"Real men drill deep" (gameplay picture)
A dancing holographic girl (gameplay vid when Immortals are introduced)
I'm sure after some of you guys have watched these for the 10 billionth time you've found some more. Post 'em all here!
Forum Index > SC2 General |
EscPlan9
United States2777 Posts
"Real men drill deep" (gameplay picture) A dancing holographic girl (gameplay vid when Immortals are introduced) I'm sure after some of you guys have watched these for the 10 billionth time you've found some more. Post 'em all here! | ||
Q~Bert
United States663 Posts
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minus_human
4784 Posts
Zealots look like they almost lose their balance when attacking ![]() | ||
Jyvblamo
Canada13788 Posts
Mutalisks shots still bounce, although not as far as before. Also, their attack 'shriek' is gone. ![]() | ||
chicken`
Germany3478 Posts
On May 19 2007 15:59 EscPlan9 wrote: A dancing holographic girl (gameplay vid when Immortals are introduced) it's a female night elf from wow dancing! several cool advertising banners :O | ||
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Zelniq
United States7166 Posts
keep in mind this is being played not on the Fastest speed, probably Average/Normal or whatever, yet still something seemed off there. maybe they had tons of upgrades ![]() also keep in mind that yes while the 2 Colluses racked up tons of zergling kills, they were with the support of 16 upgraded zealots (5 total zealots were dead by the end of the zergling massacre) attacking before and through the whole duration, i imagine 2 reavers along w/ 16 zealots would also do fairly well vs gigantic groups of zerglings like that also while they said Dustin Browder said the word 'create' when he was warping in the first stalkers, I believe he meant warp in already created units through using the Warp Gates to be able to transport units to anywhere on the map that is powered by protoss psionic energy field (so what pylons and phase prisms both provide) | ||
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Last Romantic
United States20661 Posts
Not sure though. | ||
minus_human
4784 Posts
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. From what I've read on sc2.com, I think you're perfectly right. We may be both wrong tho | ||
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Zelniq
United States7166 Posts
holy cow...........wowowowowow that's insanely awesome btw did anyone notice this from the SC2 Wiki? New racial abilities Protoss * Create shields on explored land anywhere on the map. where did they get this from? i saw the entire WWI Day 1 announcement video on the tracker and didnt hear about this at all, nor do i see this on the starcraft2.com page | ||
useLess
United States4781 Posts
Small detail probably mentioned already: riot shields and bayonets on the Marines. Makes sense that they have something to counter Zerglings and Zealots. Not sure if they actually have a purpose. | ||
useLess
United States4781 Posts
On May 19 2007 16:53 Raist wrote: ohhhhh WHOAAAA that makes so much more sense! holy cow...........wowowowowow that's insanely awesome btw did anyone notice this from the SC2 Wiki? Show nested quote + New racial abilities Protoss * Create shields on explored land anywhere on the map. where did they get this from? i saw the entire WWI Day 1 announcement video on the tracker and didnt hear about this at all, nor do i see this on the starcraft2.com page From IGN guy: 3:10 - Terran reapers - can hop across uneven terrain with jump packs - two types of small pistols that don't activate immortals. Protoss now have the ability to create shields whenever they want. Protoss can now warp in units from manufacturing facilities anything within pylon range. | ||
oneofthem
Cayman Islands24199 Posts
On May 19 2007 16:33 Raist wrote: They just wanted to create the zealots perilously surrounded by lings situation. obviously you cannot do that with normal stats. in the gameplay video where the gigantic swarms of zerglings are attacking what he called 'upgraded zealots' (this was right before the Collusus unit was introduced which killed all the zerglings), not a single zealot died for at least 16 seconds of being underattack by zerglings (the outer zealots were being attacked by over 5 zerglings for at least 12 full seconds and it and none of its friends didnt die) keep in mind this is being played not on the Fastest speed, probably Average/Normal or whatever, yet still something seemed off there. maybe they had tons of upgrades ![]() also keep in mind that yes while the 2 Colluses racked up tons of zergling kills, they were with the support of 16 upgraded zealots (5 total zealots were dead by the end of the zergling massacre) attacking before and through the whole duration, i imagine 2 reavers along w/ 16 zealots would also do fairly well vs gigantic groups of zerglings like that also while they said Dustin Browder said the word 'create' when he was warping in the first stalkers, I believe he meant warp in already created units through using the Warp Gates to be able to transport units to anywhere on the map that is powered by protoss psionic energy field (so what pylons and phase prisms both provide) ![]() | ||
EmS.Radagast
Israel280 Posts
On the other hand, surround/kill micro against col with lings will be less effective. you could take out an archon in bw with like 8 cracklings if they attacked it from all sides at once. colossus however, will just melt them all with laser ... unless, of course, they made this damage-carry-over ability work only if successive targets are within a reasonably small angle from one another - that would be best. | ||
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Zelniq
United States7166 Posts
On May 19 2007 16:55 useless wrote: Show nested quote + On May 19 2007 16:53 Raist wrote: ohhhhh WHOAAAA that makes so much more sense! holy cow...........wowowowowow that's insanely awesome btw did anyone notice this from the SC2 Wiki? New racial abilities Protoss * Create shields on explored land anywhere on the map. where did they get this from? i saw the entire WWI Day 1 announcement video on the tracker and didnt hear about this at all, nor do i see this on the starcraft2.com page From IGN guy: 3:10 - Terran reapers - can hop across uneven terrain with jump packs - two types of small pistols that don't activate immortals. Protoss now have the ability to create shields whenever they want. Protoss can now warp in units from manufacturing facilities anything within pylon range. AH i now understand completely! ok this guy who was sending comments live as he was watching the video at the event, he undoubtedly got all his info from what he saw there at the event. Now, he tells us about this 'protoss having the ability to create shields whenever they want' was put right after the terran reapers intro he gave but before the "warp units anywhere in pylon range." And in the gameplay video which is the same video he was watching you can tell he is obviously mixing up 'shield' with 'power field' (the reapers jump into toss base, kill a pylon, Dustin Browder says "the Protoss can use their Phase Prisms to create a power field anywhere they wish"). Looking at the video, to someone who's quickly writing these bits and sending them live and who doesn't know Starcraft very well, you can see why he didn't know what to call the power field. Long paragraph short, I have no doubt, there is no "Create shields wherever they want" ability for the Protoss. | ||
