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Maximum unit limits - Page 2

Forum Index > SC2 General
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XCetron
Profile Joined November 2006
5226 Posts
May 21 2007 07:10 GMT
#21
no unit limit = massing w/e or everything into a huge huge army.

this combined with the idea of no unit selection cap just create a huge battle mid game and whoever wins that wins the game.
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
May 21 2007 07:12 GMT
#22
As long as the graphics works I wouldn't mind having a higher limit, but you have to have a limit to force people to use their troups.
Enter a Uh
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 07:26 GMT
#23
With a higher limit raids against the enemy supply depos/pylons and Overlords could become devastatingly effective late game. Imagine getting shot down from 400 suppy to 200 when you're using 350, then the nail in the coffin would be harrasment against your builders. When you're that high above your supply you won't be able to build new builders any time soon.

I think they'll probably raise it above 200, I can't guess how high though.
n3m0
Profile Joined January 2007
Portugal247 Posts
May 21 2007 07:36 GMT
#24
this thread is stupid, it would ruin micro and strategy itself : x

kill all those who turtle, there should be a timelimit for turtling : o
Former WGT Clan League Admin - Former Portugal A team manager - Former member of MgZ) / iG. / LRM) - Starcraft Broodwar
teh leet newb
Profile Blog Joined January 2005
United States1999 Posts
May 21 2007 07:37 GMT
#25
Yeah, Warcraft just sucked because 100 unit limit + huge supply usage per unit was way to small scale.
"The best argument against democracy is a five-minute conversation with the average voter." - Winston Churchill
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 07:38 GMT
#26
I thought that the limited amount of resources in your starting location was the time limit to turtling.
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