Unit you miss from Broodwar - Page 8
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moltenlead
Canada866 Posts
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Probe1
United States17920 Posts
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Whole
United States6046 Posts
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57 Corvette
Canada5941 Posts
Disabling attacks under a disruption web > lifting a unit imo @Below hey TT1. We also need the shuttle back in place of this warp prism | ||
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TT1
Canada10012 Posts
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antilyon
Brazil2546 Posts
On July 13 2011 03:30 HyperionDreamer wrote: Defiler, nothing else. Why has no zerg said this yet? Because Defiler with auto-cast would be too strong. | ||
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Doso
Germany769 Posts
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Enki
United States2548 Posts
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TheGlassface
United States612 Posts
On July 13 2011 05:28 MCDayC wrote: Yup. It's the threat that is important. To be honest, I think that is basically all SC2 needs to become almost perfect. There was a *really* damn good post on here a few months back from someone speaking about mobile static defense. He wrote fluidly and had a very well thought out argument for the need of units like the lurker and siege tank. The sheer defense/offense siege abilities of those two units alone have such finely nuanced effects, it always makes me feel like the game was built around a story with people saying "How can we, in a video game, represent what this would be?" rather than the mindset of "This is the 'glass cannon', this is the 'tank', this is the 'dps." It even branches forward to other areas but, that's not what this topic is about and I'm sorry to derail as much as I did. I miss, out of everything, the reaver. It always seemed like such an awkward unit in the Protoss arsenal. It's slow, where the race is mobile. It's clunky looking, where everything else looks so sleek. What it was, was an unstoppable powerhouse though. One blast from those things could create a pool of blood and then what the pros did with it...some of the reaver/shuttle micro I've seen in the years have easily been the best moments of watching pro SC in my life. | ||
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Krallman
Sweden713 Posts
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Whitewing
United States7483 Posts
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TheGlassface
United States612 Posts
On July 13 2011 05:34 57 Corvette wrote: I miss the corsair. I know the pheonix is awesome and everything, but the corsair is just so much more awesome. Disabling attacks under a disruption web > lifting a unit imo @Below hey TT1. We also need the shuttle back in place of this warp prism Not to mention that a unit that is specifically air to air having a magic gravity beam seems completely ass-backwards to a technology advanced race. In the time it took to make/design such a complex beam weapon...it could have just shot down too. I get that feeling with so many units in SC II. It's like the mythos is scrapped because units need to fill roles. Which, in turn, makes the unit roles awkward and very, very different to what I'd expect. Ahhh..I'm doing it again. My b | ||
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captainwaffles
United States1050 Posts
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kidd
United States2848 Posts
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Dispersion
Korea (South)504 Posts
There's no real threat in going into a zerg base in SC2. Lurkers would create that awesome scare tactic, not knowing if you're about to get blasted to bits while you're running. Also, burrowed blings aren't used enough to be that scary. | ||
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LazerKatten
Sweden40 Posts
The ones in Sc2 dont have the same power when they shoot. :/ | ||
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NarutO
Germany18839 Posts
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Munk-E
United States672 Posts
On July 13 2011 05:35 antilyon wrote: Because Defiler with auto-cast would be too strong. I don't think auto cast would be too much of an issue as you have to consume between every spell anyways so the micro would still be there. I think Banelings however would make dark swarm very OP, even ultras might too because of splash. Lurkers were the only melee unit that did splash before and you'd have to burrow them under the swarm, giving time to reposition. Banelings would just get not killed at all by tank/marine. | ||
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pallad
Poland1958 Posts
Just try to think defilers vs force filds :D soo hott :D | ||
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andrewlt
United States7702 Posts
On July 13 2011 05:28 MCDayC wrote: Yup. It's the threat that is important. To be honest, I think that is basically all SC2 needs to become almost perfect. Yeah. The amount of base trades and sitting armies at the natural drives me crazy. These units let you leave your base and slows down your opponent long enough for you to respond. It also encourages people to defend their bases rather than rushing an opponent's to base trade. On July 13 2011 05:40 TheGlassface wrote: Not to mention that a unit that is specifically air to air having a magic gravity beam seems completely ass-backwards to a technology advanced race. In the time it took to make/design such a complex beam weapon...it could have just shot down too. I know, right. If you can lift up a unit high in the air, wouldn't the fastest, most efficient way of killing it be just simply releasing it and let gravity take care of it? | ||
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