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DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
Last Edited: 2007-07-26 19:24:33
May 21 2007 03:29 GMT
#1
Some stats from the gameplay video. All damage calculations are made without considering damage types. Please feel free to discuss or add any other stats if you find new sources

If there is any info lacking like a unit psicost but no mineral or gas cost that doesnt mean the unit is free. It means that there is no info yet.

PROTOSS:

Probe (Ground)
cost:
[image loading]
?
hp: 20
shields: 20
built from: Nexus
abilities: Gather minerals and gas, Warp in buildings
damage: ?

Zealot (Ground)
cost:
[image loading]
100
[image loading]
2
hp: 100
shields: 60
built from: Gateway/Warpgate
abilities: Charge
damage: With no upgrades kills marines in 3 hits. If marines still hav 40 armor that is between 14 and 19 damage per hit. They also kill the barracks in around 40-45 hits which would place the rax at around 550-800 hp.

Immortal (Ground)
cost:
[image loading]
3
hp: 240
shields: 100
build from: Gateway/Warpgate
abilities: Harden Shield (Passive)
damage: Kills tanks in 6 hits. If tanks still have 150 hp that puts the immortals damage around 25. But with immortals 340 added hp and shields compared to the old goons total 180, maybe tanks also have their hp raised?

Stalker (Ground)
cost:
[image loading]
125
[image loading]
50
[image loading]
2
hp: 120
shields: 60
built from: Gateway/Warpgate
abilitys: Blink
damage: The cooldown on the blink is 8 sec. Kills reapers in 4 shots and zerglings in 3. Guessing reapers have 40 hp and zerglings 35 that would put their damage around 12-13.

High Templar (Ground)
cost:
[image loading]
?
hp: ?
shields: ?
build from: Gateway/Warpgate
Abilities: Psionic Storm, Stasis Field, Merge any combination of 2 HT/DT to make a Twilight Archon.
damage: ?

Dark Templar (Ground)
cost:
[image loading]
?
hp: ?
shields: ?
build from: Gateway/Warpgate
Abilities: Invisibility, Merge any combination of 2 HT/DT to make a Twilight Archon.
damage: Propebly high

Twilight Archon (Ground)
cost:
[image loading]
?
hp: ?
shields: ?
build from: Merging two templar.
damage: Propebly high with a nice splash

Phase Prism (Ground)
cost:
[image loading]
2
hp: 100
shields: 40
build from: Robotics Facility
damage: none

Colossus (Ground)
cost:
[image loading]
6
hp: 400
shields: 325
built from: Robotics Facility
abilities: Cliff Walking
damage: Hard to judge from the video since its a beam but it looks like it does around 50-100 damage per second to those lings while the beam is on.

Reaver (Ground)
cost:
[image loading]
?
hp: ?
shields: ?
built from: Robitics Facility
abilities: Produces and fires splash damage scarabs.
damage: high(?)

Observer (Air)
cost:
[image loading]
?
hp: ?
sheilds: ?
built from: Robotics Facility
abilities: Invisibility, Detector
damage: none

Phase Prism (Air)
cost:
hp: 100
sheilds: 40
built from: Robotics Facility
abilities: Phasing Mode(Mimics a pylon), Transportation
damage: none

Phoenix (Air)
cost:
[image loading]
2
hp: 120
shields: 80
build from: ?
damage: Again hard to judge from the video. Doesnt look like the single target attack does much damage but the special ability sure does.

Warp Ray (Air)
cost:
[image loading]
3
hp: 125
shields: 75
built from: ?
damage: Increases by time if the ray isnt broken.

Star Relic (Air)
cost:
[image loading]
?
hp: ?
shields: ?
built from: Stargate
abilities: Cloaking field
damage: ?

Tempest (Air)
cost:
[image loading]
?
hp: ?
shields: ?
built from: Stargate
abilities: Holds and launches interceptors.
damage: ?

Mothership (Air)
cost:
[image loading]
400
[image loading]
400
[image loading]
8
hp: 850
shields: 350
built from: ?
abilities:
Time Bomb, 75 Energy
Planet Cracker, 100 Energy
Black Hole, 150 Energy
damage: a lot O_O

Remember that nothing so far is final and all of these stats will propebly change.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
May 21 2007 03:37 GMT
#2
You still collect minerals and gas 8 at a time.
Cpt Obvious
Profile Blog Joined November 2006
Germany3073 Posts
May 21 2007 04:04 GMT
#3
what'd you expect? Re-Invention of the wheel? ^_^;

Thanks for doing the math though. Make sure to update it once we get to see some more videos!
Nobody ever reads signatures of people like me, do they?
useLess
Profile Blog Joined January 2004
United States4781 Posts
May 21 2007 04:31 GMT
#4
Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.
Moonlight Shadow
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
May 21 2007 04:38 GMT
#5
On May 21 2007 13:31 useless wrote:
Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.


