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Ok, i think i've got it... since number of units is not going to be changed... --------------------------------- Protoss corsair --> phoenix - godd vs small air units scout --> warp ray - good vs large air units + large ground units and buildings dragoon --> stalker - good vs small ground units + immortal - good vs medium and heavy ground units reaver --> colossus - very powerful carrier (arbiter, or maybe both, since dragoon replaced by 2 units) --> mothership - BFFG, second F is for flying Shuttle --> Warp Prism - Transport unit.
Zealot -- remains probe -- remains:D templar -- remains
guesses dark templars, dark archons and archons remain --------------------------------- Terran vulture --> reaper - fast but weak, good for harassment
tank -- remains marine -- remains BC -- remains ghost -- remains scv -- remains --------------------------------- Zerg Nydus canal --> Nydus worm -- underground transportation _____ --> baneling -- ground scourge (can't guess anything since there is no ground zerg unit they can replace imho)
zergling and mutalisk -- yay=)
that's all my thought so far.... just guesses....
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I think Stalkers are a lot like vultures too fast but weak. Not that protoss had a unit like that before.
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I don't see the Colossus as very slow, since it can outrun banelings. In fact, it seems rather mobile, given its ability to scale cliffs.
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On May 21 2007 13:57 Jyvblamo wrote: I don't see the Colossus as very slow, since it can outrune banelings. In fact, it seems rather mobile, given its ability to scale cliffs. agree but something tells me that colossus is reaver analog is some way all i wanted to say is that there won't be reavers, vultures, corsairs etc. but may be i'm wrong :D
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On May 21 2007 14:01 lamarine wrote:Show nested quote +On May 21 2007 13:57 Jyvblamo wrote: I don't see the Colossus as very slow, since it can outrune banelings. In fact, it seems rather mobile, given its ability to scale cliffs. agree but something tells me that colossus is reaver analog is some way all i wanted to say is that there won't be reavers, vultures, corsairs etc. but may be i'm wrong :D Can't wait for the Colossus drop
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United States12181 Posts
On May 21 2007 14:04 dudel wrote:Show nested quote +On May 21 2007 14:01 lamarine wrote:On May 21 2007 13:57 Jyvblamo wrote: I don't see the Colossus as very slow, since it can outrune banelings. In fact, it seems rather mobile, given its ability to scale cliffs. agree but something tells me that colossus is reaver analog is some way all i wanted to say is that there won't be reavers, vultures, corsairs etc. but may be i'm wrong :D Can't wait for the Colossus drop
Something tells me the Colossus is too large to fit in a Shuttle. Those things are huge and very tall. They might be unloadable.
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On May 21 2007 14:15 Excalibur_Z wrote:Show nested quote +On May 21 2007 14:04 dudel wrote:On May 21 2007 14:01 lamarine wrote:On May 21 2007 13:57 Jyvblamo wrote: I don't see the Colossus as very slow, since it can outrune banelings. In fact, it seems rather mobile, given its ability to scale cliffs. agree but something tells me that colossus is reaver analog is some way all i wanted to say is that there won't be reavers, vultures, corsairs etc. but may be i'm wrong :D Can't wait for the Colossus drop Something tells me the Colossus is too large to fit in a Shuttle. Those things are huge and very tall. They might be unloadable. But a shuttle could maybe fit into a Colossus.
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Well, since the replacement for the shuttle, the Warp Prism, converts units to pure energy before transportation it might just be possible. I doubt it will be possible though, that unit is just too freakin' huge.
Put that on your list btw
Shuttle->Warp Prism Transport unit.
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United States7166 Posts
yeah you're right there's no way theyre allowing colossus to go in shuttles that wouldnt make any sense.
who knows there may be another way to transport them but definitely not in shuttle
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On May 21 2007 14:15 Excalibur_Z wrote:Show nested quote +On May 21 2007 14:04 dudel wrote:On May 21 2007 14:01 lamarine wrote:On May 21 2007 13:57 Jyvblamo wrote: I don't see the Colossus as very slow, since it can outrune banelings. In fact, it seems rather mobile, given its ability to scale cliffs. agree but something tells me that colossus is reaver analog is some way all i wanted to say is that there won't be reavers, vultures, corsairs etc. but may be i'm wrong :D Can't wait for the Colossus drop Something tells me the Colossus is too large to fit in a Shuttle. Those things are huge and very tall. They might be unloadable.
It's no problem since Prisms, which are the new shuttles don't actually carry the units read their description on sc2.com
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On May 21 2007 14:18 Raist wrote: yeah you're right there's no way theyre allowing colossus to go in shuttles that wouldnt make any sense.
who knows there may be another way to transport them but definitely not in shuttle Phase Prisms.
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On May 21 2007 14:17 Zironic wrote: Well, since the replacement for the shuttle, the Warp Prism, converts units to pure energy before transportation it might just be possible. I doubt it will be possible though, that unit is just too freakin' huge.
