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Protoss weakness... - Page 2

Forum Index > SC2 General
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mahnini
Profile Blog Joined October 2005
United States6862 Posts
July 21 2007 13:55 GMT
#21
On July 21 2007 22:53 caution.slip wrote:
Show nested quote +
On July 21 2007 19:44 fuglyfrog wrote:
On July 21 2007 16:39 CharlieMurphy wrote:
Its fine IMO but yea in sc2 they changed the way training units works. The building has a timer on specific unit types no matter if you plan to build one or not. you click it and the unit pops out and takes the money and resets all the timers in that building.

Thats pretty cool when you think about it, its backwards but seems like it would be more effective and sorta solves the problem (that doesn't really exist) that you are suggesting.


I thought there was just a cool down for the building itself, so it's the same cool down for every unit, and then, when you warp in a unit, the warping time differs depending on the unit?


fugly is correct, 30 seconds for a unit regardless of immortal, zealot, or stalker

That's not what we saw in the demo videos. You have a link?
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Smoov
Profile Joined May 2007
United States37 Posts
July 21 2007 14:18 GMT
#22
30 second cooldown....not production time.....at least as far protoss warp ins...
caution.slip
Profile Blog Joined June 2007
United States775 Posts
July 21 2007 15:27 GMT
#23
On July 21 2007 22:55 mahnini wrote:
Show nested quote +
On July 21 2007 22:53 caution.slip wrote:
On July 21 2007 19:44 fuglyfrog wrote:
On July 21 2007 16:39 CharlieMurphy wrote:
Its fine IMO but yea in sc2 they changed the way training units works. The building has a timer on specific unit types no matter if you plan to build one or not. you click it and the unit pops out and takes the money and resets all the timers in that building.

Thats pretty cool when you think about it, its backwards but seems like it would be more effective and sorta solves the problem (that doesn't really exist) that you are suggesting.


I thought there was just a cool down for the building itself, so it's the same cool down for every unit, and then, when you warp in a unit, the warping time differs depending on the unit?


fugly is correct, 30 seconds for a unit regardless of immortal, zealot, or stalker

That's not what we saw in the demo videos. You have a link?


that is what we saw in the demos, if you look at the large game preview video (where he warps in a lot of stalkers and zealots) if you look at the right hand side when a warpgate is selected, you see a zealot, an immortal, and a stalker. They all have the cooldown animation (if you've played WoW or WC3) and they are all have the same duration

theres a screenshot of it in the "New Method of Protoss Production" thread, somone put it against a "move attack hold position" background so it was more visible
Live, laugh, love
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2007-07-21 16:20:53
July 21 2007 16:19 GMT
#24
On July 22 2007 00:27 caution.slip wrote:
Show nested quote +
On July 21 2007 22:55 mahnini wrote:
On July 21 2007 22:53 caution.slip wrote:
On July 21 2007 19:44 fuglyfrog wrote:
On July 21 2007 16:39 CharlieMurphy wrote:
Its fine IMO but yea in sc2 they changed the way training units works. The building has a timer on specific unit types no matter if you plan to build one or not. you click it and the unit pops out and takes the money and resets all the timers in that building.

Thats pretty cool when you think about it, its backwards but seems like it would be more effective and sorta solves the problem (that doesn't really exist) that you are suggesting.


I thought there was just a cool down for the building itself, so it's the same cool down for every unit, and then, when you warp in a unit, the warping time differs depending on the unit?


fugly is correct, 30 seconds for a unit regardless of immortal, zealot, or stalker

That's not what we saw in the demo videos. You have a link?


that is what we saw in the demos, if you look at the large game preview video (where he warps in a lot of stalkers and zealots) if you look at the right hand side when a warpgate is selected, you see a zealot, an immortal, and a stalker. They all have the cooldown animation (if you've played WoW or WC3) and they are all have the same duration

theres a screenshot of it in the "New Method of Protoss Production" thread, somone put it against a "move attack hold position" background so it was more visible

Well, it's not a uniform 30 seconds like you were implying. Each unit has a seperate "cooldown" rate before it can be built again.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
July 21 2007 17:39 GMT
#25
"-If the Gateway is upgradet to the Warpgate. you can teleport every 30 seconds a unit in pylon range"

im quoting Xythos, who is translating from the german magazine, who i'm pretty sure got that statistic from blizzard

of course things could change by release, but thats what we know now
Live, laugh, love
Navane
Profile Blog Joined February 2007
Netherlands2749 Posts
July 21 2007 17:45 GMT
#26
4 zerglings attack power diminshes after every 35 (?) pts of damage. This is not the case with zealots, wich remain at fullstrength untill they die.
XythOs
Profile Blog Joined February 2005
Germany520 Posts
July 21 2007 22:56 GMT
#27
Yeah but 4 zerglings have more damage per second then one Zealot.
Duffybeer
Profile Blog Joined May 2007
China183 Posts
Last Edited: 2007-07-21 23:54:41
July 21 2007 23:49 GMT
#28
to the OP, starcraft is the most balanced RTS ever created. There is no imbalance ok? Nothing is wrong with how things are, if you think there is anything wrong then you are a noob who should play war3. Seriously, we don't want sc2 to become war3- elf in space, ok? So STFU there isn't anything wrong and get that sand out of your vagina. Because Pvz is perfectly balanced in broodwar, and will probably be in SC2, we don't need any extra implementations to noobify the game.
Fascism is bad......
NoNameLoser
Profile Blog Joined December 2002
United States1508 Posts
July 21 2007 23:52 GMT
#29
Say the Colossus costs 400/200, but there is an upgrade for the unit which costs 100/100.
If you get the upgrade you can start building anytime with any funds, say it eats 10/5 (minerals/gas) every 3 seconds, so as long as you got 10/5, there will be building progress.
Or you can wait for money to flow in (400/200!!) to begin building.

Which would you do?
sc0rchedst0rm
Profile Blog Joined June 2007
Ireland176 Posts
July 22 2007 03:41 GMT
#30
I was under the impression that in the gameplay demo they're using some kind of "cheat" to make the units build quickly, and that they actualy have a warp in animation akin to a Protoss building arriving. I think I read that somewhere, anyway.

That's probably my wonderful mind making up more BS though, so don't quote me on it!
Kill a man, you're a murderer. Kill 100 men, you're a hero. Kill 1000 men, LVL UP!!!
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