Thats probably from a trigger. Thats pretty tech if that campaign editor can do shit like that.

Condition
If shields are X.

Action
Make Energy Y.

Preserve trigger!
..and then I would, ya know, check em'. (Aka SpoR)
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
May 21 2007 04:43 GMT
#6
On May 21 2007 13:38 CharlieMurphy wrote:
Show nested quote +
On May 21 2007 13:31 useless wrote:
Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.


Thats probably from a trigger. Thats pretty tech if that campaign editor can do shit like that.

Condition
If shields are X.

Action
Make Energy Y.

Preserve trigger!


Quote from Blizzard:

"In a real game the mothership would be out of energy and out of shields..."
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 21 2007 04:43 GMT
#7
On May 21 2007 12:29 DrainX wrote:

Stalker
hp: 120
shields: 60
psi:2
damage: The cooldown on the blink is 8 sec. Kills reapers in 4 shots and zerglings in 3. Guessing reapers have 40 hp and zerglings 35 that would put their damage around 12-13.

Colossus
hp: 400
shields: 325
psi: 6
damage: Hard to judge from the video since its a beam but it looks like it does around 50-100 damage per second to those lings while the beam is on.



remember these are seconds in a demo that is being played on a speed slower than the Fastest speed setting
ModeratorBlame yourself or God
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
May 21 2007 04:44 GMT
#8
On May 21 2007 13:31 useless wrote:
Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.


yeah, the voice over explained that. its unrealistic and trigger based
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
May 21 2007 04:45 GMT
#9
What is the psi?
CTStalker
Profile Blog Joined November 2004
Canada9720 Posts
May 21 2007 04:49 GMT
#10
how much supply they take
By the way, my name is Funk. I am not of your world
funkie
Profile Blog Joined November 2005
Venezuela9376 Posts
May 21 2007 04:49 GMT
#11
On May 21 2007 13:45 il0seonpurpose wrote:
What is the psi?


Psi is the number of units the Protoss has, Psi used/psi Available.

Same goes for Terran but it's called Supply, and for Zerg.....I can't remember keke T_T;
CJ Entusman #6! · Strength is the basis of athletic ability. -Rippetoe /* http://j.mp/TL-App <- TL iPhone App 2.0! */
nitram
Profile Blog Joined September 2004
Canada5412 Posts
May 21 2007 04:51 GMT
#12
Did you also count different amour types and how they would take damage from different attack types?
-_________-
These sites might be of more use than a StarCraft site, where the majority of posters look on WCIII as the dense misformed fetus produced during Blizzards latest miscarrige.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 21 2007 04:51 GMT
#13
On May 21 2007 13:49 funKie wrote:
Show nested quote +
On May 21 2007 13:45 il0seonpurpose wrote:
What is the psi?


Psi is the number of units the Protoss has, Psi used/psi Available.

Same goes for Terran but it's called Supply, and for Zerg.....I can't remember keke T_T;


For Zerg it's called Control.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
May 21 2007 04:52 GMT
#14
On May 21 2007 13:51 Jyvblamo wrote:
Show nested quote +
On May 21 2007 13:49 funKie wrote:
On May 21 2007 13:45 il0seonpurpose wrote:
What is the psi?


Psi is the number of units the Protoss has, Psi used/psi Available.

Same goes for Terran but it's called Supply, and for Zerg.....I can't remember keke T_T;


For Zerg it's called Control.


I always call it farms.
..and then I would, ya know, check em'. (Aka SpoR)
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
May 21 2007 04:54 GMT
#15
On May 21 2007 13:51 nitram wrote:
Did you also count different amour types and how they would take damage from different attack types?
-_________-

"All damage calculations are made without considering damage types."

Since we dont know anything about damage/armor types yet or if its even implemented yet I did not no.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 05:12 GMT
#16
I wonder if they'll implement the Wacraft 3 armor system or not, the starcraft one didn't scale very well (not noticable in competetive play but very noticable in customs when you had 200 armor upgrades).
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
May 22 2007 06:37 GMT
#17
*Updated with unit costs on Zealot and Stalker*
StreaK
Profile Joined December 2005
Canada580 Posts
May 22 2007 07:02 GMT
#18
Good setup DrainX!
1a2a3a
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
May 22 2007 07:29 GMT
#19
since stalkers prolly do explosive like goons and reapers and lings are both small, it doesnt matter. If they keep that the same at least which seems likely, its a good system imho.