Put that on your list btw
Shuttle->Warp Prism Transport unit. u're right... totally forgot about that=)
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On May 21 2007 14:17 dudel wrote:Show nested quote +On May 21 2007 14:15 Excalibur_Z wrote:On May 21 2007 14:04 dudel wrote:On May 21 2007 14:01 lamarine wrote:On May 21 2007 13:57 Jyvblamo wrote: I don't see the Colossus as very slow, since it can outrune banelings. In fact, it seems rather mobile, given its ability to scale cliffs. agree but something tells me that colossus is reaver analog is some way all i wanted to say is that there won't be reavers, vultures, corsairs etc. but may be i'm wrong :D Can't wait for the Colossus drop Something tells me the Colossus is too large to fit in a Shuttle. Those things are huge and very tall. They might be unloadable. But a shuttle could maybe fit into a Colossus.
Hahahaha, hiding units in the Colossus would be fun, heavily armored transport for HT would rule
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maybe the colossus is like a transformer and shapeshifts his way into the shuttle!
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United States12181 Posts
Shuttles are still in the game by the way, they drop Zealots at the beginning of the video. So, Phase Prisms don't replace them. They probably replace Arbiters though.
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On May 21 2007 14:39 Excalibur_Z wrote: Shuttles are still in the game by the way, they drop Zealots at the beginning of the video. So, Phase Prisms don't replace them. They probably replace Arbiters though.
Read the blurb on the SC2 official page; it has Phase Prisms listed as 'Tactical Transports', the role that shuttles use to have. Also, those things unloading zealots at the beginning of the video are, in fact, Phase Prisms.
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Wow thats im gonna be pissed if the carrier is gone. that was the single coolest unit in SC
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United States20661 Posts
The hell? no carriers? That's like... no 4pool!
mass carr = insta win is one of the tenets of SC play.
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On May 21 2007 14:39 Excalibur_Z wrote: Shuttles are still in the game by the way, they drop Zealots at the beginning of the video. So, Phase Prisms don't replace them. They probably replace Arbiters though. I thought the same thing, but I watched it again, and the Phase Prism is actually the thing dropping them, not a shuttle
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On May 21 2007 13:55 lamarine wrote:Ok, i think i've got it... since number of units is not going to be changed... corsair --> phoenix - godd vs small air units scout --> warp ray - good vs large air units + large ground units and buildings dragoon --> stalker - good vs small ground units + immortal - good vs medium and heavy ground units reaver --> colossus - slow but very powerful vulture --> reaper - fast but weak, good for harassment carrier --> mothership - BFFG, second F is for flying Shuttle->Warp Prism Transport unit. that's all my thought so far.... Nice list... Pretty accurate imo, except for the Reaver part, as I think they will be back b/c of the Concept art of it... I can still see a role for Carriers in the game though.
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Just to add a bit more: Counting the protoss units in BW gives you 14 We currently know of 10 different units in SC2: Probe, Phase Prism, Stalker, Immortal, Zealot, Mothership, High Templar, Phoenix, Warp Ray, Colossus
So, the last 4 are purely speculation. My current picks are: Observer, Carrier, Archon, Dark Templar.
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United States5262 Posts
Protoss drops will be so much more devastating now.
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On May 21 2007 20:53 tec27 wrote: Just to add a bit more: Counting the protoss units in BW gives you 14 We currently know of 10 different units in SC2: Probe, Phase Prism, Stalker, Immortal, Zealot, Mothership, High Templar, Phoenix, Warp Ray, Colossus
So, the last 4 are purely speculation. My current picks are: Observer, Carrier, Archon, Dark Templar.
No way carrier will make it in because of the mothership
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And as I mentioned in another thread, the observer doesn't really have a huge purpose. They might add detect invis ability to another unit (maybe the Phase Prism?) and open up another slot for a new/old unit.
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the Stalker replaced the DT, the Immortal the Dragoon. I'm going with fusion, i think the mothership is the queen of the skies for the Toss. i don't want to imagine some new "Fastest" map on SC2 loaded with a mothership and 20 Cars, heh. plus, i think it would just be too much with all the interceptors everywhere.
maybe (scratch that, hopefully) the Archon will make a blue-flaming-3D return? i mean HT's are still in there so why not...
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At the moment I still much dislike both the new toss air units I've seen.
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Braavos36362 Posts
stalker is more like the DT, its a weak unit with an evasion ability
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On May 21 2007 20:56 jkillashark wrote: Protoss drops will be so much more devastating now.
Protoss drops? You mean, a single Prism going into your base and basically recalling an entire army...
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Funny thought... wrap prism converts things into energy then trasport them... does that mean the units are still carried inside the prism? Or does it mean units can be anywhere on the map but can be summoned at the prism like recall?
If you have to store the energy signature on the prism, it works just like a shuttle, load in, fly in, drop down. But if you only have to store a some sort of correspondent energy signature on the prism, it works like an arb, you fly in with some pre-determined units, then summon them by teleportation.
Which way is more likely?! :D
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On May 21 2007 22:03 Hot_Bid wrote: stalker is more like the DT, its a weak unit with an evasion ability well depends, I mean DT is not weak in term of damage, dunno what dmg stalkers do and it is ranged and not cloaked.
