On October 12 2011 19:11 HaruRH wrote:
Come on blizzard, I know your plans!
![[image loading]](http://i.imgur.com/FBWgx.png)
Come on blizzard, I know your plans!
![[image loading]](http://i.imgur.com/FBWgx.png)
HOLY SHIT LOLOLOLOL
unless protoss gets scout,then its actually a magikarp.
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BLinD-RawR
ALLEYCAT BLUES50600 Posts
On October 12 2011 19:11 HaruRH wrote: Come on blizzard, I know your plans! ![]() HOLY SHIT LOLOLOLOL unless protoss gets scout,then its actually a magikarp. | ||
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cHicKeLoR
Germany559 Posts
On October 12 2011 19:11 HaruRH wrote: Come on blizzard, I know your plans! ![]() lololol! nice one! but now i can see where blizz gets their ideas :D | ||
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FrostedMiniWheats
United States30730 Posts
On October 12 2011 19:11 HaruRH wrote: Come on blizzard, I know your plans! ![]() lmao. Guess protoss is getting the best unit. Charmander > all! | ||
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Holgerius
Sweden16951 Posts
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Hattori_Hanzo
Singapore1229 Posts
On October 12 2011 19:33 FrostedMiniWheats wrote: lmao. Guess protoss is getting the best unit. Charmander > all! If the Zerg unit shot solar (energy) beam, I will LFMAO and switch to Zerg fosho. And Nintendo should sue... Although I doubt a judge will buy it... | ||
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HaruRH
Singapore2780 Posts
On October 12 2011 19:36 Hattori_Hanzo wrote: Show nested quote + On October 12 2011 19:33 FrostedMiniWheats wrote: On October 12 2011 19:11 HaruRH wrote: Come on blizzard, I know your plans! ![]() lmao. Guess protoss is getting the best unit. Charmander > all! If the Zerg unit shot solar (energy) beam, I will LFMAO and switch to Zerg fosho. And Nintendo should sue... Although I doubt a judge will buy it... If what I predict and what you say were correct, then... The new terran unit will shoot water. (chill hint anyone?) The new zerg unit will shoot beams. (bulbasaur's solar beam) The new protoss unit... well... will be a charhellion! (charmander's flamethrower?) | ||
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Big J
Austria16289 Posts
On October 12 2011 19:11 Dystisis wrote: Show nested quote + On October 12 2011 16:17 Ganseng wrote: On October 12 2011 16:08 Velr wrote: uhm.. How exactly is the Infestor a siege unit? O_o... Are Sentries now also siege units? (or Dark Archons and QUeens in SC/BW)?.. en mass infestors with Broodlords' support can be regarded as siege units, with their 9 range and incapacitation ability. they are not less siege units than lurkers with their 6 range at least. I think people have a bad idea of what should be called a "siege unit". Sieging is not just about range. Siege units have limited mobility. They also do not necessarily have a range advantage, but they have a situational attack advantage of some form. This can be in the form of outranging the opponent, or being protected in some way while attacking. Being Burrowed (or cloaked) also counts here. Those two factors together create a unit which is good at both breaking defenses as well as holding points which needs to be defended, as it is usually not economically feasible to attack into siege units that are not on the move. The negative aspect of siege units is that they are vulnerable to tactical positioning, runbys and attacks when they are on the move. That's just wrong... A Siege unit is a longranged unit that can attack fortified positions without getting attacked too heavily itself. The problem with Siege Units is that once they are massed, they become too strong. That's why they need drawbacks, else an RTS with Siege Units becomes just a battle of those. Usual weaknesses are: -) mobility/needs to be in "Siege mode" -) can't attack all other units ("air/ground/water diversity") -) does almost no damage to certain other units/no splash damage, so very cheap units get overkilled (f.e how C & C artillery usually works) -) extremly fragile -) miss chances -) extremly high costs -) enter the battlefield very late in a game/lots of passive costs -) ... it really doesn't come down to bad mobility, as long as it doesn't work too well against everything in masses (f.e colossi are mobile and a siege unit, but they can't attack air AND can be attack by AA units; and they are also very expensive and rather high tech) But I do agree, that supply cap + mobility issues makes one of the best (and easiest to balance) concepts for siege units, as you just can't flood the whole map with them, so you have to choose where to attack and therefore you're vulnerable to counterattacks and the game doesn't have to involve coinflippy rock-paper-scissor concepts (like the ones the colossus creates) | ||
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MooMooMugi
United States10531 Posts
On October 12 2011 19:33 FrostedMiniWheats wrote: lmao. Guess protoss is getting the best unit. Charmander > all! Fucking LoL. Terran gets the tanky unit Zerg gets the balanced unit Protoss gets the OP unit Sounds about right | ||
