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Some of this may have been mentioned already.
Warp Rays give visual cues for when they are getting more powerful. The turning part of the beam gets added to (I saw up to 2, but i think 3 is max) and the beam that is shot out gets bigger/angrier. I think this is modeled after the death star's main gun. I like them better after noticing that.
Stalkers and Phoenixes have two types of attack type according to their display. Ground/Anti-Air I'm sure. I don't think i've noticed that on any other units yet though.
There is a "1" by the group selected units... I assume for scrolling purposes when you have 100 lings selected.
The Immortals have an odd display (when one is selected) at the left side of their portrait. It looks like two shields maybe.
The mothership has cooldown (as well as mana) requirements on its spells. For this beast, ok. But I surely hope we don't have that on High Templar, Defilers, or Sci Vessels (or their replacements).
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United States20661 Posts
Holy crap.
350/850 for Mothership.
That's a lot of health.
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United States12235 Posts
On May 21 2007 14:44 Blacklizard wrote: The mothership has cooldown (as well as mana) requirements on its spells. For this beast, ok. But I surely hope we don't have that on High Templar, Defilers, or Sci Vessels (or their replacements).
Many spells already have a cooldown, just without visible indicators. Try to cast two Psi Storms back to back with the same Templar - you can't. There's a brief cooldown period. Same with Irradiate.
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Sweden33719 Posts
I think the 1 by the units is simply the control group they were assigned to? IE group 1?
That makes sense to me at least.
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I just noticed that Battle Cruisers have their Air and Ground attacks on different cooldowns. You can see this in the Final epic battle of the gameplay video between P and T.
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On May 21 2007 15:18 Excalibur_Z wrote:Show nested quote +On May 21 2007 14:44 Blacklizard wrote: The mothership has cooldown (as well as mana) requirements on its spells. For this beast, ok. But I surely hope we don't have that on High Templar, Defilers, or Sci Vessels (or their replacements).
Many spells already have a cooldown, just without visible indicators. Try to cast two Psi Storms back to back with the same Templar - you can't. There's a brief cooldown period. Same with Irradiate.
Yea, duh. It bothers me when people mention shit like this, or autocast spells. Medics autocast heal if you didn't notice..
Maybe its just the indicator that they should leave out. It kinda takes some skill to time it there.
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maybe you guys know this already or don't care but:
i remember when i watched the video yesterday i think i saw when the guy "left clicked + held + dragged" instead of being just a green box outline for what you want to select it was a filled in green box over the dragged area, if you know what i mean. i know it's not significant or anything but it's just something i remembered while watching
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I am guessing someone already mentionned that but did not read it anywhere
What about the "Nuclear detected" small red laser point that we have in SC1 ? At the very end of the gameplay video, it becomes that big red mark !
I hope this will change ... even though nuke is not really used, we have all experience the "where the fuck am i getting nuked" feeling scrolling everywhere to catch a tiny red point ....
To me it bring good memories ... as it stands now, nuke will be even less effective T.T
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On May 21 2007 16:57 BoY wrote: I am guessing someone already mentionned that but did not read it anywhere
What about the "Nuclear detected" small red laser point that we have in SC1 ? At the very end of the gameplay video, it becomes that big red mark !
I hope this will change ... even though nuke is not really used, we have all experience the "where the fuck am i getting nuked" feeling scrolling everywhere to catch a tiny red point ....
To me it bring good memories ... as it stands now, nuke will be even less effective T.T
Yeah, many people have already noticed the huge marker. But I pointed out in another thread that the dot in the middle gets smaller and smaller as the nuke approaches. The vid has the nuke dropping pretty quick, but in normal games, itll serve as a good indication of how long til that nuke hits.
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Just watched the gameplay trigger again, and like it was mentioned in some article, they have little differences in unit movements and attacks. Zealots are the easiest example. If you watch them attack the Terran buildings early on, youll see them stabbing with their left, hook with their right, and even giving a double-fisted downward pound/slash. Marines also split in half when killed by Zealots.
