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Small details you may have overlooked - Page 4

Forum Index > SC2 General
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mdb
Profile Blog Joined February 2003
Bulgaria4059 Posts
Last Edited: 2007-05-19 19:51:28
May 19 2007 19:51 GMT
#61
I am pretty sure I saw testie dancing polka on one of those vids. I think they called it the immortal big canadian hair dance.
LastWish
Profile Blog Joined September 2004
2015 Posts
May 19 2007 22:03 GMT
#62
Anyone noticed (probably in the video reapers vs immortals) where they selected 10++ units...
They appeared in a 8x2 grid so I think now you will be able to select at least 16 units at once.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
OMFGlearntoplay
Profile Joined May 2007
32 Posts
May 19 2007 22:11 GMT
#63
On May 19 2007 16:39 LastRomantic wrote:
I think "create" just basically means rally points of warp gates are instant teleport, instead of walk/fly over.

Not sure though.


That's probably right. I'm almost positive this was the original design of the protoss back in 1995-96. They are getting back to their original design concepts and trying to make them work again. The idea is that the protoss are fewer in number, but they can teleport all over the place to make up for that. Warping in from their homeworld in SC1 via the various Gates was one idea of that, and Arbiters were part of it. Warping/teleporting without arbiters is just what they originally intended, I think. The stalkers are also in line with that thinking with blink.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 19 2007 22:16 GMT
#64
On May 20 2007 07:03 LastWish wrote:
Anyone noticed (probably in the video reapers vs immortals) where they selected 10++ units...
They appeared in a 8x2 grid so I think now you will be able to select at least 16 units at once.

The official word is unlimited.

16 would be very nice compared to that IMO (I think when they selected those zealots before the battle vs lings, it was 16).
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
OMFGlearntoplay
Profile Joined May 2007
32 Posts
May 19 2007 22:18 GMT
#65
On May 19 2007 20:59 XG3 wrote:
http://www.starcraft2.com/screenshot.xml?10

Colossuses (Colossi?) are so tall that they are able to be hit by both ground and anti air units/buildings.


I noticed that too and wondered if they are just allowing terran turrets to hit everything. I think the Colossi being tall is the best answer tho.
pachi
Profile Joined October 2006
Melbourne5338 Posts
May 19 2007 22:20 GMT
#66
The first gameplay video when he mass selects units they were in rows of 8. Maybe there will be a scroll bar on the side for more than 16.
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 19 2007 22:21 GMT
#67
On May 20 2007 01:16 G.s)NarutO wrote:
Does the probe still does meow?-_-
I fucking want Terran/Zerg units @ Starcraft2.com can't wait;

I dunno if they meow but at least they have almost the same mining sounds :D
Never saw a probe selected tho.

The scvs need to bulk up a bit imo, look too small.
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
OMFGlearntoplay
Profile Joined May 2007
32 Posts
May 19 2007 22:22 GMT
#68
On May 19 2007 23:07 MadNeSs wrote:
When zealots charge it looks like warr charging in wow all they need is the sound. Like they automatically start charging as soon as they're in range.


New micro (as if I've played the game, but it'd be fun): when zealots are running in a line for a group of whatever (tanks), the ones in back are selected to attack the zealot in front so they charge up... you cancel the attack at the last second and they run past. Now do the same thing for the zealots that are now in back. by the time you get to the tanks you can charge again.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 19 2007 22:24 GMT
#69
On May 19 2007 19:38 Kacas wrote:
Show nested quote +
On May 19 2007 18:18 mahnini wrote:
Did anyone notice how fast shield regenerates for the mothership? It went from 0 to like 120 in like 3 seconds.


now introducing the mothership
the ultra mega blaster gosu unit in sc2..

oops..a bc just killed it...

imagine that....
he himself said that the stats of the units were changed..

Yeah, but even if they wouldn't, it appeared as if 3 yamato's would take it down (after 2 yamatos - I think - it was in the red).
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
Manit0u
Profile Blog Joined August 2004
Poland17783 Posts
May 19 2007 22:56 GMT
#70
On May 20 2007 07:22 OMFGlearntoplay wrote:
Show nested quote +
On May 19 2007 23:07 MadNeSs wrote:
When zealots charge it looks like warr charging in wow all they need is the sound. Like they automatically start charging as soon as they're in range.


New micro (as if I've played the game, but it'd be fun): when zealots are running in a line for a group of whatever (tanks), the ones in back are selected to attack the zealot in front so they charge up... you cancel the attack at the last second and they run past. Now do the same thing for the zealots that are now in back. by the time you get to the tanks you can charge again.


I bet there's cooldown on it.
Time is precious. Waste it wisely.
I-Emerge
Profile Blog Joined December 2005
United States435 Posts
Last Edited: 2007-05-20 01:42:16
May 19 2007 22:56 GMT
#71
Does anyone notice how they distracted us with fighting and units from macro related issues? I mwan in terms of the demos and pictures we have little idea of the marco details.

