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Sweden33719 Posts
This thread is intended for discussion of the confirmed Terran units, keeping in mind that at this point nothing is final, and a unit currently in the game might very well be cut next week. Nevertheless, this thread will try to keep track of them in as up to date a fashion as possible. Any discussion pertaining to these units should go in here. Unless you have a very good reason for opening a seperate topic on the subject, post your thoughts in here to avoid clutter.
Confirmed terran units
Marine Reaper Ghost
Firebat (seems to be out of the game currently) Marauder SCV
Thor Viking Banshee BattleCruiser Nomad Siege Tank Cobra (not sure this is still in?) Jackal
Command Center Sensor Tower Armory Bunker Barracks Deep Space Relay Engineering Bay Merc Haven Missile Turret Munitions Depot Planetary Fortress (Command Center addon) Reactor (Barrack addon) Refinery Radar Tower (unsure if this upgrade to the sensor tower is still in) Supply Depot Surveilance Station (Command Center addon, aka comsat station) Shadow Ops Techlab (Barrack addon)
Terran tech-tree as of Blizzcon 2007
(NOTE: This tech tree is not from the most current game build, parts of it may have become outdated)
Unit stats (from Leipzig, late august)
Thanks to Chodorkovskiy for re-uploading them.
Please keep all general discussion, opinions, ideas and so on for the terran units, in this thread. Individual threads on the subject will be tolerated, but you must have a good reason for creating one, and a very high quality first post is expected. That is, do not create a topic consisting of a poll asking "Should the Firebat merge with the Reaper? Yes/No/Coffee".
Keep it civil and follow the SC2 guidelines!
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Why'd you list buildings? Oh I see he is just listing shit off the sc2 site.
Well you could list depots and turrets and barracks etc too. Pretty sure you wont be able to make tanks and such without them.
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There units at heart you know.
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United States20661 Posts
First off - The probe/red name is badass.
Secondly - why inclusion of two buildings and not the rest? (depot, barracks, factory, etc)
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i believe he is just linking buildings that have been put on Starcraft2.com, and will update them as they go.
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United States20661 Posts
On November 09 2007 10:59 Alventenie wrote: i believe he is just linking buildings that have been put on Starcraft2.com, and will update them as they go.
I originally thought that as well, but he has unlinked units.
Whatever, it's relatively irrelevant.
I can't get over how good FrozenArbiter looks in red. Ahhhhh it's so aesthetically pleasing! I have no idea why, either. Guitar/Red don't go together nearly as well.
About the actual subject: will deleted units be discussed (e.g. predator) in case of their return?
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Congrats Frozen
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Sweden33719 Posts
I decided to link all units since this is primarily a unit topic, but all buildings that are on the site will be added just for convenience. If you want, I can add all buildings tho, it's not really a problem =]
I think discussing a unit such as the predator is okay, since I don't think the decision to cut it is ifinal (ie, the soul hunter is gone for good, but as far as I know they havent made that kind of decision for the predator). Not really considered this tho but for now I'll say yes.
Also, Last Romantic, zomg yes! Pretty in red!
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You should add all buildings, having just the ones from sc2.com, while you list all the units is a bit awkward.
What I like about the new CC is that you can't have comsat(now called surveillance station) and be able to lift off to save the expansion, it's really annoying when you're attaking a base with lurker/ling and the terran just lifts off till his reinforcements arrive, saving his base and losing just a bit of time till his maphack... err comsat is up and running again, now terrans will have to chose one of the two. This could be a "bonus" for the terran in some rare cases, I remember Savior destroying a terran's comsat with a raid just before a critical battle and such a play will be a lot less practical, since the comsat now is the CC itself and probably has 1500 hp, which is 3 times as the comsat in BW.
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FA, I like the red. =]
@lololol, agreed that it seems more balanced in most cases to not have a free liftoff at every base vs certain units. Besides vs Zerg, let's not forget the added scanner HP will help Terran even more in the case of Dark Temp raids as it's common enough to go after the scanner if you sneaked in.
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Edit: Nevermind, I'll make a new thread.
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Too many pretty lights and pew-pew lasers in those screens. Impossible to follow. Blizzard needs to get serious about making this less cluttered.
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It looks as though the seige tank shoots discs, i have no idea how to improve the model but i am still unsatisfied with it. I liked how the turret wasn't centered on the tank in the SC
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i think sc2 is starting to veer off into a more of a WoW format game...the units all have unique abilities and i think some are a little rigged. i hope sc2 isnt a huge disapointment reactor will be so overpowered if you can land factories on one xD
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not necessarily... it's been reported that units like the tank can still only be built one at a time because they're so large.
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No, it's been reported that units like tank can still only be built one at a time because they require the other addon (tech lab?), and you can't have two addons on the same building.