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NapoleonBonaparte
France64 Posts
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Ganseng
Russian Federation473 Posts
On October 12 2011 18:56 FrostedMiniWheats wrote: Show nested quote + On October 12 2011 18:30 Ganseng wrote: On October 12 2011 18:21 NeonFox wrote: On October 12 2011 16:05 Ganseng wrote: On October 12 2011 15:47 FrostedMiniWheats wrote: On October 12 2011 15:36 Ganseng wrote: people it's never going to be a siege unit. it doesn't conform to the zerg style and it overlaps with BL/infestor. guardians and lurkers existed in BW infestors and BLs exist in WoL. Defilers, guardians and lurkers existed in BW. We could go on forever. so you basically admit that zerg already have a siege unit and there won't be another one? I feel that type of unit is one of the things zerg lacks. Usually to combat a turtle, you counter of course with freely expanding and denying them of their expansions. However, to ultimately bust the turtle, most of the time you're going to have to tech to broods. There needs to be another option in between that long tech path imo. ok, no I see what you meant. but I disagree, I think BL is enough, and in mid-game Zerg are supposed to gain economic advantage and outmaneuver the enemy. we have to wait 10 more days to figure out who's right. | ||
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Kommissar
Australia48 Posts
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Ganseng
Russian Federation473 Posts
On October 12 2011 21:05 Kommissar wrote: I thought it would be like a dragoon: clumsy, kind-of retarded but something early game for zerg that shoots up ehhhm queen? | ||
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ZorBa.G
Australia279 Posts
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nooboon
2602 Posts
On October 12 2011 19:11 HaruRH wrote: Come on blizzard, I know your plans! ![]() Its funny how the pokemon are standing matches with the pictures as well. | ||
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Dystisis
Norway713 Posts
On October 12 2011 19:41 Big J wrote: Show nested quote + On October 12 2011 19:11 Dystisis wrote: On October 12 2011 16:17 Ganseng wrote: On October 12 2011 16:08 Velr wrote: uhm.. How exactly is the Infestor a siege unit? O_o... Are Sentries now also siege units? (or Dark Archons and QUeens in SC/BW)?.. en mass infestors with Broodlords' support can be regarded as siege units, with their 9 range and incapacitation ability. they are not less siege units than lurkers with their 6 range at least. I think people have a bad idea of what should be called a "siege unit". Sieging is not just about range. Siege units have limited mobility. They also do not necessarily have a range advantage, but they have a situational attack advantage of some form. This can be in the form of outranging the opponent, or being protected in some way while attacking. Being Burrowed (or cloaked) also counts here. Those two factors together create a unit which is good at both breaking defenses as well as holding points which needs to be defended, as it is usually not economically feasible to attack into siege units that are not on the move. The negative aspect of siege units is that they are vulnerable to tactical positioning, runbys and attacks when they are on the move. That's just wrong... A Siege unit is a longranged unit that can attack fortified positions without getting attacked too heavily itself. The problem with Siege Units is that once they are massed, they become too strong. That's why they need drawbacks, else an RTS with Siege Units becomes just a battle of those. Usual weaknesses are: -) mobility/needs to be in "Siege mode" -) can't attack all other units ("air/ground/water diversity") -) does almost no damage to certain other units/no splash damage, so very cheap units get overkilled (f.e how C & C artillery usually works) -) extremly fragile -) miss chances -) extremly high costs -) enter the battlefield very late in a game/lots of passive costs -) ... No, the word siege comes from the way the unit is used. It is not used in simple, straight up combat, it is rather *positioned* to deal damage as it needs to be protected while doing so. It isn't like a brawler unit which just happens to have more range. Most usually you will see siege units having long range. But units that must be tactically positioned/employed in order to high damage, those are siege units, so it is not a necessity. Just like siege weapons in real life, they don't necessarily have long range. Our use of the word has something to do with tactical function of the armaments, when an army is laying siege to another/a fortification. Again, the use of the unit determines whether we call it a "siege unit". A Lurker most definitely is such a unit, because it is not effectively a-moved, it's more like a special weapon good at breaking points as well as defending points due to their immobility. | ||
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dargul