My guess it that, like I've said in another thread, DT should have 2 morph upgrades, one you can sac a DT into Stalker, the other u sac 2 DT to a DA. That sounds most logical to me. DT defines BW, you can't take them away, besides, the protoss mainplanet of operation is on Shakurus now, there's bound to be lots of DTs.
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On May 21 2007 22:09 evanthebouncy~ wrote: Funny thought... wrap prism converts things into energy then trasport them... does that mean the units are still carried inside the prism? Or does it mean units can be anywhere on the map but can be summoned at the prism like recall?
If you have to store the energy signature on the prism, it works just like a shuttle, load in, fly in, drop down. But if you only have to store a some sort of correspondent energy signature on the prism, it works like an arb, you fly in with some pre-determined units, then summon them by teleportation.
Which way is more likely?! :D
Pretty sure it works both ways. They can carry units as seen at the start of the gameplay video. Also, when they warped in the Zealots later in the video to take on the zerglings, the Prism was selected and there was no unit portraits in the UI, but they warped the zeals in, presumably from a gateway or somewhere else.
I think it may be that you can set rally points anywhere in your power fields where units for toss will be insta-warped from the gateway. I could be wrong though - would be kinda misleading if all of a sudden that power field no longer existed (pylon destroyed or whatever), and your units weren't collecting at the rally point anymore.
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^ Maybe it's an upgrade then. I think the ability to wrap units in progress to any pylon matrix is inherent protoss skill.
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it's DT -> stalker. says right in the description that the dark templars created that technology.. so it's pretty safe to assume that dt's will not make a comeback.
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On May 21 2007 22:09 evanthebouncy~ wrote: Funny thought... wrap prism converts things into energy then trasport them... does that mean the units are still carried inside the prism? Or does it mean units can be anywhere on the map but can be summoned at the prism like recall?
If you have to store the energy signature on the prism, it works just like a shuttle, load in, fly in, drop down. But if you only have to store a some sort of correspondent energy signature on the prism, it works like an arb, you fly in with some pre-determined units, then summon them by teleportation.
Which way is more likely?! :D
My bet is that the prism has to be empty to set up a pylon. So you could load like a shuttle, drop like a shuttle, establish a beachhead, activate prism, warp.
pretty neat if thats how it works out.
Also, as to the gateways. Pretty sure you have to upgrade the gateways to warp gates in order for this to work.
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Melbourne5338 Posts
On May 21 2007 22:27 fusionsdf wrote:Show nested quote +On May 21 2007 22:09 evanthebouncy~ wrote: Funny thought... wrap prism converts things into energy then trasport them... does that mean the units are still carried inside the prism? Or does it mean units can be anywhere on the map but can be summoned at the prism like recall?
If you have to store the energy signature on the prism, it works just like a shuttle, load in, fly in, drop down. But if you only have to store a some sort of correspondent energy signature on the prism, it works like an arb, you fly in with some pre-determined units, then summon them by teleportation.
Which way is more likely?! :D My bet is that the prism has to be empty to set up a pylon. So you could load like a shuttle, drop like a shuttle, establish a beachhead, activate prism, warp. pretty neat if thats how it works out. Also, as to the gateways. Pretty sure you have to upgrade the gateways to warp gates in order for this to work.
When the phase prisms are selection and changed to 'phasing mode', they load button on the ui stays. So it probably is just another building or mechanic responsible for the warping to pylon fields.
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I just went over the video with a fine tooth comb regarding the warp in...
It appears that he changed to a different "group" or something. I believe he selected a Gateway because it had 3 icons in the UI - 1 for Zealots, 1 for Stalkers and 1 for Immortals with an associated number (4 for every one).
In the middle part of the UI though was a group of 4 Stalker mini-portraits.
For the second warp-in, the Zealots - there was the 12 Zealot mini-portraits in the middle part of the UI, but no icons on the right.
My guess is that there is a "global power field transport space" which you can access from either your gateways, pylons, or just clicking any part of the visible power field. I'm guessing that your units get sent straight to this space from your Gateways, and for already created units, if you want to transport them somewhere you need to load them into the power field (probably at a pylon or something).
Then you can unload anywhere.
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On May 21 2007 22:27 fusionsdf wrote:Show nested quote +On May 21 2007 22:09 evanthebouncy~ wrote: Funny thought... wrap prism converts things into energy then trasport them... does that mean the units are still carried inside the prism? Or does it mean units can be anywhere on the map but can be summoned at the prism like recall?
If you have to store the energy signature on the prism, it works just like a shuttle, load in, fly in, drop down. But if you only have to store a some sort of correspondent energy signature on the prism, it works like an arb, you fly in with some pre-determined units, then summon them by teleportation.
Which way is more likely?! :D My bet is that the prism has to be empty to set up a pylon. So you could load like a shuttle, drop like a shuttle, establish a beachhead, activate prism, warp. pretty neat if thats how it works out. Also, as to the gateways. Pretty sure you have to upgrade the gateways to warp gates in order for this to work.
cannons sneak?
sneak to base, warp probe, settle down, warp cannons.
so cheap...