Really dislike the WC3 one, its all about getting right dmg vs right armor or your fucked along with BO importance.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Zanno
Profile Blog Joined February 2007
United States1484 Posts
May 22 2007 07:36 GMT
#20
On May 21 2007 14:12 Zironic wrote:
I wonder if they'll implement the Wacraft 3 armor system or not, the starcraft one didn't scale very well (not noticable in competetive play but very noticable in customs when you had 200 armor upgrades).
the starcraft armor system was superior in that it created another method in which a unit can be countered (1 armor is a lot vs a 6 damage marine but not a 70 damage tank)

war3 armor was essentially free hp except vs spells...they could have used it to a great effect but they didn't
aaaaa
nagash
Profile Joined May 2007
Australia58 Posts
May 22 2007 11:09 GMT
#21
You may also like to add what the Prism -> Pylon conversion "costs" ? It looks like that is 2 psi and a 2 sec cooldown. Or maybe it gives you 2 extra psi? Either way, the psi counter at the top right doesn't change, so either it's something else or not implemented yet.

[image loading]
nagash
Profile Joined May 2007
Australia58 Posts
May 22 2007 11:14 GMT
#22
Also I believe Phase Prism uses 2 psi to create. After the stalkers die the psi is 39. A second later (presumably a trigger brang the 2 phase prisms into being) the psi is 43.
SeBASTa
Profile Joined September 2003
China1147 Posts
May 22 2007 14:20 GMT
#23
On May 21 2007 13:51 nitram wrote:
Did you also count different amour types and how they would take damage from different attack types?
-_________-

He said he didn't in the second line...
En Taro Terran
BaconatedGrapefruit
Profile Joined May 2007
41 Posts
May 22 2007 14:30 GMT
#24
I seriously doubt they will use the same damage types and armor types/sizes they did in Brood War. I think that was one of the big limitations of BW, and they probably agreed.

For instance, the Immortals die faster to reapers than to sieged tanks. I don't think simply making it 'explosive damage on a small target' or whatever can account for such a weaker weapon killing something with so many hit points at a comparable rate. .
Last Romantic
Profile Blog Joined June 2006
United States20665 Posts
May 22 2007 14:34 GMT
#25
The two psi is the same as like morphing a mutalisk into a guardian.

It says "2 [zerg symbol]", but it doesn't actually cost you any psi, because you are also consuming two psi by losing your mutalisk.

Similarly, an unmorphed psi prism takes up 2 psi. After morphing, your psi goes up by 2, but it also goes down by 2, resulting in net change of 0.
ㅋㄲㅈㅁ
Zironic
Profile Joined May 2007
Sweden341 Posts
May 22 2007 14:35 GMT
#26
On May 22 2007 23:30 BaconatedGrapefruit wrote:
I seriously doubt they will use the same damage types and armor types/sizes they did in Brood War. I think that was one of the big limitations of BW, and they probably agreed.

For instance, the Immortals die faster to reapers than to sieged tanks. I don't think simply making it 'explosive damage on a small target' or whatever can account for such a weaker weapon killing something with so many hit points at a comparable rate. .


Since the shield only has 100 hp and resisted THAT much damage I guess that the shield has either massive damage reduction or each shield hp counts as alot of normal hp.

Once the shield went down though the Immortal took heavy damage from the siege tank.
nagash
Profile Joined May 2007
Australia58 Posts
May 22 2007 14:40 GMT
#27
On May 22 2007 23:34 LastRomantic wrote:
The two psi is the same as like morphing a mutalisk into a guardian.

It says "2 [zerg symbol]", but it doesn't actually cost you any psi, because you are also consuming two psi by losing your mutalisk.

Similarly, an unmorphed psi prism takes up 2 psi. After morphing, your psi goes up by 2, but it also goes down by 2, resulting in net change of 0.


Ah yeh, makes sense.
nagash
Profile Joined May 2007
Australia58 Posts
May 22 2007 14:42 GMT
#28
Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 22 2007 14:44 GMT
#29
On May 22 2007 23:42 nagash wrote:
Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row.


E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys.
Insane
Profile Blog Joined November 2003
United States4991 Posts
May 22 2007 14:53 GMT
#30
On May 22 2007 23:44 Zironic wrote:
Show nested quote +
On May 22 2007 23:42 nagash wrote:
Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row.


E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys.