---I-Emerge
A punch is just a punch. Then a punch becomes more than a punch. A punch becomes just a punch again.
ReTr0[p.S]
Profile Joined March 2005
Argentina1590 Posts
May 19 2007 23:14 GMT
#72
On May 20 2007 07:56 I-Emerge wrote:
Does anyone notice how the distracted us with fighting and units from macro related issues? I mwan in terms of the demos and pictures we have little idea of the maro details.

Well, if you look at the screenshots it says that there's a max pylon support for 153 units.. I'm guessing that's a lot if they keep the proportions from SC.
OMFGlearntoplay
Profile Joined May 2007
32 Posts
May 20 2007 00:00 GMT
#73
Zerglings use their wings when unburrowing, and when they run they hop, hop, fly a short ways, hop, hop. See:

part 2:
http://pcmovies.ign.com/pc/video/article/790/790166/starcraft2_direct2_051907_flvhighwide.flv (128Mo)

I mentioned in the other post, but Ultras are in it! They appear on the load screen of the first part of the movie... around 16 seconds i think.

part 1:
http://pcmovies.ign.com/pc/video/article/790/790166/starcraft2_direct1_051907_flvhighwide.flv (134Mo)

Also, probes are 2 per mineral patch exactly.

It takes like 10 shots from a cannon to kill a reaper. About Four shots i think from a stalker to kill a reaper.

Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 00:10 GMT
#74
On May 20 2007 07:56 Manit0u wrote:
Show nested quote +
On May 20 2007 07:22 OMFGlearntoplay wrote:
On May 19 2007 23:07 MadNeSs wrote:
When zealots charge it looks like warr charging in wow all they need is the sound. Like they automatically start charging as soon as they're in range.


New micro (as if I've played the game, but it'd be fun): when zealots are running in a line for a group of whatever (tanks), the ones in back are selected to attack the zealot in front so they charge up... you cancel the attack at the last second and they run past. Now do the same thing for the zealots that are now in back. by the time you get to the tanks you can charge again.


I bet there's cooldown on it.

That's a really cool idea tho :D
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
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 20 2007 01:03 GMT
#75
http://www.starcraft2.com/screenshot.xml?10

I see a Terran Turret shooting a ground unit.
This reminds me of the Starcraft boxart where the wraiths are using their missiles vs archons.
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
May 20 2007 01:45 GMT
#76
Everything in the demo you saw regarding how many hits it takes to kill something is going to be wildly inaccurate.
Undefeated TL Tecmo Super Bowl League Champion
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-05-20 02:01:37
May 20 2007 01:46 GMT
#77
On May 20 2007 10:03 Jyvblamo wrote:
http://www.starcraft2.com/screenshot.xml?10

I see a Terran Turret shooting a ground unit.
This reminds me of the Starcraft boxart where the wraiths are using their missiles vs archons.

X3 (I think) said on here that the Colossus is so tall that it can be hit by turrets (not sure if he said all anti-air, I'll try to find his post).
On May 19 2007 20:59 XG3 wrote:
http://www.starcraft2.com/screenshot.xml?10

Colossuses (Colossi?) are so tall that they are able to be hit by both ground and anti air units/buildings.

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
useLess
Profile Blog Joined January 2004
United States4781 Posts
Last Edited: 2007-05-20 10:56:31
May 20 2007 07:20 GMT
#78
A not so small or subtle detail, but who do you think this character is?
[image loading]


Here we see him in a hologram and a statue, and in another art piece hes standing with what appears to be a female Ghost operative. Doesnt seem like it could be Mengsk, so perhaps an aged Raynor or just another one of many new characters? Its only been 4 years after the events in Brood War though.
Moonlight Shadow
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
Last Edited: 2007-05-21 05:07:42
May 21 2007 05:07 GMT
#79
Units on high-ground seem to get a noticeable increase in the range of their attacks. This can be observed in the gameplay trailer when the Colossus scales a cliff to escape from the banelings, and turns around to fire its beam at the retreating banelings. The range of its laser is greatly increased.
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
Last Edited: 2007-05-21 05:33:33
May 21 2007 05:27 GMT
#80
On May 21 2007 14:07 Jyvblamo wrote:
Units on high-ground seem to get a noticeable increase in the range of their attacks. This can be observed in the gameplay trailer when the Colossus scales a cliff to escape from the banelings, and turns around to fire its beam at the retreating banelings. The range of its laser is greatly increased.


I don't think that's its true range. Even in SC, sometimes a unit may get into range of an attacker, and the projectile will follow it as it runs away, giving the illusion that the unit's range is much greater than it actually is. That situation was probably no different.

To the person above: That's probably not Mengsk, it's probably a new Terran commander. Actually from the more detailed image of http://www.starcraft2.com/art.xml?13 it does look like Mengsk. It would be interesting if the female Ghost was Nova.

EDIT: Reference image:
[image loading]
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