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Very interesting point I just noticed. As he warps the stalkers into the power field (presumably from the gateway) the #4 listed next to each mini portrait (Zealot, Stalker, Immortal) on the right of the UI decreases. Like the units have a shared production time or something. Perhaps with Protoss you don't choose to build any particular unit, you just plain build. Once the "unit" is complete, you warp in whatever unit you choose, *and then the money is deducted for that unit*. video confirms this. Resources go down a significant amount each time he warps in a stalker.
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Australia3818 Posts
Wait...can a Phase Prism drop units...convert to pylon and then the Protoss can use the 'prism matrix' to use Warp Gates?
So if you drop 1 'shuttle' you can essentially fuck someone up hardcore?
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That makes much more sense. So you cant just teleport all your units instantly type thing, only from Warp Gates.
Still, my point of resources not being reduced until you actually "warp a unit in" is interesting.
One possibility is that Gateways / Warp Gates are constantly producing units, just racking up numbers (probably with a cap - maybe even only 1 considering that there were 4 available when he had 4 gateways selected and 12 available when he had 12 selected) so that whenever you are ready, you can just instantly produce whatever unit(s) you want if you have the resources.
EDIT: Going to try to put it so it makes more sense.
A single Gateway/Warp Gate is constantly producing a single generic unit (I'm assuming only 1).
When that single unit is ready, it is your job to select which type of unit you want it to be and to bring it onto the battlefield (and paying for it). After you do this, the Gateway/Warp Gate starts producing another one *automatically*.
So, in effect, this will make it even more important to multitask. Since you cant just select your Gateway and spam 5 zealots because there is only 1 available, you will have to make sure you are releasing your units all the time as they are available otherwise you will fall behind.
So basically this makes everyones whinging about being able to select and build from multiple production buildings pointless.
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I thoroughly detested the spinning flying unit that automicroes (autofocuses) your fire for greater effect. Sure, it was the signum of the unit, but it looked fugly, and plays sort of lame.
I didn't like the colossus. Maybe I'll come to like it later, I dunno.
I didn't like the flying birdie that could overload. looked fugly, possibly very unreasonable and luckbased special ability.
The stalker was fugly, but it had a nifty special ability.
The immortals was a copy from Star wars episode something, driodikas something. Okay, fine.
The mothership has me a bit sceptical, but maybe it will be a blessing and stalemate breaker for very lategame only.
rolling bangers, hmm, okay sure. Just some getting used too.
Nydus worms. Dune sand worms copy. Okay, fine. Cool ability.
Phase prism. Okay sure. Nifty.
Must toss units we haven't seen - Carriers, HTs, Archons, DTs! Reaver hopefully, and I wouldn't cry over a missing corsair or scout, but their equivalents are laaaame, so that would make me cry in the end.
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im pretty sure that those nydus worms are just nydus canals. I think they just redesigned them.
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Nydus canals with one part in your base and the other part popping up whereever you want it on the map
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On Blizzard.com is an Artwork of the Zerg Hydralisk...so I'm pretty sure the Hydralisks will be involved in SC2. No Hydras, the shame would be too much for me
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Why was my mutal thread closed, the forum is full of stupid topics! Why was my so much dumber? FUCK!
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I haven't seen anyone mention anything about this, so I figured I'd post about it.
I was reading the protoss unit on the official SC2 site and I read this:
Before the loss of Aiur, veteran protoss warriors who had been crippled in battle could volunteer to continue their service by being transplanted into dragoon exoskeletons. Now, the dragoons of the past are all but gone. The sacred shrine that was dedicated to the creation of the dragoons was infested by the zerg and lost along with the protoss homeworld itself.
So, maybe zerg will have infested dragoons as a unit? Could be interesting.
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On May 24 2007 13:08 IrishJDG wrote: I haven't seen anyone mention anything about this, so I figured I'd post about it.
I was reading the protoss unit on the official SC2 site and I read this:
Before the loss of Aiur, veteran protoss warriors who had been crippled in battle could volunteer to continue their service by being transplanted into dragoon exoskeletons. Now, the dragoons of the past are all but gone. The sacred shrine that was dedicated to the creation of the dragoons was infested by the zerg and lost along with the protoss homeworld itself.
So, maybe zerg will have infested dragoons as a unit? Could be interesting.
Very interesting.
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Scoop!!!!
SC2 new features:
Thick Terran Armor - Armory upgrade
Once researched, this upgrade will make the game constantly point out to your opponent that his units are unable to penetrate your Thick Terran Armor, causing him to type out and winning you the game.
New Protoss Weapons of War - Forge upgrade
This upgrade gives you access to whatever units you need to counter your opponent best, no matter what he does. The only known counter is to quickly research the Thick Terran Armor upgrade.
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DTs should still be in the game. Zeratul said hi.
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On May 21 2007 13:55 lamarine wrote:Ok, i think i've got it... since number of units is not going to be changed... corsair --> phoenix - godd vs small air units scout --> warp ray - good vs large air units + large ground units and buildings dragoon --> stalker - good vs small ground units + immortal - good vs medium and heavy ground units reaver --> colossus - slow but very powerful vulture --> reaper - fast but weak, good for harassment carrier --> mothership - BFFG, second F is for flying Shuttle->Warp Prism Transport unit. that's all my thought so far....
