The New Protoss "Style" - Page 2
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PissedOffEmo
Canada777 Posts
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Cascade
Australia5405 Posts
On May 20 2007 16:01 PJA wrote: I don't think it's even remotely possible to talk about the style of each race without even knowing all of the units/buildings. Not possible? Watch us!! it is clear that protoss also has a new hand of god in the two air units specialised agianst respectively 1) many units 2) few units So whatever you throw at them, you loose. Then add the mothership that owns any bigger attack with the black hole if it's in air, or with the time thingy if it's from ground. I call imba!!!!! But I'm really looking forward to have 5 control groups of lings, only now groups of 24! gogo swarm!! | ||
Cascade
Australia5405 Posts
On May 20 2007 16:24 PissedOffEmo wrote: from this video it looks like 5 goons can take out so many tanks those goons >> tanks it seems, but the videoclip shows that if you bring the jump-pack infantery, then np. So terrans will have to build more than one barracks aginst protoss in sc2 it seems. | ||
useLess
United States4781 Posts
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mahnini
United States6862 Posts
On May 20 2007 16:39 useless wrote: Im gonna miss the beepbeepbeep of goons dying And the blue goo, god that was satisfying. edit: already speaking in past tense. Is, I meant IS! | ||
Excalibur_Z
United States12181 Posts
On May 20 2007 16:26 Cascade wrote: Not possible? Watch us!! it is clear that protoss also has a new hand of god in the two air units specialised agianst respectively 1) many units 2) few units So whatever you throw at them, you loose. Then add the mothership that owns any bigger attack with the black hole if it's in air, or with the time thingy if it's from ground. I call imba!!!!! But I'm really looking forward to have 5 control groups of lings, only now groups of 24! gogo swarm!! There's no cap on unit selection. Also presumably the War3 features will remain intact, such as Subgroups, limited Autocast (Zealot charge ability is automatic, for example), and hotkeying multiple buildings to a control group. I wonder what specifically triggers the Immortal shield. Is it hard-scripted against certain units, or is there a damage threshold? If it's the latter, perhaps upgrading can work against you. For example, say the damage threshold is 35. If you reach 2/2 upgrades your Siege Tank in Tank Mode now triggers the shield, whereas ordinarily perhaps that's an effective way of dealing with Immortals. | ||
Zironic
Sweden341 Posts
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Jyvblamo
Canada13788 Posts
On May 20 2007 16:58 Excalibur_Z wrote: There's no cap on unit selection. Also presumably the War3 features will remain intact, such as Subgroups, limited Autocast (Zealot charge ability is automatic, for example), and hotkeying multiple buildings to a control group. I wonder what specifically triggers the Immortal shield. Is it hard-scripted against certain units, or is there a damage threshold? If it's the latter, perhaps upgrading can work against you. For example, say the damage threshold is 35. If you reach 2/2 upgrades your Siege Tank in Tank Mode now triggers the shield, whereas ordinarily perhaps that's an effective way of dealing with Immortals. It seems more logical to have it be triggered by attack type, eg; the 'Explosive' attack of the Siege Tank would trigger the shield, whereas the 'Piercing' attack of the Reapers would not. | ||
~OpZ~
United States3652 Posts
On May 20 2007 15:26 Zeenix wrote: It would be really imba if the zerglings could make tunnels underground and just pop up anywhere and rape a mineral line or two. ._.' Then they'd be like demon moles or something. The advertisement for demon mole-killer would be to hire a Marine. Golden...Post...omg "They'd be like...demon moles...or something. | ||
Fen
Australia1848 Posts
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Liquid`Jinro
Sweden33719 Posts
On May 20 2007 16:22 fanta[Rn] wrote: FA i love you, thanks for being back. <3 Probably closing in on 150 posts since SC2 was announced. WEE. Maybe I'll start posting in the regular BW sections once I realize blizzard isn't gonna release Sc2 tomorrow..:D | ||
Zironic
Sweden341 Posts
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MadNeSs
Denmark1507 Posts
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XCetron
5225 Posts
2dmg per sec or something. Doesnt make sense to have a giant floating freaking "command center" and no auto D of its own. maybe even 1 damage per sec, just give it something. | ||
Jyvblamo
Canada13788 Posts
On May 20 2007 18:43 XCetron wrote: They need to give Terran CC a minigun on top or something so it can defend it self. 2dmg per sec or something. Doesnt make sense to have a giant floating freaking "command center" and no auto D of its own. maybe even 1 damage per sec, just give it something. Why do they need that? Anti-rush? Blizzard already basically said "Fuck anti-rush, noobs". From SC2 Panel discussion on gameplay: Pardo suggests that "with Starcraft II, [Blizzard is] really going back to its roots to make a true sequel to Starcraft"--a sequel where resource management will be much more central to gameplay, with less micromanagement of different units with special abilities, and in which full-on early-game "rushing" (making an all-out assault at or near the beginning of a new game session) will be much more viable. In fact, the VP goes on to state that the game will probably offer more early "tech tree" optons--different development paths players can take by building different structures and researching different upgrades--which will make early-game scouting more important, and will make early-game rushing a more-diverse and deeper strategy. | ||
Eeeegor
Australia809 Posts
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Zeenix
United States47 Posts
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OMFGlearntoplay
32 Posts
On May 20 2007 18:46 Jyvblamo wrote: Why do they need that? Anti-rush? Blizzard already basically said "Fuck anti-rush, noobs". From SC2 Panel discussion on gameplay: Rushing should be part of the game, no problem. But this quote about less micromanagement of diff units with special abilities... ehh, I don't like the sound of that. So no reaver micro? Colossi aim better without intervention? No need to stim your marines and run circles around other units? No spider mine micro? No hit and run vulture vs Zealot? I hope I'm just not understanding what he's trying to say. | ||
Rotodyne
United States2263 Posts
On May 20 2007 19:21 OMFGlearntoplay wrote: Rushing should be part of the game, no problem. But this quote about less micromanagement of diff units with special abilities... ehh, I don't like the sound of that. So no reaver micro? Colossi aim better without intervention? No need to stim your marines and run circles around other units? No spider mine micro? No hit and run vulture vs Zealot? I hope I'm just not understanding what he's trying to say. Not at all what he is trying to say...like FA said: Warcraft III 5% Macro 95% Micro Starcraft 50% Micro 50% Macro Thats what they will try to go for in Starcraft 2 as well (hopefully) | ||
mydhn007
China5 Posts
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