mahnini
United States6862 Posts
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Liquid`Jinro
Sweden33719 Posts
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. Maybe they fixed the stats etc so that none of the units they were demonstrating would die? ![]() | ||
EscPlan9
United States2777 Posts
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mahnini
United States6862 Posts
On May 19 2007 18:31 EscPlan9 wrote: The english dubber dude specifically mentioned "usually the mothership would be out of shields by now... but this is a demo" Ah, I didn't see that video. | ||
CharlieMurphy
United States22895 Posts
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fusionsdf
Canada15390 Posts
On May 19 2007 16:08 minus_human wrote: Command box is 4x5 instead of 3x3 Zealots look like they almost lose their balance when attacking ![]() Isnt it 3x5? | ||
tKd_
United States2916 Posts
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ThoRk
Argentina78 Posts
On May 19 2007 18:23 FrozenArbiter wrote: thats correct, announcer says "now by this time the mothership would have no shields no energy and fuck you, but this is a demo and I need to show the third imba crap ability" jk I love the mothership its so happy 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. Maybe they fixed the stats etc so that none of the units they were demonstrating would die? ![]() ![]() | ||
terranmetal
Canada153 Posts
Actually not the stalker, I mean the colosus. I also think I see a dragoon in the picture. | ||
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Zelniq
United States7166 Posts
but this psi storm ppl are talking about from the artwork video, the only thing i saw that resembled one could easily just be regular lightning storms from the planet's weather (seen @ 1:37) also i see a fallen carrier and a terran helicopter in the artwork | ||
Jyvblamo
Canada13788 Posts
On May 19 2007 19:00 Raist wrote: good point, reavers didnt catch that but this psi storm ppl are talking about from the artwork video, the only thing i saw that resembled one could easily just be regular lightning storms from the planet's weather (seen @ 1:37) also i see a fallen carrier and a terran helicopter in the artwork Are you talking about when the zerglings attack the cannons? Because it reaaaally looked like psionic storm being cast. | ||
MagIc.QQ
Canada10 Posts
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Jyvblamo
Canada13788 Posts
On May 19 2007 19:02 MagIc.QQ wrote: Either way it loooks fucking hot and i am stoked, also those terran is going to need something else to fight protoss. It used to be Vultures>Zealots>Tanks>goons>zealots. Goons are now almost INVULNERABLE to tanks. I thought it went without saying that the SC1 unit combos are out the window in SC2. | ||
Jyvblamo
Canada13788 Posts
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tec27
United States3700 Posts
On May 19 2007 19:02 Jyvblamo wrote: Show nested quote + On May 19 2007 19:00 Raist wrote: good point, reavers didnt catch that but this psi storm ppl are talking about from the artwork video, the only thing i saw that resembled one could easily just be regular lightning storms from the planet's weather (seen @ 1:37) also i see a fallen carrier and a terran helicopter in the artwork Are you talking about when the zerglings attack the cannons? Because it reaaaally looked like psionic storm being cast. Yeah, and the High Templar onscreen also did that "I'm casting a spell" animation right before it happened ![]() | ||
Kacas
Brazil3143 Posts
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.. | ||
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Zelniq
United States7166 Posts
On May 19 2007 19:08 Jyvblamo wrote: The final battle in the gameplay demonstration uses unit spawning triggers, as you can see marines popping out of nowhere during some of it. those were the 3 ghosts that casted the nukes ![]() | ||
Haemonculus
United States6980 Posts
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Zelniq
United States7166 Posts
On May 19 2007 19:02 Jyvblamo wrote: Show nested quote + On May 19 2007 19:00 Raist wrote: good point, reavers didnt catch that but this psi storm ppl are talking about from the artwork video, the only thing i saw that resembled one could easily just be regular lightning storms from the planet's weather (seen @ 1:37) also i see a fallen carrier and a terran helicopter in the artwork Are you talking about when the zerglings attack the cannons? Because it reaaaally looked like psionic storm being cast. oh i didnt see that, i was talking about a piece of artwork heh yeah that's definitely psi storm, weird graphics i barely noticed it | ||
Equinox_kr
United States7395 Posts
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jingXD
United States283 Posts
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XelNaga
162 Posts
On May 19 2007 19:00 Raist wrote: good point, reavers didnt catch that but this psi storm ppl are talking about from the artwork video, the only thing i saw that resembled one could easily just be regular lightning storms from the planet's weather (seen @ 1:37) also i see a fallen carrier and a terran helicopter in the artwork There's a psi storm in the artwork video around 1:30 (like you said) You can see the temp to the right, it isn't the planets weather. | ||
draeger
United States3256 Posts
On May 19 2007 20:15 Equinox_kr wrote: But holy Jesus this game is going to make me completely think twice about trying to incorporate SC1 strategies into SC2 O_O Anybody who thinks SC1 strategies and tactics automatically are going to work in SC2 is just going to hurt their ability to learn the game. It's the same as people taking SC ideals into Warcraft 3 and getting absolutely demolished. Consider this a brand new game and form new ideas about what works and what doesn't. Don't assume that because (for instance) ghosts are underused in SC1 that it will continue to be the case in SC2. Any assumptions you have going into the game will hurt your gameplay more than it'll help it. | ||
Equinox_kr
United States7395 Posts
jingXD, I'm pretty sure they were the Reapers? I'm not sure :-/ Can somebody clarify as to why they have those shields? EDIT: Medics, maybe? rofl if that's true then that was so obvious T_T | ||
XG3
United States544 Posts
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{CC}StealthBlue
United States41117 Posts
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EscPlan9
United States2777 Posts
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MadNeSs
Denmark1507 Posts
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NarutO
Germany18839 Posts
All animations are really cute.. watch the tank blow, followed by smoke out of his cannon! | ||
Lemonwalrus
United States5465 Posts
In the start of the first gameplay vid, the protoss ships fly over what looks to be a unit firing a lazer at a mineral patch. Did anybody else see that? Does anybody know what that could be? | ||
NastyMarine
United States1252 Posts
look at the right side of the pic - its a docking bay with a dropship in it. Now, is that going to be a building that Terran can use? or just merely a visual thing. Edit: Thx to comment below me ![]() | ||
Lemonwalrus
United States5465 Posts
And when watching the video the first time it seemed like the docking bay was...I guess more 'dynamic' than the terrain side art in BW. Idk, it seemed like it was a building, so, who knows, maybe it will be functional. | ||
evanthebouncy!