Russian Federation125 Posts
1) abdomen with forceps Like queen has. 2) hidden spines or spores to spit acid 3) head ![]() | ||
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Hassybaby
United Kingdom10823 Posts
On October 12 2011 19:40 HaruRH wrote: Show nested quote + On October 12 2011 19:36 Hattori_Hanzo wrote: On October 12 2011 19:33 FrostedMiniWheats wrote: On October 12 2011 19:11 HaruRH wrote: Come on blizzard, I know your plans! ![]() lmao. Guess protoss is getting the best unit. Charmander > all! If the Zerg unit shot solar (energy) beam, I will LFMAO and switch to Zerg fosho. And Nintendo should sue... Although I doubt a judge will buy it... If what I predict and what you say were correct, then... The new terran unit will shoot water. (chill hint anyone?) The new zerg unit will shoot beams. (bulbasaur's solar beam) The new protoss unit... well... will be a charhellion! (charmander's flamethrower?) Dude, they've so messed up then. the Terran should be shooting fire, the Zerg should be firing water, and the Protoss should be shooting beams | ||
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fisheer
Poland49 Posts
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hmunkey
United Kingdom1973 Posts
On October 12 2011 22:10 nooboon wrote: Its funny how the pokemon are standing matches with the pictures as well. It's almost like he found pictures of the Pokemon standing in the same positions! | ||
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Big J
Austria16289 Posts
On October 12 2011 22:14 Dystisis wrote: Show nested quote + On October 12 2011 19:41 Big J wrote: On October 12 2011 19:11 Dystisis wrote: On October 12 2011 16:17 Ganseng wrote: On October 12 2011 16:08 Velr wrote: uhm.. How exactly is the Infestor a siege unit? O_o... Are Sentries now also siege units? (or Dark Archons and QUeens in SC/BW)?.. en mass infestors with Broodlords' support can be regarded as siege units, with their 9 range and incapacitation ability. they are not less siege units than lurkers with their 6 range at least. I think people have a bad idea of what should be called a "siege unit". Sieging is not just about range. Siege units have limited mobility. They also do not necessarily have a range advantage, but they have a situational attack advantage of some form. This can be in the form of outranging the opponent, or being protected in some way while attacking. Being Burrowed (or cloaked) also counts here. Those two factors together create a unit which is good at both breaking defenses as well as holding points which needs to be defended, as it is usually not economically feasible to attack into siege units that are not on the move. The negative aspect of siege units is that they are vulnerable to tactical positioning, runbys and attacks when they are on the move. That's just wrong... A Siege unit is a longranged unit that can attack fortified positions without getting attacked too heavily itself. The problem with Siege Units is that once they are massed, they become too strong. That's why they need drawbacks, else an RTS with Siege Units becomes just a battle of those. Usual weaknesses are: -) mobility/needs to be in "Siege mode" -) can't attack all other units ("air/ground/water diversity") -) does almost no damage to certain other units/no splash damage, so very cheap units get overkilled (f.e how C & C artillery usually works) -) extremly fragile -) miss chances -) extremly high costs -) enter the battlefield very late in a game/lots of passive costs -) ... No, the word siege comes from the way the unit is used. It is not used in simple, straight up combat, it is rather *positioned* to deal damage as it needs to be protected while doing so. It isn't like a brawler unit which just happens to have more range. Most usually you will see siege units having long range. But units that must be tactically positioned/employed in order to high damage, those are siege units, so it is not a necessity. Just like siege weapons in real life, they don't necessarily have long range. Our use of the word has something to do with tactical function of the armaments, when an army is laying siege to another/a fortification. Again, the use of the unit determines whether we call it a "siege unit". A Lurker most definitely is such a unit, because it is not effectively a-moved, it's more like a special weapon good at breaking points as well as defending points due to their immobility. A lurker isn't a siege unit. It's not used to siege an opponent base like a siege tank. It's used to fortify ground which is just the opposite of siegeing. (A siege tank can be used as both) At least in SC2 it wouldn't be, as a terran base always has detection in ZvT. Melee siege weapons were only used when everything else was melee too (and arrows are really not the right way to destroy a battering ram). A siege weapon has to be able to safely do damage to an opponent's defense. I don't see any other way in starcraft to create a siege weapon, other than to make it longranged, as mid-lategame cloak is just bad. | ||
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