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On May 20 2007 19:59 OMFGlearntoplay wrote:Show nested quote +On May 20 2007 10:23 PinoyTalaga324 wrote: Dilling explains that because SC2 is being developed with professional competition in mind, the sequel's special effects will be "tight, fast, and quick" such that they don't obscure the action or slow down your computer. However, "landmark events" like the summoning of the top-level protoss mothership unit will be accompanied by sufficient graphical fanfare to point out their importance.
yay! Thanks u! Saying it is one thing. But you have seen the videos right? Seeing is believing... there has been some clutter already. It disappears after 4 or 5 seconds... disappears way too slow to matter in a real fight. But hopefully we can turn that crap off anyway.
You can probably turn the game into 10 pixels fighting another 10 pixels in the grapgics settings if you really want to.
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somebody posted this comment over at gotfrag, thought it was somewhat conducive to good discussion.
+ Show Spoiler +Hrmm... PC Gaming industry have come a long way. Games that simply blew everyone away (Half Life, Doom, Command & Conquer) series have come under heavy fire when designing the next gen sequel to their previous blockbuster games. Perhaps the bar was set too high, or other gaming genres have emerged since then that became funner to play (MMORPG over FPS, Music games over fighting games @ the arcade, etc). These games were good 5-10 years ago, but they necessarily won't be as good with updated graphics and whatnot. What I think hurt them the most was the huge time gap in which the sequels were released.
The charm about StarCraft was the versatility of the game itself. Incredible storyline, graphics sweet to the eye and also easy for the computer to handle, and most of all, the flexibility of multiplayer play. Blizzard takes a different approach with SC2, and I can't help but notice the C&C elements that have found its way into the game. SC1 was about micro'ing small units and constructing your heavy units to deal the maximum splash damage to opposing units, and allowing a half squadron of special units(vultures, DT, Lurker) to outmaneuver large enemy armies to deal a crucial blow to their resources. With SC2, all I see are multiple "all-purpose" units that just singlehandedly kick so much @$$, that Blizzard needed to design another unit to counter the previous imba unit. Maybe this was the formula they had with SC1, but this simply does not seem to enrich the gameplay for a sequel.
They shouldn't have labeled this as SC2, as it would generate much expectations for this game to live up to. Maybe something like "Starcraft: (insert any corny sequel line here)". Well, all I have to say is, if you want to enjoy this game, don't treat it as "Starcraft 2". It's a completely different game than the original Starcraft, and gamers shouldn't get upset if the cues aren't completely faithful to the first series. Props for Blizzard for not making this multi-platform. I would've shot myself if I found out SC2 was going to be released on the XBox360. UnrealIII definitely screwed themselves by making that game available to all consoles.
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Braavos36370 Posts
i don't think there are any all purpose units other than that mothership (which likely will almost never see competitive play if its balanced right)... they showed each unit's weaknesses in that opening vid
the immortals, stalkers, colossus, everything had a weakness
edit: also someone mentioned this before but immortals look so much like the destroyer droids from star wars episode I, especially when their shields are taking damage
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On May 20 2007 23:59 tiffany wrote:somebody posted this comment over at gotfrag, thought it was somewhat conducive to good discussion. + Show Spoiler +Hrmm... PC Gaming industry have come a long way. Games that simply blew everyone away (Half Life, Doom, Command & Conquer) series have come under heavy fire when designing the next gen sequel to their previous blockbuster games. Perhaps the bar was set too high, or other gaming genres have emerged since then that became funner to play (MMORPG over FPS, Music games over fighting games @ the arcade, etc). These games were good 5-10 years ago, but they necessarily won't be as good with updated graphics and whatnot. What I think hurt them the most was the huge time gap in which the sequels were released.
The charm about StarCraft was the versatility of the game itself. Incredible storyline, graphics sweet to the eye and also easy for the computer to handle, and most of all, the flexibility of multiplayer play. Blizzard takes a different approach with SC2, and I can't help but notice the C&C elements that have found its way into the game. SC1 was about micro'ing small units and constructing your heavy units to deal the maximum splash damage to opposing units, and allowing a half squadron of special units(vultures, DT, Lurker) to outmaneuver large enemy armies to deal a crucial blow to their resources. With SC2, all I see are multiple "all-purpose" units that just singlehandedly kick so much @$$, that Blizzard needed to design another unit to counter the previous imba unit. Maybe this was the formula they had with SC1, but this simply does not seem to enrich the gameplay for a sequel.
They shouldn't have labeled this as SC2, as it would generate much expectations for this game to live up to. Maybe something like "Starcraft: (insert any corny sequel line here)". Well, all I have to say is, if you want to enjoy this game, don't treat it as "Starcraft 2". It's a completely different game than the original Starcraft, and gamers shouldn't get upset if the cues aren't completely faithful to the first series. Props for Blizzard for not making this multi-platform. I would've shot myself if I found out SC2 was going to be released on the XBox360. UnrealIII definitely screwed themselves by making that game available to all consoles.
Have you watched completly different videos than what I've seen? I have seen Immortals that completly rip heavy weapons like tanks to pieces but get screwed over by simple marines/reavers.