United States12796 Posts
On May 19 2007 18:50 terranmetal wrote: If you check out the artwork video, and look at 00:45 with the picture of the stalker, you can see reavers along side it. This probably means reavers will be in the game. Actually not the stalker, I mean the colosus. I also think I see a dragoon in the picture. DAMN U! I was gonna say that :D Also notice in the same artwork there IS A DRAGOON! Right under the colousus. One more thing: In the screenshot of 4 collosus blowing up a Terran mineral line, you can see that Missile turret CAN attack collosus even though they appear to be land units, guess they're too tall. Siege tank has 4 legs now instead of 3, and the sound they make when they siege up is different. | ||
Bully-Cdn
Peru58 Posts
another thing i noticed is that there has been alot of mention about "Small unit fire" and "Large unit fire" playing a factor battles (i.e. Reapers > Immortal > Tank).seems like trying to add a new mechanic to the game... | ||
evanthebouncy!
United States12796 Posts
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freelander
Hungary4707 Posts
On May 19 2007 20:15 Equinox_kr wrote: But holy Jesus this game is going to make me completely think twice about trying to incorporate SC1 strategies into SC2 O_O 4 pool!! :D | ||
king_zork
United States32 Posts
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evanthebouncy!
United States12796 Posts
On May 20 2007 01:03 king_zork wrote: C:\Documents and Settings\Owner\My Documents\My Pictures\a.JPG ah man it'll be cool if that worked :D | ||
king_zork
United States32 Posts
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Lemonwalrus
United States5465 Posts
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NarutO
Germany18839 Posts
I fucking want Terran/Zerg units @ Starcraft2.com can't wait; | ||
king_zork
United States32 Posts
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BaconatedGrapefruit
41 Posts
This could just be for the images, and might not be in the game. Some of these images do appear to be edited/not actually from gameplay. For instance, in half of the images with console below, the selected units don't have the green selection circles around them. | ||
Asta
Germany3491 Posts
You might have been wondering if that pair of glowing eyes at the end of the trailer really belongs to Kerrigan. Well in the Artwork Trailer there is also a picture at the end which clearly was the basis of the scene in the video and where you can see her in full. So it is her. | ||
Silent_Marine
Vietnam281 Posts
This is the 1st second of SC 2 Cinematic trailer ( easter Egg ? ) ![]() | ||
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alffla
Hong Kong20321 Posts
On May 20 2007 04:16 Silent_Marine wrote: I dont know if this already posted : ![]() omg freaky | ||
mdb
Bulgaria4059 Posts
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LastWish
2013 Posts
They appeared in a 8x2 grid so I think now you will be able to select at least 16 units at once. | ||
OMFGlearntoplay
32 Posts
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. | ||
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Liquid`Jinro
Sweden33719 Posts
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). | ||
OMFGlearntoplay
32 Posts
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. | ||
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pachi
Melbourne5338 Posts
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Liquid`Jinro
Sweden33719 Posts
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. | ||
OMFGlearntoplay
32 Posts
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. ![]() | ||
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Liquid`Jinro
Sweden33719 Posts
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). | ||
Manit0u
Poland17257 Posts
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. | ||
I-Emerge
United States435 Posts
---I-Emerge | ||
ReTr0[p.S]
Argentina1590 Posts
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
32 Posts
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. | ||
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Liquid`Jinro
Sweden33719 Posts
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 | ||
Jyvblamo
Canada13788 Posts
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
United States2777 Posts
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Liquid`Jinro
Sweden33719 Posts
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. | ||
useLess
United States4781 Posts
![]() 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. | ||
Jyvblamo
Canada13788 Posts
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Excalibur_Z
United States12235 Posts
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: EDIT: Reference image: ![]() | ||
Blacklizard
United States1194 Posts
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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Last Romantic
United States20661 Posts
350/850 for Mothership. That's a lot of health. | ||
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Excalibur_Z
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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Liquid`Jinro
Sweden33719 Posts
That makes sense to me at least. | ||
CharlieMurphy
United States22895 Posts
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CharlieMurphy
United States22895 Posts
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. | ||
NanaLo
United States13 Posts
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 ![]() | ||
BoY
France378 Posts
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 | ||
useLess
United States4781 Posts
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. | ||
useLess
United States4781 Posts
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BluzMan
Russian Federation4235 Posts
On May 19 2007 21:06 {CC}StealthBlue wrote: Shields? ![]() Ahaha LOL Critical Mass Octane!!! | ||
SuN-TzU
United States213 Posts
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il0seonpurpose
Korea (South)5638 Posts
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Blacklizard
United States1194 Posts
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. | ||
Blacklizard
United States1194 Posts
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? | ||
evanthebouncy!
