good idea? DT -> archon is incredibly popular build right now. Its dominating master level american PvT and Terran players are still trying to make the proper adjustments. This would be like the infamous Thorzain Thor Nerf only in the opposite direction.... | ||
Cubbieblue66
95 Posts
On a side note, is there a general rule for how high your APM should be? I'm mid-plat, for reference. | ||
Probe1
United States17920 Posts
There are some things that the new mechanics of sc2 would break. Being able to warp in both HT and DT from one building.. Okay, so add overlord detection back in. Give Terran a comsat station again. Then you know what you've done? You've turned SC2 back into brood war. HotS should be a expansion for a new game, not a mod that retracts the differences. Yeesh. On August 04 2011 09:40 Cubbieblue66 wrote: Does anybody have any recommendations for how to increase ones APM? I played season 1 with a laptop touchpad and skipped season 2 entirely, so mine is pretty low at the moment. It seems to be climbing (my first few matches back it was around 30 APM, the last one I just finished was over 60), but I'd like to speed up the process a bit as I seem to be pretty far behind everybody I play. On a side note, is there a general rule for how high your APM should be? I'm mid-plat, for reference. Uh.. buy a USB mouse and keyboard. I mean maybe if you've got a hell of a laptop keyboard or you're incredibly good with it.. but there's a reason I use a mechanical keyboard. First, it feels like every finger is having an orgasm when I type. Second- it actually helps me preform more useful actions per minute. There's about 200-300 threads on APM and most of them have cute little tips. If you want advice search for them. Just type in APM and browse. However I'll give you the most important advice you can receive when it comes to APM. It a byproduct of playing well, not a product unto itself. You should be practicing your mechanics, scouting, looking around the map, keeping up constant chrono/injects. If you practice the MMM (Macro Micro Mechanics) then your APM will rise to the level it should be. Don't buy into the flashy 300 apm bullshit. If you don't believe me download sc2gears. Have a look at their hotkeys + Show Spoiler + I don't know if this works Yeah.. So don't worry too much about your APM. What you should really be worried about is getting a more suitable mouse and keyboard so you CAN play faster. Or don't take my word for it and search for one of the many threads that discusses APM. | ||
Cubbieblue66
95 Posts
On August 04 2011 09:42 Probe1 wrote: There are some things that should have carried over from brood war. There are some things that the new mechanics of sc2 would break. Being able to warp in both HT and DT from one building.. Okay, so add overlord detection back in. Give Terran a comsat station again. Then you know what you've done? You've turned SC2 back into brood war. HotS should be a expansion for a new game, not a mod that retracts the differences. Yeesh. Uh.. buy a USB mouse and keyboard. I mean maybe if you've got a hell of a laptop keyboard or you're incredibly good with it.. but there's a reason I use a mechanical keyboard. First, it feels like every finger is having an orgasm when I type. Second- it actually helps me preform more useful actions per minute. There's about 200-300 threads on APM and most of them have cute little tips. If you want advice search for them. Just type in APM and browse. However I'll give you the most important advice you can receive when it comes to APM. It a byproduct of playing well, not a product unto itself. You should be practicing your mechanics, scouting, looking around the map, keeping up constant chrono/injects. If you practice the MMM (Macro Micro Mechanics) then your APM will rise to the level it should be. Don't buy into the flashy 300 apm bullshit. If you don't believe me download sc2gears. Have a look at their hotkeys + Show Spoiler + I don't know if this works Yeah.. So don't worry too much about your APM. What you should really be worried about is getting a more suitable mouse and keyboard so you CAN play faster. Or don't take my word for it and search for one of the many threads that discusses APM. Oh, yeah... shoulda mentioned I started playing again because I wasn't stuck on a touchpad. I've upgraded to a pretty basic microsoft intellimouse and a Das Keyboard with brown switches. I love it so far. It's actually fun playing. =) But it's nice to know APM isn't everything. I keep looking at that tab in replays, seeing everybody I'm facing well over 100 APM, and feeling like I'm out of place in my league. It's good to hear I might not be. That said, I'll take your advice and search around a bit for a few quick tips. | ||
Probe1
United States17920 Posts
And most of it is probably me tapping backspace (Remapped to the `~` tilde key) to cycle between hatcheries. What league are you in/what race? | ||
Cubbieblue66
95 Posts
On August 04 2011 10:16 Probe1 wrote: I play diamond zerg. Sure sometimes my apm hovers around 250-300 for a minute during some intense shit but you know what it's at most of the game? 60-80. And most of it is probably me tapping backspace (Remapped to the `~` tilde key) to cycle between hatcheries. What league are you in/what race? Mid-platinum protoss after the first 12 or so games. | ||
Probe1
United States17920 Posts
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TheGlassface
United States612 Posts
On August 04 2011 09:42 Probe1 wrote: There are some things that should have carried over from brood war. There are some things that the new mechanics of sc2 would break. Being able to warp in both HT and DT from one building.. Okay, so add overlord detection back in. Give Terran a comsat station again. Then you know what you've done? You've turned SC2 back into brood war. HotS should be a expansion for a new game, not a mod that retracts the differences. Yeesh. How would these "break" anything? It makes sense is the issue. Oh and Terrans have the comsat still. You just have to choose between mo' minerals or scanning. They've spoken about removing the overseer...what do you think they're going to do for detection? Just not allow zerg to have it? So, that's a dead point too. It's not about turning the game into BW, it's about designing things that make sense. It's about making DT tech not so far up the ladder that harassment is either all or nothing. People say isn't the phoenix and DT harassment, then go on to talk about how poor of a choice either one is. Why would the templars suddenly require this new building?? Also, what about any of those changes suddenly "create" BW? No lurkers, no reavers, still have cliff walking unit, still have new macro mechanics, etc., etc. You can make a sequel to a game without making ludicrous changes just to be "new." That's my major complaint with SCII and i've discussed it plenty of time in these forums. None of the changes made a lick of damn sense. They made units to make units to fill roles, not to fill any kind of storyline or sense of purpose whatsoever. If someone will explain to me why in the world the lurker, defiler or even scourge were removed, not using gameplay mechanics as the reason, then I would be all ears.That's just the zerg. Also, I don't want to come off as a SCII hate train because there are some AWESOME units and ideas presented in this game. Blink, is incredible. It fits the race, it fits the flow and makes for an awesome type of unit. Warp Gates, while incredibly powerful are a very *protoss* feeling. Planetary Fortress, awesome. Terran to the T. So, yea...it should add to this new game, you're right. Yet, they're already talking about removal because they themselves admitted they've made poor design choices with units like the reaper, corrupter and overseer. So it's already retracting. In your own words, "yeesh." | ||
Alvalanker
United States253 Posts
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whoopingchow
United States293 Posts
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