How do you know number of units isnt going to be changed? I seriously hope youre wrong because I was hoping that not too many units would be removed, to allow for more choices/units. Even if it meant revamping old units with new abilities, or by allowing them to attack in different ways (ie splash attack vs regular).
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Blizzard said number of units for each race wont be changing (although I wouldnt thats 100% certain, but the general idea is that new replace old, to make SC2 unique and to fit into the four-year gap in the storyline)
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yea, i guess it would be ok, i was really disappointed when i first heard that, but after i thought about it for a bit, i guess it wont be that bad.
they better keep dt's tho.
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United States1653 Posts
The new Zerg unit doesn't really look like a Hydralisk though. It has three claws instead of one, and its mouth seems much different.
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Just a random thought, what if, in SC2 PvP, both Tosses get a mothership. Is the mothership vulnerable to black hole, just like any other air unit?
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It is likely that both motherships will die, because it takes them a while to get sucked in, and it doesn't look like the ships continuously cast the black hole, so it keeps going even after one of the motherships dies, and the second one dies right afterwards.
EDIT: I meant assuming that both ships try to blackhole one another ofc
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Maybe the Mothership is to massive to be sucked in?
Also we know Dark Templar will be involved, because we know Zeratul is returning. It's safe to assume Archons and Dark Archons will come back too. The remaining units will probably be Carriers and some kind of air unit that fills the remaining roles of the Observer or Arbiter.
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Leader of Judicators, Aldaris, was killed by Kerrigan and considering the role of Conclave in the storyline blizzard may unhesitatingly remove them =) I think mothership will just take their place in the plot
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On May 21 2007 23:07 Smurg wrote: Wait...can a Phase Prism drop units...convert to pylon and then the Protoss can use the 'prism matrix' to use Warp Gates?
So if you drop 1 'shuttle' you can essentially fuck someone up hardcore?
I think that is the general idea.
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updated a little bit... just some visual aids...
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And he wrestled it down with his bare hands!
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The warp in animation looks way too fast and 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, so it's pretty sure that the warp in is not gonna be so fast as in the demo.
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On May 21 2007 20:32 LastRomantic wrote: The hell? no carriers? That's like... no 4pool!
mass carr = insta win is one of the tenets of SC play.
not really, I remember my brother once locked down an entire fleet of carriers and nuked them vs this one player.... did it twice actually lol
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I agree with what lamarine has posted in the beginning of the thread.
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On May 21 2007 14:17 dudel wrote:Show nested quote +On May 21 2007 14:15 Excalibur_Z wrote:On May 21 2007 14:04 dudel wrote:On May 21 2007 14:01 lamarine wrote:On May 21 2007 13:57 Jyvblamo wrote: I don't see the Colossus as very slow, since it can outrune banelings. In fact, it seems rather mobile, given its ability to scale cliffs. agree but something tells me that colossus is reaver analog is some way all i wanted to say is that there won't be reavers, vultures, corsairs etc. but may be i'm wrong :D Can't wait for the Colossus drop Something tells me the Colossus is too large to fit in a Shuttle. Those things are huge and very tall. They might be unloadable. But a shuttle could maybe fit into a Colossus.
remember that on the site, they said something about imprinting a psionic signature of something into the lattice core of some crystal..? i think size wont matter anymore in terms of transportation... however, do you still need to transport them..? they're really mobile already...
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i hope they dont get rid of the vulture. Such a fun unit, would be a shame if it was actually replaced by the reaper. Reapers are alright, but vultures are just too cool and fun to use.
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Well mothership is pretty powerful. It's not right to say something is instant win though. Even mass carriers got owned by well micro'ed goliaths and lockdown.
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i wish that they would give reapers flamethrowers to replace the old firebats... i think it would be the best compromise if they do indeed take out firebats...
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I think Terran can roll their turrets around like grocery carts.
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After reading this thread I have two things to say:
1) Reavers, the Colossus, and the concept art.
Do not put hope in the concept art. It could be saying that the Reaver will be back, yes, but you must remember that the Colossus is in the same piece of artwork. The concept it is displaying may not be that the Reaver is back, but that the Colossus has replaced it.
2) The Dark Templar -> Stalker
You're taking what Blizzard says out of context. You must remember that the Dark Templar is not just one unit, but an entire faction in StarCraft. When Blizzard says the Dark Templar (faction) created the Stalker, they don't mean that the Stalker replaces the Dark Templar (unit).
The Templar (faction) have many units (Zealot, Immortal, High Templar), so why can't the Dark Templar (faction)?
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infested terrans > banelings.
I think that's actually very logical: no one uses infested terrans mainly b/c by the time you get them, you've pretty much won the game. Now in SC2 building placement and strat will change
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On June 03 2007 01:11 Axsynthe wrote:infested terrans > banelings. I think that's actually very logical: no one uses infested terrans mainly b/c by the time you get them, you've pretty much won the game. Now in SC2 building placement and strat will change actually u seems to be right....