I would be surprised if they didn't let people define their own hotkeys (I don't know about default hotkeys, but if you don't like default ones you can probably change them much easier than with BW)
nagash
Profile Joined May 2007
Australia58 Posts
May 22 2007 14:54 GMT
#31
On May 22 2007 23:44 Zironic wrote:
Show nested quote +
On May 22 2007 23:42 nagash wrote:
Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row.


E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys.


Well, P will be taken by 'Patrol' I assume. Probably just be same as BW.
iSTime
Profile Joined November 2006
1579 Posts
Last Edited: 2007-05-24 02:42:55
May 24 2007 02:42 GMT
#32
EDIT: Already covered by someone else's post.
www.infinityseven.net
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
May 24 2007 02:49 GMT
#33
armor type will be closer to w3 system, at least in terms of what options are offered etc. maybe you can write yor own formulas in map editor. i dont think offering more options is that bad, good for custom map making. however, i been playing w3 for some years and still dont really understand teh way armor works there.
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
red.venom
Profile Joined October 2002
United States4651 Posts
May 24 2007 02:56 GMT
#34
On May 24 2007 11:49 oneofthem wrote:
armor type will be closer to w3 system, at least in terms of what options are offered etc. maybe you can write yor own formulas in map editor. i dont think offering more options is that bad, good for custom map making. however, i been playing w3 for some years and still dont really understand teh way armor works there.


How do you know this? WC3 armor is simply a % of reduction and different types of armor/damage types interact in different ways(Similar to SC, but instead of being halved/doubled there is some bonus amount).

I find the WC3 armor system absolutely convoluted as hell. Im really hoping they stick with the SC system as it is pretty good(Though lent itself to be stilted towards weapon upgrades in the very late game as armor simply wasnt as useful vs anything with a 2 or more attack bonus).
Broom
lololol
Profile Joined February 2006
5198 Posts
May 24 2007 04:16 GMT
#35
On May 24 2007 11:56 red.venom wrote:
Show nested quote +
On May 24 2007 11:49 oneofthem wrote:
armor type will be closer to w3 system, at least in terms of what options are offered etc. maybe you can write yor own formulas in map editor. i dont think offering more options is that bad, good for custom map making. however, i been playing w3 for some years and still dont really understand teh way armor works there.


How do you know this? WC3 armor is simply a % of reduction and different types of armor/damage types interact in different ways(Similar to SC, but instead of being halved/doubled there is some bonus amount).

I find the WC3 armor system absolutely convoluted as hell. Im really hoping they stick with the SC system as it is pretty good(Though lent itself to be stilted towards weapon upgrades in the very late game as armor simply wasnt as useful vs anything with a 2 or more attack bonus).


The armor/attack type table is just like in BW, but the damage varies between 35%(if we exclude divine armor type, which is campaign only and takes 5% from everything) and 200%, while in BW it's between 25% and 100%, but the armor effect is simply bland +6% hp effective increase against normal attacks, while for BW armor is effective against low damage/fast attacking units, while hp are more efficient against high damage/slow attacks.
I'll call Nada.
forb
Profile Joined February 2003
Norway218 Posts
May 24 2007 04:41 GMT
#36
Maybe a bit off-topic, but, does anyone know for a fact that they're using speed below fastest in the gameplay-demo?
:()
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
May 24 2007 04:48 GMT
#37
On May 24 2007 13:41 forbanus wrote:
Maybe a bit off-topic, but, does anyone know for a fact that they're using speed below fastest in the gameplay-demo?

I think I remember them saying so in some interview, cant remember where now though. They basicly said that to make a good gameplay video they didnt want to use the fastest speed setting.
TheShizno
Profile Joined May 2007
United States112 Posts
May 27 2007 05:52 GMT
#38
Btw, the Phase Prism is built at the Robotics Facility, according to starcraft2.com
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 27 2007 06:05 GMT
#39
On May 24 2007 13:48 DrainX wrote:
Show nested quote +
On May 24 2007 13:41 forbanus wrote:
Maybe a bit off-topic, but, does anyone know for a fact that they're using speed below fastest in the gameplay-demo?