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The Arclite Siege tank is retired and we now have the Crucio Siege Tank, apparently in honor of the Harry Potter torture spell. 
http://www.starcraft2.com/features/terran/siegetank.xml
I still am not crazy about the side treads, but we obviously will have to live with it. It is a siege tank at least, and I for some reason I don't think they've killed the splash on it yet (worried in light of reavers, high templar, vultures, and other splash/aoe units getting cut or weakened).
Sorry if this isn't the place for this post (I think it is, but I was sorely confused by the new layout/rules of this forum) ... and I didn't see a post on it yet, but I've also had trouble seeing the topics since the changes. Just having problems in general. =\
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United States20661 Posts
On January 09 2008 03:27 Blacklizard wrote:The Arclite Siege tank is retired and we now have the Crucio Siege Tank, apparently in honor of the Harry Potter torture spell. http://www.starcraft2.com/features/terran/siegetank.xmlI still am not crazy about the side treads, but we obviously will have to live with it. It is a siege tank at least, and I for some reason I don't think they've killed the splash on it yet (worried in light of reavers, high templar, vultures, and other splash/aoe units getting cut or weakened). Sorry if this isn't the place for this post (I think it is, but I was sorely confused by the new layout/rules of this forum) ... and I didn't see a post on it yet, but I've also had trouble seeing the topics since the changes. Just having problems in general. =\
What a shit-tastic name.
You know, I loved the SC1 names. There are very few that I dislike. SC2? I'm finding it hard to discover a name that I DO like.
Arclite => Crucio is so far down the devolution ladder that it disgusts me. Arclite sounded badass, even if it didn't really mean anything [arclight, maybe]. Crucio reeks of an overrated children's series.
The graphic is much improved over the original from the first announcement. I still don't like the gun deployment but oh well.
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HAhahahha
Last Romantic: and crucio is a shit name Ark: oh come on Ark: it'll make more sense Last Romantic: it reeks of harry potter Ark: when they intro duce the "imperio science vessel" Last Romantic: I am going to cry. Ark:and the "avanda kadavra nuclear" Last romanticcry a lot. Ark:and the grapevine says that the xel naga hero is called voldemort Last Romantic: lawl
The medic healing sounds so much like a powerup from an old shooter, or something. It also kind of sounds annoying, but I guess it's OK. The tank sieging looks really cool up close, I have to say.
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United States20661 Posts
I move to rename it to 'Siege Tank Evangelion'
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I think Terran units should have more industrialized names, at least. For the protoss, fantastic names make sense because humans are looking upon them as unknown creatures, whose only impressions for names come from their performance on battle. Terrans themselves develop their weapons, so why not name it like X-321 Siege Tank, or something, or Arclite 1-B Siege tank.
Of course Siege tank Evangelion sounds better than Crucio siege tank, but Siege tank Gundam might fit with the whole mech theme.
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Interesting. I'm betting on a factory based mech that must have a short range attack with splash like the fb.
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Sweden33719 Posts
Some random info that doesn't really warrant a new topic: http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=475614&s=blizzard&tmp=1#blizzard
Medics in StarCraft II currently have an area of effect Flare ability (50 Energy), which allows the player to see an area near the Medic. This Flare will not act as a detector, but is great for attaining vision of high ground to spot for the Siege Tank, allowing it to hit targets otherwise not targetable. - Karune
could that just be a secondary use of Optic Flare, (so you're not always forced to use it offensively), or is it set as a replacement ability? - nuBrun
For now, this is the replacement ability. - Karune
Q u o t e: Is vision needed for Reapers to jump up cliff? If so, does Optic Flare come in handy?^^
Yup, this will be great for Reapers to back door, or in team games for Stalkers to Blink to strategic positions. - Karune
Q u o t e:
1. Does the Colossus have "air" vision due to its height, or would it need a "spotter" to climb cliffs as well? Would this be complementary to how Vikings, as the Terrans' secondary cliff-passing unit, could grant vision for Reapers?
The Colossus will be able to see on top of cliffs, allowing it to climb up without a 'spotter.'
Q u o t e: 2. Is a "spotter" needed to go from high to low ground, or does vision granted from high ground solve this problem?
No, a 'spotter' will not be necessary, because a unit on high ground will be able to see ground levels below it.
- Karune
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omfg, looks cool. GW frozen
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Why would reapers need vision to boost up to high ground? Are they worried they aren't gonna make it up there without seeing how high it is? I guess they don't have limitless jetpack fuel.
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Need to add the jackal and the marauder
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On March 02 2008 13:40 gamecrazy67 wrote: Why would reapers need vision to boost up to high ground? Are they worried they aren't gonna make it up there without seeing how high it is? I guess they don't have limitless jetpack fuel.
imo they should only be able to jump where the have los. for example when they are on top of a cliff they obviously see down so they can jump but when they re down from the cliff, a flying unit should be required for them to jump.
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i want the medic!!!!!!!
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