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Russian Federation4235 Posts
On May 19 2007 21:06 {CC}StealthBlue wrote:Shields?
Ahaha LOL Critical Mass Octane!!!
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charge feature is cool, but if u guys watch carefully, one of the zealots trips and falls as he charges during the zealot v marine sequence
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so the game pace is actually alot faster than the videos right? thats pretty fast then
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On May 21 2007 15:18 Excalibur_Z wrote:Show nested quote +On May 21 2007 14:44 Blacklizard wrote: The mothership has cooldown (as well as mana) requirements on its spells. For this beast, ok. But I surely hope we don't have that on High Templar, Defilers, or Sci Vessels (or their replacements).
Many spells already have a cooldown, just without visible indicators. Try to cast two Psi Storms back to back with the same Templar - you can't. There's a brief cooldown period. Same with Irradiate.
Very true. What I should have said was a very long cooldown... enough to warrant a cooldown indicator. I just don't want to only be able to cast swarm once every 5 seconds... or storm once every 5 seconds. Obviously there is game balance to be had, but faster is more fun.
The cooldown on the Immortals I very much like, because they can use it for running away (needs a cool down) and have no mana requirements.
And I still miss the SC beta where Templars cast storm for 25 mana (it did way less damage) but had zero (or insanely close to zero) cooldown. You could stack it back then too, including using more than one Templar. It caused two problems, apparently. One, it'd lag the crap out of a slow computer when you spammed it reall fast. Two, Pardo didn't like the way it was used to "melt" the high level units... i.e. carriers and battlecruisers. When they redid it, it turned out to be generally better vs low tech units but not as good vs high tech units.
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I haven't caught up with all the threads, so this too may have been mentioned... but flying Command Centers may be able to hold previously produced SCVs. Or it's just a scripted event. But look at the Blizzard version of the gameplay video at 1:01 and you see the 4 SCVs seem to pop out of the CC after it lands.
Also notice right after that for how dropships work. It looks like one marine gets out right Before the dropship lands. Dropship/Tank micro possibilities?
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On May 22 2007 20:00 Blacklizard wrote: I haven't caught up with all the threads, so this too may have been mentioned... but flying Command Centers may be able to hold previously produced SCVs. Or it's just a scripted event. But look at the Blizzard version of the gameplay video at 1:01 and you see the 4 SCVs seem to pop out of the CC after it lands.
Also notice right after that for how dropships work. It looks like one marine gets out right Before the dropship lands. Dropship/Tank micro possibilities?
For the CC I think it might just be a trigger.
I hope they don't lengthen the pick up drop down time so we can get some micro possibilities in there.
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Battlecruisers were able to attack the mothership while they were being sucked down the blackhole. I'm glad Blizzard made it this way so the final hit will, on occasion, destroy the mothership. It makes me wonder if the battlecruisers did kill the mothership, would it negate the black hole in progress -or would the black hole complete itself w/o the mothership..?
I'm enjoying all the theorycraft.
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Russian Federation4235 Posts
Technically, a black hole that "completes" defies physics.
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I wonder if dropships can be shot by ground-to-ground attacks while landing and unloading.
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On May 22 2007 20:00 Blacklizard wrote: I haven't caught up with all the threads, so this too may have been mentioned... but flying Command Centers may be able to hold previously produced SCVs. Or it's just a scripted event. But look at the Blizzard version of the gameplay video at 1:01 and you see the 4 SCVs seem to pop out of the CC after it lands.
Also notice right after that for how dropships work. It looks like one marine gets out right Before the dropship lands. Dropship/Tank micro possibilities?
4 scvs popped out of dropship how dropship works: it can drop units while flying without actually landing.... but when it's stopped it lands... it's like in SC1 - when you stopped and then trying to fly away u don't fly at the one speed at once - ur dropship accelerates... same here but with animation of dropship landing...
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