I think I remember them saying so in some interview, cant remember where now though. They basicly said that to make a good gameplay video they didnt want to use the fastest speed setting.


aye, it was the developer Q&A 'roundtable' discussion at WWI
ModeratorBlame yourself or God
krikker
Profile Joined May 2007
Afghanistan21 Posts
May 29 2007 00:00 GMT
#40
I think that the improved shield for immortals is very simple. I think it just removes any damage above a certain threshold. So if this threshold is 15dmg, anythinge above 15dmg is nullified. That would certainly explain why the many tiny reaper attacks go straight through while the tanks only do a small fraction of the normal damage.
tubster68
Profile Joined May 2007
Canada59 Posts
May 29 2007 00:26 GMT
#41
What about the cannon?
do not major in minor things
Luhh
Profile Joined October 2003
Sweden2974 Posts
Last Edited: 2007-05-29 00:41:24
May 29 2007 00:38 GMT
#42
Uhm, as for the immortal thingy, I can think of at least two scenarios:

1) The shield is only subtracted from when hit by what's classified as heavy firepower - ie siegetanks first reduce shield, then health, reapers hp only leaving shield intact.

This means that 3 siegetanks and like 4 reapers firing at an immortal will only waste the siegetanks fire, since the reapers may kill it before the shield is gone.

2) The Immortal negates a percentage of all damage when hit by HFP as long as shield is intact, and the word he used was "very little damage" hints at <50%. (like 25-33 % is very little imo in this regard.)

Edit: or as Krikker said
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
lololol
Profile Joined February 2006
5198 Posts
May 29 2007 01:42 GMT
#43
On May 22 2007 23:44 Zironic wrote:
Show nested quote +
On May 22 2007 23:42 nagash wrote:
Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row.


E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys.


It's pretty obvious they are making the hotkeys on the left side of the keyboard, so they are easily reachable and still have a common letter with the order given...
I'll call Nada.
T-P-S
Profile Joined June 2007
United States204 Posts
Last Edited: 2007-06-13 13:24:04
June 13 2007 13:19 GMT
#44
On May 29 2007 09:38 Luhh wrote:
Uhm, as for the immortal thingy, I can think of at least two scenarios:

1) The shield is only subtracted from when hit by what's classified as heavy firepower - ie siegetanks first reduce shield, then health, reapers hp only leaving shield intact.

This means that 3 siegetanks and like 4 reapers firing at an immortal will only waste the siegetanks fire, since the reapers may kill it before the shield is gone.

2) The Immortal negates a percentage of all damage when hit by HFP as long as shield is intact, and the word he used was "very little damage" hints at <50%. (like 25-33 % is very little imo in this regard.)

Edit: or as Krikker said


In the gameplay video, the Reapers first have to break through the immortal's shield.

It is most likely that the immortals only have one shield. Whenever an attack of a certain amount of damage or of a certain attack type hits the shield, it prevents a percentage of that damage.

It obviously does not nullify the damage as was suggested earlier, because a few of the immortals die when attacking the tanks.

~a hunnerd. Cash, check, whatever. I'll Mothership it.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
Last Edited: 2007-07-26 19:29:08
July 26 2007 19:26 GMT
#45
*Added: More units, Mothership cost(), Probe hp/shields(from german scans) among other things.*

Please tell me if you find any information not already in the stats. Its hard to keep it updated solo Im waiting until we know more about the stats of the Terran units before I add them. Right now the terran units would just be a long list of "?".
caution.slip
Profile Blog Joined June 2007
United States775 Posts
July 26 2007 20:47 GMT
#46
On June 13 2007 22:19 T-P-S wrote:
Show nested quote +
On May 29 2007 09:38 Luhh wrote:
Uhm, as for the immortal thingy, I can think of at least two scenarios:

1) The shield is only subtracted from when hit by what's classified as heavy firepower - ie siegetanks first reduce shield, then health, reapers hp only leaving shield intact.

This means that 3 siegetanks and like 4 reapers firing at an immortal will only waste the siegetanks fire, since the reapers may kill it before the shield is gone.

2) The Immortal negates a percentage of all damage when hit by HFP as long as shield is intact, and the word he used was "very little damage" hints at <50%. (like 25-33 % is very little imo in this regard.)

Edit: or as Krikker said


In the gameplay video, the Reapers first have to break through the immortal's shield.

It is most likely that the immortals only have one shield. Whenever an attack of a certain amount of damage or of a certain attack type hits the shield, it prevents a percentage of that damage.

It obviously does not nullify the damage as was suggested earlier, because a few of the immortals die when attacking the tanks.




The hardened shield is a second sheild. Look at the gameplay video, you see the first couple rounds fall on the hardened shields, but then you see rounds land on the immortal but no shield activates

either the hardened shield has its own life (like dmatrix) or it has a timed life (like dmatrix, but shorter) or it has both and expires depending on which one activates first (also..like dmatrix). Then theres a cooldown before the shield can be reactivated
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