United States12796 Posts
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. | ||
ggfobster
United States298 Posts
I'm enjoying all the theorycraft. ![]() | ||
BluzMan
Russian Federation4235 Posts
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dudel
Germany188 Posts
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lamarine
586 Posts
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... | ||
useLess
United States4781 Posts
On May 23 2007 01:54 lamarine wrote: Show nested quote + 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... The guy isnt stupid. Have YOU even seen the gameplay video? Four SCVs appeared together right after the CC landed. | ||
lamarine
586 Posts
and sure i've watched the movie... that's just my humble opinion... -_-v | ||
lololol
5198 Posts
On May 20 2007 07:24 FrozenArbiter wrote: Show nested quote + On May 19 2007 19:38 Kacas wrote: 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). It had a total of 1200 hp and shields and yamato still dealt 260 damage, it got in the red, because it was damaged a lot before that, so at full hp/shields it would need 5 Yamato hits, which is not very low ![]() | ||
.kaz
1963 Posts
On May 23 2007 04:08 lololol wrote: Show nested quote + On May 20 2007 07:24 FrozenArbiter wrote: On May 19 2007 19:38 Kacas wrote: 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). It had a total of 1200 hp and shields and yamato still dealt 260 damage, it got in the red, because it was damaged a lot before that, so at full hp/shields it would need 5 Yamato hits, which is not very low ![]() Guys, seriously, they already said, "...by now the mothership would be dead but it isn't because this is a demo...", so relax, it's not going to survive that long. | ||
Ziel
Malaysia241 Posts
apparently marines with bayonets arent a new idea..samwise\'s drawing back in \'99 is proof! likewise the riot shield seems to have been taken from this medic concept. so no medics maybe? rines heal each other lol the protoss \"icon\" at SC2 features page is also the same as the one here. wen a single zealot is clicked u can see the leg upgrade top left of its health icon (in high res) but for the immortals two shield upgrades is shown instead...so maybe the power shield against heavy armor is an upgrade (and u can upgrade it twice)? phase prisms have an extra bar under its health and shield bar (when u mouse over the unit) that represents the amount of units it currently holds while for mothership its for energy (obviously). battle cruiser laser attacks have a 4-cycle animation. the first laser begins at the extreme right side of its head...then the next laser is abit towards the center...next one is towards the left beyond the midpoint...and the fourth laser at the far left then it starts from right side again...n dis is for both ground and air attack tho each is seperate attack. mothership fires a total of 12 missles that seem to spread out nearly equally to all nearby targets so if theres 3 BCs then around 4missles per bc but if its 1 target then all 12missles go to that one. once the missles start coming out the mothership doesnt acquire new targets so if its attacking one target and it dies with the first missle...the other 11 missles are wasted on it too. hmm so if u put 12 targets then the damage is spread out nicely ![]() if each 'petal' of the warp ray indicates an up in attack dmg then presumably the warp ray dmg can be increased up to 6x! just like BCs phoenixes can ALSO attack air and ground at the SAME time! and it has a dual-attack..presumeably like the zealot\'s attack style in SC1. however stalkers attack air and then ground in immidiate succession rather than at the same time. so from all this we can assume air units that can attack ground/air will attack both at the same time while ground units that can attack ground/air will attack air then ground quickly and vice versa. however warp rays seem to be an exception and can only attack one at a time due to their attack style and that they only have one attack icon next to their shield and armor icon as compared to the phoenix\'s two. higher ground SEEMS to give range bonus because thats what happend to the collosus once it went up a tier and it could attack the banelings even tho the banelings went way off screen. this definitely couldnt have been an illusion like if in SC1 a wraith\'s missles will travel to catch up to its target because collosus shoot lasers and not missles so its considered as a continuous-instant-dmg attack rather than a 1shot-missle-has-to-travel attack. newly warped in protoss units start with a nearly zero hitpoints and shields and quickly increase in both as they are warped in (with a little progress bar under the health and shield icon when u mouse over). so u could probably kill a unit before it finishes warping in! or at least do significant damage to it ![]() mutalisk attacks still bounce (tho seems to be smaller bounce radius) and even tho the protoss buildings have shields, the shots still go thru and hit the buildings! actually even raiders attack hit the nexus even tho the shields are up lol. probes dont go into assimilators to get vespene gas but SCVs do. plus scvs seem to take a tiny bit longer to retrive vespene. all protoss units and buildings have the same potrait (but im sure itll change later). only the warp rifts have a different potrait and it looks extremely wierd. u can see the stargate, forge, robotics bay, templar archives (i think), gateway/warp rift, and a spire-like building (probably an upgrade center) at the start of the vid. in the cinematics vid in the stalkers vs rines/reapers...when one of teh rines died its corpse blinks into a lighter color several times. no idea why. cannons dont seem to detect anymore. raynor has hair now! in the end of the tychus findlay cinematic (the terran marine one), when the head visor comes down, it sounds distinctively like the first part of the sound of a siege tank getting into siege mode in SC1! | ||
Manaldski
229 Posts
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Liquid`Jinro
Sweden33719 Posts
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? I thought they came from the dropship? Anyone else worried they might only hold 4 marines btw (since the dships dropped 4 marines each)? EDIT: Oops I didn't see there was another page. | ||
Blacklizard
United States1194 Posts
Good eye! You caught a ton of things I hadn't noticed yet. The dropship… yeah I noticed after I posted that it does land for a second after even if it's just one unit (tank). I know Blizzard had a time to tweak the way dropships/lords/shuttles worked so that it was good but not too good in SC1. They are paying close attention again. And yeah, looks like 4 marines per dropship. Since they are tougher than the old marines, this probably makes sense. --battle cruiser laser attacks have a 4-cycle animation-- I like that effect. Just looks cool. --if each 'petal' of the warp ray indicates an up in attack dmg then presumably the warp ray dmg can be increased up to 6x!-- I started to think the same thing, but if you look close there are only 3 petals that are "longer and thinner", and I'm pretty sure those are the ones that produce the multiple ray indicators. --probes dont go into assimilators to get vespene gas but SCVs do. plus scvs seem to take a tiny bit longer to retrive vespene.-- Good catch. It looks like it takes 2 probes for vespene. | ||
shadowenergy
Australia78 Posts
![]() could this possibly be a crashed protoss carrier? I'm just hoping carriers are still in the game ![]() | ||
Ziel
Malaysia241 Posts
