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On March 11 2008 13:50 Ancestral wrote:Show nested quote +On March 11 2008 13:01 crazie-penguin wrote:On March 11 2008 13:00 Ancestral wrote: Yes, the "hero" idea is lame and scary. I like to idea about parasites though. Hmmmmm, actually, I was mocking people worrying about that...  Unique units = gay Not adding anything to the discussion, but I know at least a few people feel that way. I'm seeing that if they're really good, you'll get them every game. And if they're only good in certain situations, it seems that strategies would be built around them which seem stupid to me. It seems like it would be impossible to balance a unique unit. But like Nal_rA said, worry about balance later...
I'd like to know what you mean by that, are not many strategies in ZvT (hell the standard and mainstream one) about getting defilers at the right time? How about that new fast ultra and +1 armor build? When you go reaver/sair is your strategy not revolving around the killing power of reavers (and mobility of air)? Variation in strategy and tactics depend on this stuff. There's a risk/reward for everything.
And unique units are gay? If you ask me the lurker and reaver are some pretty DAMN unique, quirky, gimmicky, what have you units.
Although, I admit, that I don't really like the idea of a single limit on a unit (I actually support the idea of having a queen for every hatchery/lair/hive), some people are throwing out ridiculous reasons as to why they hate it and it just annoys the hell out of me. It seems most people are just complaining just to complain and fit in.
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On March 11 2008 14:00 ATeddyBear wrote:queen looks like
DURIEL!
queen --> duriel mothership --> tempest
GG
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Thor probably come from those Goblin shredder.
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sometimes, i want to kick some of you guys in the face.
"omg queen is so kewl" limit 1 "wtf hero unit thats gay your gay"
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On March 11 2008 14:31 useLess wrote: sometimes, i want to kick some of you guys in the face.
"omg queen is so kewl" limit 1 "wtf hero unit thats gay your gay"
QFT.
I like the Queen. You can use it for defence and keep it save or you can use it for offence taking the risk of losing it. Its probably better for defence though due to its mobility. I like the look and everything, but for all the skills its pretty cheap.. 150/0 and 20 seconds to build.
Also you can evolve it
Queen -> Large Queen -> Huge Queen
If it dies you have to rebuild a normal Queen and evolve it again..
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On March 11 2008 14:31 useLess wrote: sometimes, i want to kick some of you guys in the face.
"omg queen is so kewl" limit 1 "wtf hero unit thats gay your gay"
Agreed. Everytime I read useless whining like that for the sake of whining, it just makes me cringe.
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On March 11 2008 14:00 ATeddyBear wrote:queen looks like
Exactly what I thought. And I'm totally fine with that. Hopefully it keeps the cold aura.
edit: about the limit 1 thing. Generally, I'm against it, but this instance is one where I'm fine with the limit. It doesn't really make sense to have more than one queen.
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i'm speaking strictly from a story line point of view: does it make sense there is only one queen? there is one overmind, and one kerrigan, but there are a lot of cerebrates, overlords and queens! no more cerebrates actually, but queens look after the hatchery/hive right? what bout hatcheries on other planets? i heard one idea on bnet forums that it might be a good idea to limit the queen by the number of hatcheries. i know i know the teleport ability and a whole lot of other stuff would have to be changed. this is a fundamental change, and it is fundamentals that i am talking about. shouldn't each hatchery have a queen? it's not like the queen is the new kerrigan. you', the player is essentially kerrigan.
nevertheless, i think the queen took leaps and bounds towards being what a queen is supposed to be from BW. like seriously, the unit description said "mainly hangs around the hatchery and protects the hive cluster".. with what.. ensnares and broodlings? anyway i love what it's become. we are all of course talking about more minor changes, since blizzard already took the first step of making the giant one. would love to hear thoughts on the multiple queen idea, and restricting it to the number of hatcheries, despite that it probably won't be implemented" i would just like to see what people think about it.
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On March 11 2008 16:24 gwho wrote: i'm speaking strictly from a story line point of view: does it make sense there is only one queen? there is one overmind, and one kerrigan, but there are a lot of cerebrates, overminds and queens! no more cerebrates actually, but queens look after the hatchery/hive right? what bout hatcheries on other planets? i heard one idea on bnet forums that it might be a good idea to limit the queen by the number of hatcheries. i know i know the teleport ability and a whole lot of other stuff would have to be changed. this is a fundamental change, and it is fundamentals that i am talking about. shouldn't each hatchery have a queen? it's not like the queen is the new kerrigan. you', the player is essentially kerrigan.
nevertheless, i think the queen took leaps and bounds towards being what a queen is supposed to be from BW. like seriously, the unit description said "mainly hangs around the hatchery and protects the hive cluster".. with what.. ensnares and broodlings? anyway i love what it's become. we are all of course talking about more minor changes, since blizzard already took the first step of making the giant one. would love to hear thoughts on the multiple queen idea, and restricting it to the number of hatcheries, despite that it probably won't be implemented" i would just like to see what people think about it.
