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I'm sure most of you noticed that in the teaser vids certain units had the ability to attack air and ground at the same time with seperate cooldowns (BCs, stalkers, phoenixes). This will definitely make certain units very tactically useful for being able to multi-attack. But do you think Blizz will also impliment other attack types?
Some that I can think of are:
1) On-The-Move Attack: Dawn of War style, where you're accuracy is lower but you can pursue retreating enemies and attack them at the same time. Sounds unlikely though since this strays very far from traditional SC dynamics.
2) Beam Attack: Perhaps Protoss units that have laser/beam attacks will have their range extended beyond normal attacking range (but to a maximum range. eg own sight range) as long as their targetting the same unit. I got this of from watching how when the Colossus attacks the retreating banelings it's beam seemed to be much much longer than when it attacked the nydus canals. (of course, its possible that higher range actually gives that attack range increase instead)
3) Melee/Range attack: Very likely, and for some reason I keep thinking the Hydralisk would have this attack (since they always show hydras using melee in cinematics but having ranged attack in-game). Kind of DoW-ish, but would be cool nonetheless.
4) Multi-shot attack: Already done in SC1 with the Valkryie, and implemented into Colossus, I think this would be very interesting. A unit does several attacks (or lengthy attack followed by cooldown in the case of beams) before stopping for cooldown. It would lead to some units needing to be strategically placed before they start letting off their weapons. Imagine siege tanks doing 3 shots in a row before cooldown!
5) Energy-based attack: For casters I suppose? Their attacks would cost them small amounts of energy to use, and pretty weak I guess, but at least its to provide them with some defense? Unlikely IMO.
6) Healing attack: Does normal damage when attacking the enemy but heals your units instead when attacking your units manually! Yeah I know...straight rip from CNC3 Scrin corruptor and HL2 TF Medic.
More ideas? Thoughts and comments? Discuss.
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It's possible that the beam attacks last as long as the attack animation regardless of distance of the unit. Like if the attack say lasts about 2 seconds, then once the target in range of the unit it will target and open fire on the unit for exactly 2 second until the next attack even though the unit ran away outside of the attack range.
Healing attack is a bit retarded I think. Maybe they will implement multiple attack option for units like in AoE3 where as you can select your units to switch to melee or range attack. This applies to the Hydralisk and Marine (as someone pointed out that they have bayonets attached to the rifles, possible an upgrade for melee attack or purely cosmetic, idk)
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They have stated that the Siege Tank has on-the-move attack, and that it could kite slower-moving pursuing units automatically and indefinitely. Other units will probably have it.
I wonder if they're fast enough to beat Immortals this way, as long as they have room to run.
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United States12240 Posts
1) On-The-Move Attack: Dawn of War style, where you're accuracy is lower but you can pursue retreating enemies and attack them at the same time. Sounds unlikely though since this strays very far from traditional SC dynamics.
SC already has this, with the Vulture, Wraith, Carrier, Mutalisk, Corsair, Scout, Battlecruiser, Guardian, even the workers. It just requires a bit of micro. Units with a short "warming-up" animation can also do this but to a lesser extent.
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On July 11 2007 11:03 Excalibur_Z wrote:Show nested quote + 1) On-The-Move Attack: Dawn of War style, where you're accuracy is lower but you can pursue retreating enemies and attack them at the same time. Sounds unlikely though since this strays very far from traditional SC dynamics.
SC already has this, with the Vulture, Wraith, Carrier, Mutalisk, Corsair, Scout, Battlecruiser, Guardian, even the workers. It just requires a bit of micro. Units with a short "warming-up" animation can also do this but to a lesser extent.
Yes, but if you order your units to move, they won't automatically find a target to attack. On-the-move attack would do this.
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What about a double attack on the first volley? For example, if "F" means fire and "-" is a cooldown period what about firing like this:
F---F-------F-------F-------F-------F-------F-------F....
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I'm for keeping it the way it is. Simplicity is the key, overcomplicating everything would just kill SC2. Keep it the way it is now.
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Id say 3 and 4 are the most plausible ones for SC2, even at a stretch. Although I think they should just keep it to either one of the attack types, Id like to have the option for having both in the map editor.