On May 23 2007 06:49 Blacklizard wrote: --if each 'petal' of the warp ray indicates an up in attack dmg then presumably the warp ray dmg can be increased up to 6x!-- I started to think the same thing, but if you look close there are only 3 petals that are "longer and thinner", and I'm pretty sure those are the ones that produce the multiple ray indicators. Yeah youre right, now I notice that after watching again, the additional damages come from the 3longer and alternate petals. On May 23 2007 07:16 shadowenergy wrote: was watching the artwork clip and noticed ![]() could this possibly be a crashed protoss carrier? I'm just hoping carriers are still in the game ![]() In the colussus concept art + reavers on the ground (and two goons well hidden), there's carriers in the sky so theyre very likely in | ||
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Zelniq
United States7166 Posts
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OMFGlearntoplay
32 Posts
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shadowenergy
Australia78 Posts
On May 23 2007 09:39 Ziel wrote: In the colussus concept art + reavers on the ground (and two goons well hidden), there's carriers in the sky so theyre very likely in yep I didn't notice that. it seems that since goons are not in the game anymore, it means some of the art has nothing to do with what units are actually still in or not, maybe they did the artwork before the decision to get rid of the goon was made. which means some of the assumptions that unit x is still in the game since it was in a artwork screen going around on the forums has an example that contradicts that assumption. anyway I will link the pic you are referring to, for others to see. ![]() | ||
Ziel
Malaysia241 Posts
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Vin{MBL}
5185 Posts
On May 23 2007 02:39 useless wrote: Show nested quote + On May 23 2007 01:54 lamarine wrote: 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... The guy isnt stupid. Have YOU even seen the gameplay video? Four SCVs appeared together right after the CC landed. It could've been a special map with a command " Produce 4 scv's when CC lands at XXX time" or something along those lines. it's just a demo guys, i think you are over analyzing many parts of the video(s) | ||
Dendra
Croatia801 Posts
On May 19 2007 16:54 useless wrote: Im pretty sure Raist is on target about the 'create', although LR does bring up another aspect of it. The units need to be produced already, and can probably be set to rally at a location like in SC, or wait in the Gateway to be teleported into battle via the prisms. Small detail probably mentioned already: riot shields and bayonets on the Marines. Makes sense that they have something to counter Zerglings and Zealots. Not sure if they actually have a purpose. instead of micro we'll get wc3 human clone where units can shift mods to counter diff types of units...if that's the case... thumbs down. or if you like need to upgrade bayonets in order to kill zerglings cuz you can't without it..again sux, if the game will be 2much "in box" to hell with it all. | ||
humblegar
Norway883 Posts
Seems like terran buildings now face the direction they are flying, but still have the same limitations when landing. Factories and command centers have ramps lowered when landing, but its hard to say if this has anything to do with the 4 scvs appearing, my guess is that the scvs are just scripted. The cc also has an animated radar turret eagerly rotating back and forth during landing, again that probably is just eyecandy. There's another one of the critter(?) firing some sort beam at the minerals during the first few seconds. It stands alone firing at the ground(?) above the terran base flying in. | ||
useLess
United States4781 Posts
On May 25 2007 10:47 Ziel wrote: Lol the phoenix's overload icon is the same one as medic's blind icon! SC1 Easter Egg :D ![]() An easter egg is a hidden message or feature. This is just reusing old images for its alpha stages. | ||
FusionCutter
Canada974 Posts
Also the "SuperNova Men's Club" with the dancing hologram at 3:10. Sexual refernce to Ghost's Nova? Check how out the marine at the bottom of the screen dies to the zealot at 18:26... awesome!!!!! | ||
HolyToss1911
354 Posts
[B] There's another one of the critter(?) firing some sort beam at the minerals during the first few seconds. It stands alone firing at the ground(?) above the terran base flying in. there are just like kakeru (the flying things in luna) but i will fun that they can mine ![]() Robot stole my mineral!!. About the carriers i dont think they will come back becouse blizzard say that each new unit replace an old unit (mothership replace carriers or arbiter) and i dont trust in the artwork because of the goons (i already miss them) they are in the art but not in the game. | ||
vicml21
Canada165 Posts
I dont think they said specifically that each new unit will replace an old one, but theyre taking out some old ones i believe. in favour of new ones (ex goons vs immortals & stalkers) if you go to [url=http://www.starcraft2.com/features/protoss/index.xml?tab=immortal]http://www.starcraft2.com/features/protoss/index.xml?tab=immortal[/url] and look at the face of the immortal, it almost reminds me of egyptian sphinxes. its not THAT Important, but i thot it was worth pointing out. for those mining robots, i always thought of them as miners, but can hold more than 8 minerals, to send them to mine random spare patches? but critters sounds like a good explanation as well. and for that ghost behind that figure with his own statue, if it WAS nova, i could picture a CG scene where she takes off the mask and reveals her identity, as part of a storyline thingy. | ||
Drystion
United States2 Posts
![]() In the game play movie, you can see the building (gateway I'm guessing) with 4 units avialable@5:28 there are then 4 stalkers made. As well at 7:10 it has 16 available, and 16 zealots are then ported in. I can also see a cool down after the zealots are warped in, just like merc camps in war3 ![]() Edit: also after the zealots are ported in the food usage is at 75, but after the cut screen it drops to 71, and as far as I can tell, none of the zealots died, I wonder what was going on :D (thats also including the 2 colossus that come in [they appear to take 6 food each]) | ||
lololol
5198 Posts
On May 25 2007 10:47 Ziel wrote: Lol the phoenix's overload icon is the same one as medic's blind icon! SC1 Easter Egg :D ![]() It's not like wow didn't have war3 icons. | ||
Blacklizard
United States1194 Posts
On May 26 2007 15:27 Liquid_Turbo wrote: Anyone see that "iPistol" ad just before the phoenix start attacking the BCs? haha. Also the "SuperNova Men's Club" with the dancing hologram at 3:10. Sexual refernce to Ghost's Nova? Check how out the marine at the bottom of the screen dies to the zealot at 18:26... awesome!!!!! Nice catches! The marine kill is really beautiful... now I gotta watch the video all over again to see all the different kills. I just noticed that sometimes the marines go top and bottom as opposed to side to side. Oh, and a lot of ppl were complaining the zealot lost the ole 1,2 punch. He still has it... but he just gained that double swipe for... well for marine killing! In the last fight scene, 5 units last till the end. The 3 siege tanks, the mothership, and the colossus. | ||
BluzMan
Russian Federation4235 Posts
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GroT
Belgium3003 Posts
![]() it was sooo strong in sc1 remember the first time u heard it u were like wtf is this ... strong edit: absolutely love everything else though | ||
shadowenergy
Australia78 Posts