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On June 03 2007 01:11 Axsynthe wrote:infested terrans > banelings. I think that's actually very logical: no one uses infested terrans mainly b/c by the time you get them, you've pretty much won the game. Now in SC2 building placement and strat will change
I agree but to get infested terrans more widely used, you should be able to infest more than one building. Even taking a barracks or something should do. But I wouldnt be surprised if Infest DID get replaced by banelings.
1) Reavers, the Colossus, and the concept art.
Do not put hope in the concept art. It could be saying that the Reaver will be back, yes, but you must remember that the Colossus is in the same piece of artwork. The concept it is displaying may not be that the Reaver is back, but that the Colossus has replaced it.
2) The Dark Templar -> Stalker
You're taking what Blizzard says out of context. You must remember that the Dark Templar is not just one unit, but an entire faction in StarCraft. When Blizzard says the Dark Templar (faction) created the Stalker, they don't mean that the Stalker replaces the Dark Templar (unit).
The Templar (faction) have many units (Zealot, Immortal, High Templar), so why can't the Dark Templar (faction)?
yea I dunno why so many ppl get it confused. I highly doubt they would remove DT's, especially since the Protoss are now on their homeworld. As for the concept art, in that same picture, there were dragoons, so I agree, getting your hopes up for reavers wouldnt be good. Collosus' might replace them as well.
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On May 27 2007 17:09 ShaLLoW[baY] wrote: Just a random thought, what if, in SC2 PvP, both Tosses get a mothership. Is the mothership vulnerable to black hole, just like any other air unit?
That depends on wether there's a delay or not when casting and spell effect, and wether thy're vulnerable to it in the first place.
They may not be, if it's a "effect all units" kind of thing instead of "effect enemy units".
Also, it looked like as soon as the unit was caught it was already gone. It doesn't fire or do anything more in the game as it begins to be drawn in. Well, maybe you can still fire against a unit that's caught, but that would be rather wasteful.
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On June 05 2007 09:04 Luhh wrote:Show nested quote +On May 27 2007 17:09 ShaLLoW[baY] wrote: Just a random thought, what if, in SC2 PvP, both Tosses get a mothership. Is the mothership vulnerable to black hole, just like any other air unit? That depends on wether there's a delay or not when casting and spell effect, and wether thy're vulnerable to it in the first place. They may not be, if it's a "effect all units" kind of thing instead of "effect enemy units". Also, it looked like as soon as the unit was caught it was already gone. It doesn't fire or do anything more in the game as it begins to be drawn in. Well, maybe you can still fire against a unit that's caught, but that would be rather wasteful.
Have you watched the video at all? It can be seen very clearly that 2 of the Battlecruisers use Yamato Gun and it hits the mothership just fine, while they are under the effect of the black hole.
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On June 05 2007 09:33 lololol wrote:Show nested quote +On June 05 2007 09:04 Luhh wrote:On May 27 2007 17:09 ShaLLoW[baY] wrote: Just a random thought, what if, in SC2 PvP, both Tosses get a mothership. Is the mothership vulnerable to black hole, just like any other air unit? That depends on wether there's a delay or not when casting and spell effect, and wether thy're vulnerable to it in the first place. They may not be, if it's a "effect all units" kind of thing instead of "effect enemy units". Also, it looked like as soon as the unit was caught it was already gone. It doesn't fire or do anything more in the game as it begins to be drawn in. Well, maybe you can still fire against a unit that's caught, but that would be rather wasteful. Have you watched the video at all? It can be seen very clearly that 2 of the Battlecruisers use Yamato Gun and it hits the mothership just fine, while they are under the effect of the black hole.
Huk, my bad if that's true. I didn't take note of that.
...took a look at it, they didn't continue to fire, but they cast yamato. Either spell is different, or they were just moved out of range, or angle of attack was different or it hasn't been decided upon yet.
But you're right. It seems like they may still be able to do something, though I only remembered that they immediately stopped firing.
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Yes, phase prism is the new shuttle, if you look at the gameplay video, phase prism has the ability to pick up and drop units (look at the right down coner when phase prism is selected.)
BTW where is the quote that Blizzard will keep the same amount of the units for each race in SC2? It seems to me like a bad design req, I can understand they keep it roughly same like 13-16, but to specify a hard number and stick to it before even alpha phase is pure insane.
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On June 06 2007 17:05 hzhao wrote: Yes, phase prism is the new shuttle, if you look at the gameplay video, phase prism has the ability to pick up and drop units (look at the right down coner when phase prism is selected.)
BTW where is the quote that Blizzard will keep the same amount of the units for each race in SC2? It seems to me like a bad design req, I can understand they keep it roughly same like 13-16, but to specify a hard number and stick to it before even alpha phase is pure insane.
each race in sc has 15 units, including interceptors and larva :d
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On June 06 2007 20:44 ryuGie wrote:Show nested quote +On June 06 2007 17:05 hzhao wrote: Yes, phase prism is the new shuttle, if you look at the gameplay video, phase prism has the ability to pick up and drop units (look at the right down coner when phase prism is selected.)