I've seen the new zealots completly dominate the the other basic units while getting slaughtered by the siege tanks.
I've seen protoss new air units of which one is only good against capital ships and the other only good against lesser ships.
So far it seems like they're making every unit in SC2 highly specialised (atleast protoss) and being very hard counters against eachother.
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hey guys i justed checked sclegacy and was impressed with their coverage, didnt know where to post this.. pretty up to date including this:
One of the most surprising revelations in the team's presentation was that StarCraft II will have the same number of units as the original game. That means that for every new unit added to a sides' army, one had to come out. Apparently the team did this for both gameplay and design reasons. Limiting the number of units forced the team to focus on exactly what each unit was expected to do and why it should be there. There were some iconic units like the Zealots, Marines and Zerglings that no one could imagine the game without, but there were other calls that were apparently quite painful to make. Pardo seems to feel that forcing the team to make these painful choices will result in a better game by avoiding extraneous units that never get used.
from gamespy article.. anyways check http://www.sclegacy.com for those who havent seen it..
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Netherlands19129 Posts
On May 21 2007 00:04 Hot_Bid wrote: i don't think there are any all purpose units other than that mothership (which likely will almost never see competitive play if its balanced right)... they showed each unit's weaknesses in that opening vid
the immortals, stalkers, colossus, everything had a weakness
And the tanks still dropped the immortals, they arent immune to tanks or heavy fire or w/e. Add some infantry / other assorted metal as a buffer for them which is already the case in SC1 so they cant reach them as fast and theyll go down like any form of goon we've already seen.
Its just far from optimal to use tanks against immortals but theyll still do the job given 4 more seconds. And dont even get me started on what happens if you EMP the Immortals while they are under tank fire.
It's all relative, and as such, it's all pretty damn good.
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Personally I'm quite impressed by how specialised the new units seem to be, doesn't seem to be any real all purpose units like the hydralisks/dragoons anymore.
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Braavos36370 Posts
On May 21 2007 00:14 Zironic wrote: Personally I'm quite impressed by how specialised the new units seem to be, doesn't seem to be any real all purpose units like the hydralisks/dragoons anymore. just because they don't show these units don't mean they aren't there
there are a ton of units they haven't shown us yet, obviously they're going to show the ones with special abilities in the trailer, nobody wants to see a generic hydralisk
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Also keep in mind that the Immortals may have been buffed for demonstration purposes.
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On May 20 2007 12:39 Raist wrote:Show nested quote +On May 20 2007 12:37 fusionsdf wrote: If they had a white flash of light all over the map the moment the mothership was completed, it would make for an awesome "Oh, fuck" moment. haha that would be really cool and scary sort of like hearing Nuclear Launch Detected, you should be able to see the coming of a mothership from anywhere on the map
ha i like how u can see when the nukes gonna come this time >_<!
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Cayman Islands24199 Posts
sounds like they've been reading tl.
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Netherlands19129 Posts
On May 21 2007 00:29 oneofthem wrote:sounds like they've been reading tl. lmao :D
And I hope the nuke sight thingy is visible to terran only to make them more viable so you'd actually have to scout the ghost. Or just leave the dot in the middle of the animation to others tbh .
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hope it doenst get too complex like age of empire; aoe was a good game but it was too complicated, the food chain amongst the units, and i never got really into it.
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On May 21 2007 00:37 Nyovne wrote:lmao :D And I hope the nuke sight thingy is visible to terran only to make them more viable so you'd actually have to scout the ghost. Or just leave the dot in the middle of the animation to others tbh  .
I have fond memories of finding a red dot in by base and thinking "Shit, I need a decloaker here fast or I'm dead".
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Ive heard people refer to the Starcraft gameplay recently as a system of "soft counters." Which I think is generally because games post-SC have used even harder hard counters, being that sometimes there are units that are almost invincible vs other units. Whereas in SC macro was more important than just fielding the correct units as with the right numbers anything can be viable(Hence macro specific strategies like mass hydra in the earlier days).
These articles alleviated most any fears I have about SC2, particularly by them showing a great deal of understanding about how WC3 had such an uneventful early game and how differences in player skill in that game are like shades of grey.
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From playing the WC3 ladder I had many experiances where I've lost to players I know played alot worse then me simply because their unit combination defeated by unit combination and WC3 is always decided by one decisive battle, I don't think this problem will stay in SC2 since single battles no longer have the same importance.
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Netherlands19129 Posts
On May 21 2007 00:45 Zironic wrote: From playing the WC3 ladder I had many experiances where I've lost to players I know played alot worse then me simply because their unit combination defeated by unit combination and WC3 is always decided by one decisive battle, I don't think this problem will stay in SC2 since single battles no longer have the same importance. I share in your prayers m8, but the interviews stemmed me a hopefull person yes?!
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Germany1300 Posts
I dare to bump this thread since I think the two articles in the first post contain the most important information about sc2 that exist right now.
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On May 22 2007 11:03 Chosi wrote: I dare to bump this thread since I think the two articles in the first post contain the most important information about sc2 that exist right now.
Yup
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Think about how cool the UMS maps could be with the graphics and the overall complexity of the game.
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