On May 27 2007 04:32 GroT wrote: one thing that bothered me was the sound tanks make when they fire... its too pussy ![]() it was sooo strong in sc1 remember the first time u heard it u were like wtf is this ... strong edit: absolutely love everything else though QFME This is sooo true, I used to play random for over 1k games, then I chose terrans(1.8k+games) and the siege tnk was possibly the most strategic unit I would have used and I forgot how it had such a significant psychological affect on the enemy. suddenly BOOOOM BOOOOM few units die. in this game its like: "hi im thomas the siege tnk, just saying hi." | ||
Armageddon
United States1 Post
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Manit0u
Poland17257 Posts
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_PulSe_
United States541 Posts
On May 27 2007 08:09 Manit0u wrote: Did you notice that when units die the small boxes in the bottom panel don't change their place any more? ![]() That will also make it look cooler when you are losing massses of zlots. It will be like in Independence day when all their planes where being destroyed by the aliens. Muahahahahah go aliens. | ||
ROOTheognis
United States4482 Posts
cool :D | ||
Z-BosoN
Brazil2590 Posts
On May 27 2007 03:46 BluzMan wrote: On the screenshots with the zergling horde and terrans defending there we can see something weird near the barracks on the top of the screen. It's either a mechanical unit that wasn't in SC or barracks now can have add-ons. That is a flying vehicle, the same one that appears on the artwork video at 1:47 Theres a new terran unit 4 ya :D | ||
Drystion
United States2 Posts
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Luhh
Sweden2974 Posts
On May 19 2007 16:53 Raist wrote: ohhhhh WHOAAAA that makes so much more sense! holy cow...........wowowowowow that's insanely awesome btw did anyone notice this from the SC2 Wiki? Show nested quote + New racial abilities Protoss * Create shields on explored land anywhere on the map. where did they get this from? i saw the entire WWI Day 1 announcement video on the tracker and didnt hear about this at all, nor do i see this on the starcraft2.com page Oh dear god. Does that mean that we still have to play on "unknown" maps that are blacked out in multiplayer. I mean come on! When you've played the map for the thousandth time it's not like it's still fucking unknown and the black shroud only serves to hinder introduction of new maps. Ironically - you need to know what the map looks like in order to play reasonably well in multiplayer. For campaign purposes, sure. Multiplayer, big nono. For clarification: I'm not talking about "fog of war". BTW: I saw "Thick terran armor" and "powerful protoss shields", and some pretty "heavy firepower"! | ||
dudel
Germany188 Posts
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lololol
5198 Posts
On May 27 2007 08:09 Manit0u wrote: Did you notice that when units die the small boxes in the bottom panel don't change their place any more? ![]() It would be easier to select a specific unit that way and not have one die and screw up your selection ;P | ||
vicml21
Canada165 Posts
Gameplay vid, before the LING GG, after the nukes, u can see the cloaked ghosts walk (much like original cloaked units in SC1, for those of you who were wondering how the cloaking is gonna work in SC2). they might be a little hard to see tho, cuz ghosts are pretty small units. | ||
nijigasumi
Philippines6 Posts
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fight_or_flight
United States3988 Posts
-- Golden minerals can be seen when the temptresses are being shown. -- There is some weird protoss guy floating with long hair in the background when the twilight archon is being shown. -- Photon cannons appear to have shields while phase cannons don't. -- Reapers appear to have flame throwers when they attack the phase cannons after they unload from the dropship. | ||
Blacklizard
United States1194 Posts
2. Soul Hunters, when they have a Green shield, they do way more dmg (via graphics at least). 3. golden minerals exist. probly = more. 4. Phase cannon has references to OLD starwars. See closeup. On top, has the blue R2-D2 line thingie. And the ball is shaped and reminds you of the light saber trainer thingie (seeker remote?) Luke fought in original, etc. http://www.technovelgy.com/ct/content.asp?Bnum=476 4.5 Check the phase cannon close up on slow motion in VLC. Good lord, extreme detail on that thing when it's created! I like. 5. Bunker is firing even tho force shield around it. I saw no casting animation from templar for shield tho. 6. Probes carrying sqaure thingies of gas, a transformers reference... what did they call them? Energon cubes? 7. Probes do go inside gas mine afterall it seems. 8. When tempest launches the disks, it's got an internal rotating dealie that moves forward near it's nose. Easier to see in closeup. 9. New Archon only shoots with one hand. Cocky cowboy. Yeah, the beam should be bigger/more impressive. Maybe they slimmed it down to avoid clutter and allow more range. 10. Reaver is in there, thank god, but they need to make it as cool looking as the old. It looks very awkward currently. Hell, i'm just glad it's back! | ||
Doctorasul
Romania1145 Posts
Other than the roundness of the top part, where's the similarity to R2D2? And probes carry vespene gas in cubes in bw aswell. Or is it also a reference to transformers? | ||
lamarine
586 Posts
2) about new protoss warp-in technology : it seems that in WWI demo they have quickened warp-in time, cause zealots warped-in in 2 seconds, but in PCGamer's video in last battle u can see somebody warping-in for a really long time (10 sec min)... so as i see it : in SC1 zealot is building 10 seconds, in SC2 it's 5 sec gateway cooldown + 5 sec for warping-in.... | ||
lololol
5198 Posts
On June 16 2007 00:37 lamarine wrote: 1) SCVs with one hand carry minerals/gas and with other hand build structures 2) about new protoss warp-in technology : it seems that in WWI demo they have quickened warp-in time, cause zealots warped-in in 2 seconds, but in PCGamer's video in last battle u can see somebody warping-in for a really long time (10 sec min)... so as i see it : in SC1 zealot is building 10 seconds, in SC2 it's 5 sec gateway cooldown + 5 sec for warping-in.... 1 is really lame, wtf not carry 2 pieces of minerals, are they lazy or something ![]() | ||
b_unnies
3579 Posts
On May 29 2007 10:52 lololol wrote: Show nested quote + On May 27 2007 08:09 Manit0u wrote: Did you notice that when units die the small boxes in the bottom panel don't change their place any more? ![]() It would be easier to select a specific unit that way and not have one die and screw up your selection ;P in this screenshot, if you enlarge it, why is there a "1" next to the first zealot in the first row to the left? | ||
Doctorasul
Romania1145 Posts
On June 16 2007 00:37 lamarine wrote: ... 2) about new protoss warp-in technology : it seems that in WWI demo they have quickened warp-in time, cause zealots warped-in in 2 seconds, but in PCGamer's video in last battle u can see somebody warping-in for a really long time (10 sec min)... so as i see it : in SC1 zealot is building 10 seconds, in SC2 it's 5 sec gateway cooldown + 5 sec for warping-in.... No, those are 2 phase cannons in their mobile mode, the animation is different from warping units, it has several blue transparent squares. The one in the upper part of the screen has a high templar in front of it, not a warping unit. In the original demo the warp in time was 5 seconds, not 2. I really don't see why you believe 5 seconds to be too short. Imagine 5 seconds of vulnerability when you're trying to warp in units to defend your ramp. It is also enough time for the opponent to react to units being warped in near the mineral line and it means you can only warp in far away from enemy troops, as 5 seconds is more than enough time to destroy them. I fail to see why it needs to happen slower. | ||