No offence to you but 8 hatchery queen rush anyone? It really deals damage and has a shitload of spells.. if you move all your queens to an expansion you will just destroy the opponent..
I like how it is. 1 
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Well, so far we don't know just when the queen becomes available. But still, unique units have no place in starcraft.
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On March 11 2008 16:24 gwho wrote: i'm speaking strictly from a story line point of view: does it make sense there is only one queen? Well, it seems like the Queen is the successor to the cerebrates storywise. And in Sc1 there was one cerebrate for every swarm. Assuming that now there is one Queen for every swarm, how does it fit being able to build (or to summon) multiple Queens while you're commanding only one swarm?
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If the queen was limited to creep or something along those lines, I don't think I would care very much if it was a unique unit.
That said, from a story line point of view, it's probably something akin to an infested protoss. It has arms, and it has the protoss face and nerve cords. Pretty sick~ Is Razagal truly dead, I wondeR?
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I love the idea of Parasite, it should cost like 100 mana, it would parasite something, and after 15 sec (could be chaned) it dies, can be casted only on living units or only on small or medium sized units. also i would make queen flying, cuz walking queen sucks
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On March 11 2008 16:38 Krzycho wrote:I love the idea of Parasite, it should cost like 100 mana, it would parasite something, and after 15 sec (could be chaned) it dies, can be casted only on living units or only on small or medium sized units. also i would make queen flying, cuz walking queen sucks  That'd make the burrowing and coming out at any Zerg building on the map spell seem pretty strange, since it would picture the Queen being a faster digger than flyer.
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Aotearoa39261 Posts
The queen is a travesty of a unit- It has the uniqueness of a mothership (ironic given the name of the ms lol)
- It has very similar abilities to the nomad (build structures etc)
- Thus is a unique nomad with some other spells
I wish it wasn't so.. but i wish for the queen to r-e-a-l-l-y become defined as a unique and interesting unit... perhaps have some evolutionary spells to evolve some units (like spin them into a web and have them hatch from that)
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No offence to you but 8 hatchery queen rush anyone? It really deals damage and has a shitload of spells.. if you move all your queens to an expansion you will just destroy the opponent..
Jaedong: They said the queen was improved, but I was a bit disappointed. It has low HP, and died quickly.
Savior: I was expected a lot from the queen, but it wasn't as strong as I hoped.
http://teamliquid.net/forum/viewmessage.php?topic_id=67760¤tpage=1#cutnews
I'm down for the first queen being available and subsequent queens for every second hatchery or every lair/hive
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hmm, the queen should have 3 spells, it starts with 1 spell, then gets another one when u have lair, then another one when u have hive tech
what if the number of queens you have is based on population? it could be number of ovies u have, 5 ovies=1 queen, or every 50 population is 1 queen
however someone mentioned 1 hatch/lair/hive=1 queen, that could work since technically 8 hatchery isnt exactly a rush
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The limit of 1 is integral to the current concept of the unit, that being the Zergs unique defense option. (I have yet to see any colonies) All her abilities need either creep and/or zerg buildings and combined with her slow walking speed she would be a poor offensive weapon. (notice how she doesn´t attack during the video)
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Russian Federation4235 Posts
As long as it doesn't gain experience (that introduces a new level into the resource model enabling you to grow army strength by just sitting in base and deflecting attacks), it's not a hero unit, and if she's available early game, I don't mind. The concept is vastly different from the mothership - what worked quite well in Dawn of War were commanders (and Queen is one) and what I hated were relic super units like Land Raider or Squiggoth (and that is closer to the Mothership).
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I only wonder where the privilege of casters to cast spells is gone. Why do combat units gain so many spells? Everybody knows that it confuses the player to see 20 different spells everywhere on the battlefield at the same time. Well, seemingly not everybody, but I know it. Since when is SC all about spellcasting? The more we see about SC2 the more it looks like "Spellforce" or any game like that.
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