BTW where is the quote that Blizzard will keep the same amount of the units for each race in SC2? It seems to me like a bad design req, I can understand they keep it roughly same like 13-16, but to specify a hard number and stick to it before even alpha phase is pure insane.
each race in sc has 15 units, including interceptors and larva :d
This means nothing....
If so what about original SC it definitely not all same number of unit in each race.
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man, sucks they got rid of vultures.. i liked laying mines... so sad...
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Colossus don't look like they'll be so great against buildings, which is another reason toss got reavers (beyond blowing up ecolines). If they're giving toss a nice siege air unit, the warp ray, they probably won't have the colossus going around burning your base.
Also, it looks almost like Colossus can be hit by air-only attacks, as in one of the ss on the official site, it looks like missile turrets are shooting up into them? Going to look at that again.
Edit: Yep, turrets are definetly pegging the colossus. That cuts down on their worker killy-ness, and it also makes me wonder:
Can turrets hit Reapers when they're jumping on to/off of cliffs?
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On June 06 2007 17:05 hzhao wrote: Yes, phase prism is the new shuttle, if you look at the gameplay video, phase prism has the ability to pick up and drop units (look at the right down coner when phase prism is selected.)
BTW where is the quote that Blizzard will keep the same amount of the units for each race in SC2? It seems to me like a bad design req, I can understand they keep it roughly same like 13-16, but to specify a hard number and stick to it before even alpha phase is pure insane.
They said they are gonna have around the same number of units, not exactly the same.
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I'm really going to miss vultures, if they take them out. And of all the new units they've released so far, Reapers are the only one that I dislike. They're just not starcrafty, they look more like mini duke nukems running around -_-
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Are we sure they're ditching so many useful units? Last I heard, they announced they were adding 2 new units for each race, which, based on the gameplay trailer, I'm going to assume they meant of all the units they were replacing, they would add 2 more to the total units, just like what Broodwar did.
I hope for dear life that they don't ditch the Corsair... I loves me some disruption webs
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On May 21 2007 20:48 Gokey wrote:Show nested quote +On May 21 2007 13:55 lamarine wrote:Ok, i think i've got it... since number of units is not going to be changed... corsair --> phoenix - godd vs small air units scout --> warp ray - good vs large air units + large ground units and buildings dragoon --> stalker - good vs small ground units + immortal - good vs medium and heavy ground units reaver --> colossus - slow but very powerful vulture --> reaper - fast but weak, good for harassment carrier --> mothership - BFFG, second F is for flying Shuttle->Warp Prism Transport unit. that's all my thought so far.... Nice list... Pretty accurate imo, except for the Reaver part, as I think they will be back b/c of the Concept art of it... I can still see a role for Carriers in the game though.
Dragoons were in the concept art also...
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I havn't read through the entire thread but doesn't the baneling replace the infested terran? Maybe that's b/c the infested terran was like never used xD
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A friend of mine pointed out that the Mothership's Planet Cracker ray looks a lot like the ray that destroys the space station in the introduction to the original Starcraft. In this sense, the Mothership would be new as a controllable unit in the game, but it not to Starcraft in general.
If this is true, it makes me wonder whether the designers of Sc 2 also used some of the old designs for Sc that didn't make it into the final game. It would be really cool if we'd get to see some units that were invented for Sc1.
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On June 07 2007 04:09 lololol wrote: They said they are gonna have around the same number of units, not exactly the same.
In one interview Rob Pardo said that they are removing 1 unit for every unit they add. I hope at least they base the unit count off of broodwar!
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DT will stay i think, theres no way they'd want to keep a 'invisable while attacking' unit (be it cloaked, invisable or burrowed) for each race i'd think...
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Okay, I've kindof gotten used to the Darkoon (you may quote me!) now, the immortal is also kind of nice, since it moves and turns so well, even though it's star warish.
The zealots need to grow a bit taller and lose some weight, longer skipping legs like in SC1 please. The ponytail could use a finishing touch also.
the colossus.. I'm working on it, but I'm getting there. But at least remove one of the beams. Too much clutter otherwise.
The spinning flying warp-ray shit still ranks me a bit. Seems kind of boring.
The Phonyx (Phonyx, cause Pheonix was a bad-ass 'lot!) seems to lack a finishing touch, and I'm not so sure about the overload ability. Again, all these static abilities for protoss. I want more hit'n'run micro and spellcasting units. Oh, and Carriyarrs!
So some of the units are growing on me. The same for you guys? Or will a bone deep grudge set in for some of them, prodding at our sensibility each time we play? Well, maybe if siege-tank stays the way it is now. (Just changing the coloring scheme would help immensely to get the fish lips out of the way)
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cmon.. you know a single shuttle won't be able to transport a colossus. You will need 4 shuttles clinged together (morph?) with a giant hook. cmon.