lololol
5198 Posts
Not to mention if you want to block a choke your units will still block it. | ||
LanceCulahn
51 Posts
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Doctorasul
Romania1145 Posts
On June 16 2007 05:11 lololol wrote: You fail to see why it's good to spawn your units very fast and in the apropriate place? Why would people proxy buildings, if this wasn't if such a thing is not a big deal? Why the hell people use recall at all if it even can't teleport your whole army and doing so is not a big deal? And you get that almost for free... lol Not to mention if you want to block a choke your units will still block it. Proxying buildings and recall are obviously excellent tactics and this new feature is brilliant, but that's not what I'm addressing at all. I'm not saying it's not useful or a big deal, on the contrary, it looks very useful. All I'm saying is it looks to have a slow enough speed to not be "overpowered". Keep in mind that to do this effectively you would have to have many warpgates and the pylon upgrade for the prysms and we don't yet know how costly any of them are, but they probably won't be free. Just because it doesn't take as long as a photon cannon warping in doesn't automatically mean it's too strong or too easy to use. Recall would also seem overpowered at first glance, wouldn't it? Yet it's not free or easy to pull off properly, even though it's instantaneous. Why can't the same apply to the non-instantaneous warp in? Edit: If overpowering is not your main reason for saying it's too fast, then what is? What convinced you that it is too fast? You've said in another thread that there is a minimap ping when the unit finishes warping, while resources are taken when warping is started, also units at the start of a warp in have low hp/shield and build it up as a building does in sc1 I asked you to elaborate but you probably didn't see my post. I don't understand how the gradually increasing hp/shield and when you pay for the unit leads you to think the animation is going to be slowed down. Maybe I'm missing something, please elaborate a bit. I see your point of the ping being useless in this situation, but I find it more likely it's a remnant from the other "normal" production buildings, where it is very useful. | ||
lololol
5198 Posts
There would be no point in building up hp, when it's instant(you don't see units in sc1 having that, for example). I thought the warp in animation was too fast just by looking at it, you could also compare it to the mothership one, which is slower. | ||
Blacklizard
United States1194 Posts
On June 15 2007 23:35 Doctorasul wrote: The robot Luke trains with in episode IV is a rotating sphere with white spots. If that is a reference, than any generic sphere ever made in a game is a reference to the robot trainer. Other than the roundness of the top part, where's the similarity to R2D2? And probes carry vespene gas in cubes in bw aswell. Or is it also a reference to transformers? Riiiight. StarCraft is so not influenced or pays homage to old sci fi movies. And it really doesn't have any other star wars references enough to make you pay attention to other star wars references or influences. As a matter of fact, STAR Wars wasn't an influence to STARcraft at all. Star Wars hasn't influenced anything else in existence, right? That's a laugh. A spherical, floating, metallic, robotic thingie with circular upon circular openings that SHOOT at you doesn't remind me of the seeker droid at all. Nope, not at all. R2-D2 reference... the blue stripe that varies in width? There are two on R2-D2's front panel. Even the way the phase cannon (and other protoss buildings) have the little blue lines that trace around everything when they warp in remind me of the ion cannon blasts on the ships in star wars. No, the phase cannon is not a complete rip, like the immortal, but it's close enough to be a very possible reference to star wars for a mention in a fun thread about stuff you can glean from the videos. Come on, work with me here. StarCraft: Probes (robots) carrying cubical brightly colored items made up of the actual resources (energy) themselves that have been fought over by opposing sides. Old Transformers cartoon: Transformers (robots) carrying cubical brightly colored items made up of the actual resources (energy) themselves that have been fought over by opposing sides. Yeah, no similarity once again. I just can't see it. I give. =[ | ||
havok
United States27 Posts
High Templar: The High Templar is back and he'll bring his powerful psionic storm area attack with him. But hes gotten a handy new power, he'll be able to create a force field to trap enemy units temporarily or create barriers | ||
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Liquid`Jinro
Sweden33719 Posts
The Immortal has 2 green ones in the same place (special shield?) | ||
Blacklizard
United States1194 Posts
On June 16 2007 11:52 FrozenArbiter wrote: When they select the zealot, in the left corner next to the unit mesh and stats there's some kind of icon (something to do with charge? was some kind of flashing thing in that area when the zealot charged). The Immortal has 2 green ones in the same place (special shield?) Right. The best theory so far is that it shows upgrades for the unit. Legs for zealot and (apparently) 2 levels of shields for the immortals. I am very curious if the enemy can click on your units and see what upgrades you have now. | ||
Doctorasul
Romania1145 Posts
![]() ![]() About the warp in animation, I guess we'll just have to wait and see. I'm willing to bet 3 cold beers I'm right. | ||
bi11y-_-
Kazachstan2 Posts
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Duffybeer
China183 Posts
On June 17 2007 01:23 Doctorasul wrote: Of course the game is riddled with references, just not the phase cannon ![]() What are you talking about? The transformers series was aired waaaay before starcraft. | ||
Doctorasul
Romania1145 Posts
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havok
United States27 Posts
On June 16 2007 09:17 Blacklizard wrote: Show nested quote + On June 15 2007 23:35 Doctorasul wrote: The robot Luke trains with in episode IV is a rotating sphere with white spots. If that is a reference, than any generic sphere ever made in a game is a reference to the robot trainer. Other than the roundness of the top part, where's the similarity to R2D2? And probes carry vespene gas in cubes in bw aswell. Or is it also a reference to transformers? Riiiight. StarCraft is so not influenced or pays homage to old sci fi movies. And it really doesn't have any other star wars references enough to make you pay attention to other star wars references or influences. As a matter of fact, STAR Wars wasn't an influence to STARcraft at all. Star Wars hasn't influenced anything else in existence, right? That's a laugh. A spherical, floating, metallic, robotic thingie with circular upon circular openings that SHOOT at you doesn't remind me of the seeker droid at all. Nope, not at all. R2-D2 reference... the blue stripe that varies in width? There are two on R2-D2's front panel. Even the way the phase cannon (and other protoss buildings) have the little blue lines that trace around everything when they warp in remind me of the ion cannon blasts on the ships in star wars. No, the phase cannon is not a complete rip, like the immortal, but it's close enough to be a very possible reference to star wars for a mention in a fun thread about stuff you can glean from the videos. Come on, work with me here. StarCraft: Probes (robots) carrying cubical brightly colored items made up of the actual resources (energy) themselves that have been fought over by opposing sides. Old Transformers cartoon: Transformers (robots) carrying cubical brightly colored items made up of the actual resources (energy) themselves that have been fought over by opposing sides. Yeah, no similarity once again. I just can't see it. I give. =[ Please do give up. Who cares if something was influenced by something else? What the hell do you think artists do? Becoming an artist and finding your own style is all about influences from other things or people. Architecture is the same way. Music. Movies. Tv. Every aspect of life is constantly 'borrowing' so to speak from something that's happened or existed before. That's life. If you're going to throw a hissy fit over a PC game having minute, vague similarities that no one caught on to except .0001% of the population playing Starcraft, you're in for a whiny, complaintative life. | ||