And I said 4, because thats what theyre basically doing with the Phoenix (and the Siege Tank, or any unit with a long cooldown for that matter).
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Hmmm for number 5 we can use that for the Soul Hunters. Someone (sorry I don't know who suggested it originally) mentioned about the Soul Hunter's attack boost be temporary, maybe every time it kills a unit it gets some energy that it can use for it's "power attack" and we might even add the ability to choose how much energya is used for the power attack, so the more mana used, the higher the damage. This sounds a lot like the Destroyer from WC3, but it doesn't gain mana for every kill (and the fact that it flies).
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It'd be awesome if you could edit cooldown values in the campaign editor.
That is all.
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You can in the WC3 editor and they said the editor for SC2 will go beyond that.
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I'm against On-the-move attacking. It would kill a lot of micro. Ranged units would be way stronger as long as they have room, and you'd need to make them a lot weaker, or slower than melee units.
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Netherlands92 Posts
I thought by attack types you meant Concussive, Normal and Explosive damage, and to a minor extend Splash damage. Making even more sorts of those would be too much I think. It's complex enough as it is (though I never understood concussive damage... seems so useless, unless the damage is significantly greater than a similar unit with normal damage) ... i mean the Ghost in SC:BW is pretty much a spellcaster, cause they're only 'good' vs mutas or lings and useless vs pretty much every other unit. If they would double the damage on the ghost and keep the damage concussive, it would be good vs rines and zeals too.
Seems so dumb they give a special ops unit a shitty weapon compared to the basic marine ^_^
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On July 12 2007 06:05 GarlicSauce wrote:I thought by attack types you meant Concussive, Normal and Explosive damage, and to a minor extend Splash damage. Making even more sorts of those would be too much I think. It's complex enough as it is  (though I never understood concussive damage... seems so useless, unless the damage is significantly greater than a similar unit with normal damage) ... i mean the Ghost in SC:BW is pretty much a spellcaster, cause they're only 'good' vs mutas or lings and useless vs pretty much every other unit. If they would double the damage on the ghost and keep the damage concussive, it would be good vs rines and zeals too. Seems so dumb they give a special ops unit a shitty weapon compared to the basic marine ^_^
It's not like arbiter's explosive attack does something ^^
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12 ghosts would defeat 12 marines wouldn't they?
concussive damage just means its deals 100% to smalle, 50% to medium, and 25% to large
ghosts have range so if you augment your existing MnM force with ghosts in the back, they'll be able to attack (and lock down shit) whereas if you just had more marines, they would have to run around and wait for other marines to die before they could start shooting
besides, concussive damage deals 100% to sheilds, regardless of size
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Netherlands92 Posts
On July 12 2007 09:40 caution.slip wrote: 12 ghosts would defeat 12 marines wouldn't they?
concussive damage just means its deals 100% to smalle, 50% to medium, and 25% to large
ghosts have range so if you augment your existing MnM force with ghosts in the back, they'll be able to attack (and lock down shit) whereas if you just had more marines, they would have to run around and wait for other marines to die before they could start shooting
besides, concussive damage deals 100% to sheilds, regardless of size
They have way longer cooldown iirc, if only you could stim those bastards ... They do have superior range though... But does anyone 'mass' ghosts to counter m&m then? Isn't lockdown the main reason to tech to ghosts (well maybe nukes...)
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On July 12 2007 09:52 GarlicSauce wrote:Show nested quote +On July 12 2007 09:40 caution.slip wrote: 12 ghosts would defeat 12 marines wouldn't they?
concussive damage just means its deals 100% to smalle, 50% to medium, and 25% to large
ghosts have range so if you augment your existing MnM force with ghosts in the back, they'll be able to attack (and lock down shit) whereas if you just had more marines, they would have to run around and wait for other marines to die before they could start shooting
besides, concussive damage deals 100% to sheilds, regardless of size They have way longer cooldown iirc, if only you could stim those bastards  ... They do have superior range though... But does anyone 'mass' ghosts to counter m&m then? Isn't lockdown the main reason to tech to ghosts (well maybe nukes...)
The main reason I tech to ghosts is to make fun of my opponent
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