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funny, the colossus is my favorite unit so far. Also, I wouldn't mind if they got rid of the damn 'mothership' (who the fuck made that name up? strap them to a chair and beat them with a hammer, this isnt ET) and brought back a bad-ass reiteration of the carrier. under the bounds of the new massing system, perhaps cut the interceptors dmg in half, double the number to twelve... dunno. Im fine with ridding of the vulture. who cares, gay unit anyhow. They should give the reapers flamethrowers instead, imo, or something besides pistols. dual pistols is too WH40k. I hope the Gols are revamped too. Speaking of which, can the GOLs missles hit the colossus as well then? cuz if thats the case they should put one mean shield on the colossus. As its a lithe walker unti, like 450 shields wouldn't be far fetched, with like 120 hl. Also, I hope the archons can scale cliffs. Only because that would be bad ass, not because there is actually a compelling reason.
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On June 11 2007 15:19 treckin wrote: funny, the colossus is my favorite unit so far. Also, I wouldn't mind if they got rid of the damn 'mothership' (who the fuck made that name up? strap them to a chair and beat them with a hammer, this isnt ET) and brought back a bad-ass reiteration of the carrier. under the bounds of the new massing system, perhaps cut the interceptors dmg in half, double the number to twelve... dunno. Im fine with ridding of the vulture. who cares, gay unit anyhow. They should give the reapers flamethrowers instead, imo, or something besides pistols. dual pistols is too WH40k. I hope the Gols are revamped too. Speaking of which, can the GOLs missles hit the colossus as well then? cuz if thats the case they should put one mean shield on the colossus. As its a lithe walker unti, like 450 shields wouldn't be far fetched, with like 120 hl. Also, I hope the archons can scale cliffs. Only because that would be bad ass, not because there is actually a compelling reason.
They already have 325 shield and 400 hp in the demo...
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ahhh. Should have watched again... Still, I think it would be more reasonable for a large walker unit to have sig. less health, and more shields, representing the fragility of the leg structure, etc.
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On June 07 2007 08:35 Gandalf wrote: I'm really going to miss vultures, if they take them out. And of all the new units they've released so far, Reapers are the only one that I dislike. They're just not starcrafty, they look more like mini duke nukems running around -_-
same here. i never used them in my earlier days of bw, but rely on them pretty heavily now. i also don't find the design of the reaper appealing, but it seems to serve a similar role to the vult. chances are the vult might be gone. oh well, out with the old in with the new i guess.
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from the looks f it, strategy s not going to transfer over from BW to SC2 (althoug that spoke for itself) Im pretty interested to know what the new unit cap is...
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On June 11 2007 01:07 Xiven wrote:Show nested quote +On June 07 2007 04:09 lololol wrote: They said they are gonna have around the same number of units, not exactly the same. In one interview Rob Pardo said that they are removing 1 unit for every unit they add. I hope at least they base the unit count off of broodwar!
Yea I hope so too. I was really hoping for a greater unit count than that of BW, but I guess I'd rather have each unit have a purpose, so there are no useless units. I also hope that units wont have ONE single purpose, so that Immortals, for example, would be more useful than just tank fodder and at any given time, in any game of SC2, you will have an equal chance to see every unit. its useless for units to be in there that will only get played "if the conditions are right", but im pretty confident blizzard will do well this way.
On June 11 2007 14:54 Bub wrote: cmon.. you know a single shuttle won't be able to transport a colossus. You will need 4 shuttles clinged together (morph?) with a giant hook. cmon.
LOL so true. that thing is huge, even ultralisks would look up at it!
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Dunno where to post this idea of a new zerg unit I came up with except here, I hope you guys read it and give your opinion about it.
Unit: Corrupter
Race: Zerg
Description: After the results of the Brood War the Zerg continued they're infestation of planets outside the Korpulu sector, thus infesting a new number of creatures. One creature managed to capture the attention of the Queen of Blades, the Corrupter. A parasite like living organism that can attach itself to any ground unit. After zerg infestation the Corrupter became more resilient to attacks and it's stamina increased, also a thick layer of zerg armor now covers it's body.
Special Ability: The Corrupter can attach itself to any ground unit ( organic, metallic and robotic ) and make it unable to move for xx time ( xx means a number of seconds or even 1 min ). During the attachment process which lasts xx seconds the targeted unit is immune to all attacks. The Corrupter can be upgraded giving it a more deadlier task, instead of making the unit unable to move, after attachment the unit dies after a period of xx seconds along with the Corrupter .
Thoughts ?
Edit: I am gonna be more specific about this unit. It's core ability makes the unit unable to move only, meaning the unit can still attack or use it's abilities, you may think it's useless but think about it, the strength of the zerg is mobility and the possibility of amassing units. The Corrupter will work well in combination with lings and lurks imo. You will be able to surround the unit or units far more easily or just target strategic units that can prevent or make units move sloppier, I think you know what I mean. I think it should be a tier 2 unit, meaning it can be produced after upgrading to Layer. I wont get into the HP and Armor issue ofc. that's for the devs to decide, but it would be cool to have the same amount of HP's of a ling or a little bit more. I don't know if the Corrupter should die or not after the parasited unit dies but imo the Corrupter should not die unless killed, although after researching the upgrade I mentioned both the unit and the Corrupter should die. I have a lot more to tell about this unit but I am gonna continue only if ppl show interest in it .
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