Blacklizard
United States1194 Posts
On June 17 2007 14:02 havok wrote: Show nested quote + On June 16 2007 09:17 Blacklizard wrote: On June 15 2007 23:35 Doctorasul wrote: The robot Luke trains with in episode IV is a rotating sphere with white spots. If that is a reference, than any generic sphere ever made in a game is a reference to the robot trainer. Other than the roundness of the top part, where's the similarity to R2D2? And probes carry vespene gas in cubes in bw aswell. Or is it also a reference to transformers? Riiiight. StarCraft is so not influenced or pays homage to old sci fi movies. And it really doesn't have any other star wars references enough to make you pay attention to other star wars references or influences. As a matter of fact, STAR Wars wasn't an influence to STARcraft at all. Star Wars hasn't influenced anything else in existence, right? That's a laugh. A spherical, floating, metallic, robotic thingie with circular upon circular openings that SHOOT at you doesn't remind me of the seeker droid at all. Nope, not at all. R2-D2 reference... the blue stripe that varies in width? There are two on R2-D2's front panel. Even the way the phase cannon (and other protoss buildings) have the little blue lines that trace around everything when they warp in remind me of the ion cannon blasts on the ships in star wars. No, the phase cannon is not a complete rip, like the immortal, but it's close enough to be a very possible reference to star wars for a mention in a fun thread about stuff you can glean from the videos. Come on, work with me here. StarCraft: Probes (robots) carrying cubical brightly colored items made up of the actual resources (energy) themselves that have been fought over by opposing sides. Old Transformers cartoon: Transformers (robots) carrying cubical brightly colored items made up of the actual resources (energy) themselves that have been fought over by opposing sides. Yeah, no similarity once again. I just can't see it. I give. =[ Please do give up. Who cares if something was influenced by something else? What the hell do you think artists do? Becoming an artist and finding your own style is all about influences from other things or people. Architecture is the same way. Music. Movies. Tv. Every aspect of life is constantly 'borrowing' so to speak from something that's happened or existed before. That's life. If you're going to throw a hissy fit over a PC game having minute, vague similarities that no one caught on to except .0001% of the population playing Starcraft, you're in for a whiny, complaintative life. Sorry I wasn't clear; you misunderstand me. I like the references to Star Wars (well maybe not the immortal so much, but that's different), Aliens, etc. I guess some others were complaining due to references. I agree that creativity is often taking old things and putting a new twist on them or combining them in weird ways. I think Blizzard often does it pay homage to their old favorite shows and movies (and music). I believe I happen to be around the age of a lot of the guys at Blizzard, so these references hit home and are very dear to me. Sorry to anybody if I got worked up about things. | ||
T-P-S
United States204 Posts
The minimap displays the actual shape of buildings from above, instead of as a large square Marines can be cut in half either vertically or horizontally at the waist as two of their death animations It appears that each race now has unique control and vespene icons at the top of the screen Zerglings have at least two bounding animations for when they move along, a short hop and a slightly longer glide with the wings buzzing Edit: typo | ||
lamarine
586 Posts
On June 17 2007 16:49 T-P-S wrote: Marines can be cut in half either vertically or horizontally at the waist as two of their death animations not actually right - when they die from planet cracker - they are just burning down.... | ||
Ziel
Malaysia241 Posts
On June 17 2007 16:49 T-P-S wrote: In a screenshot on the official site, an immortal is displayed with 93/100 shields after being hit with a single sieged round. If tank damage is being left at 70, that would suggest that the hardened shields reduce heavy damage to 10% of normal The minimap displays the actual shape of buildings from above, instead of as a large square Marines can be cut in half either vertically or horizontally at the waist as two of their death animations It appears that each race now has unique control and vespene icons at the top of the screen Zerglings have at least two bounding animations for when they move along, a short hop and a slightly longer glide with the wings buzzing Edit: typo -___- minimap still the same. diff vespene icons and control are as in SC1. EDIT: missle turrets still have a guy manning them from between the two turrets! | ||
Blacklizard
United States1194 Posts
On June 17 2007 16:49 T-P-S wrote: In a screenshot on the official site, an immortal is displayed with 93/100 shields after being hit with a single sieged round. If tank damage is being left at 70, that would suggest that the hardened shields reduce heavy damage to 10% of normal The minimap displays the actual shape of buildings from above, instead of as a large square Marines can be cut in half either vertically or horizontally at the waist as two of their death animations It appears that each race now has unique control and vespene icons at the top of the screen Zerglings have at least two bounding animations for when they move along, a short hop and a slightly longer glide with the wings buzzing Edit: typo I think you are right about the immortals. In the big video, with the 6 immortals vs the tanks, if we assume tanks have +2 weapon upgrades, it works out right. The first immortal to die seems to take 12 direct shots before you see shields go down, then 1 splash plus 3 direct (without shields) and dies. If tanks are doing 80 a shot at +2 att ups, and if their shields take 10%, that's 12 shots X 8 = 96 3 shots X 80 = 240 plus some damage from splash... that'll kill a 240HP+100 Shield immortal. Yup, that kills an immortal perfectly. Could anyone double check my counting if shots in the video? it's a little hard to see with all the smoke and junk. | ||
Konni
Germany3044 Posts
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sith
United States2474 Posts
On June 18 2007 10:52 Konni wrote: What is this? (wait for image to load) ![]() I'm pretty sure that the phase thing that lets you teleport units and have mobile pylon power. | ||
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