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[D] Bring back excitement to SC2 - Page 4

Forum Index > SC2 General
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BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-06-04 01:42:44
June 04 2008 01:42 GMT
#61
The new ghost has been a sticky on basically all SC2 boards for a month quite a while ago. Use search.

It's a unit with decent hp and very good damage vs light armoured units. Which include marines, zealots, all workers, mutalisks, zerglings, phoenix, etc.

Ghost is tech level 1.5

It's a straightforward combat unit which is effective vs armies high on light and has some neat abilities to back it up. It used to have EMP. Does it still have that? Then of course nuke also. And cloak.

Also, they reveal enemy caster units, which are targetable with snipe, in the fog of war. Which is probably one of the few guerrilla friendly aspects of the ghost.

Nuke will always be a humiliation tactic. Exactly because of the high risk/high reward.
anotak
Profile Blog Joined March 2008
United States1537 Posts
June 04 2008 01:42 GMT
#62
On June 04 2008 10:12 Caller wrote:
ghosts are actually pretty late game. They also cost a ton of gas. Zerglings are very early game.

I believe you have to go from
barracks-->reaper tech --> ghost tech

what does more starting workers change with anything
the zerg will have as many workers and they'll be just as far ahead.

Marines are stronger in BW only when they get the upgrade... which is late game. Marauders are more expensive than firebats and medics, and even if they each slow one ling twice as many are charging towards them. Add mutalisk harassment and without medics the Terran is basically screwed until they get ghosts, which requires mucho micro for snipe and the like.

You're probably right about the stalker point, but even so dragoons functioned like that and yet they were very effective against marines.

As for reapers, their mines only work against non moving units... which are definitely not zerglings. Their normal attack, while fast, doesn't do "extra damage" it just does normal damage fast. However, they are very susceptible to a flank.

Reaps from what I understood were more effective than rines against units like lings but less effective against larger units.
And goons generally are stronger than rines because of the range advantage.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2008-06-04 01:49:40
June 04 2008 01:47 GMT
#63
I'm not worried about the balance issues that come with removing the medic - at all. Really, I just don't see the game being as fun without them.

Blablabla marauder blabalbal ghosts.. I don't know what they cost, I don't know where they are in the tech tree, I don't know how they do vs unit X. But I do know they don't let marines stim freely. And that is boring.

I do know that they won't increase the longevity of the fragile marines, which again is boring. These units aren't like the super fast and medium hitpoint vultures or the shuttle born reavers, the only reason you see hero marines in games is because of the medic -_-

Rushing, meh, terran will just make a bunker or something, they survive all throughout vanilla SC afterall. Stalkers? Nah, no range upgrade and hopefully TvP will still be a mech matchup.

Anotak, you seem to find the idea of terran infantry being composed of a marine/marauder/ghost/reaper mix appealing while I find it to be quite the opposite (different views I suppose). I like ghosts as specialized units, if they suddenly become a massable infantry unit I'm going to be quite disappointed..

Will removing the medic and adding in all the micro elements of the ghosts, reapers and marauders not create new opportunities? Sure it will, but it just sounds like WC3 Humans to me and their rifle/caster army (marines - riflemen, marauders - sorcerers /w slow mixed with spell breakers I guess, meh dunno wc3 well enough to make exact comparisions, just that the style of control with multiple units with special abilities would feel very un-terran to me).

I like it the way it was in BW, with marines/medics/firebats (replaced by marauders now) form the mainstay, but of course the ghost should now be made viable (perhaps it could take on a dark templar type role, attacking casters and preventing expansions, I don't know).

This post is all over the place, partly because I'm tired and partly because of the lack of exact info on how things currently work, I'll probably go back and edit it a few times---

Nuke will always be a humiliation tactic. Exactly because of the high risk/high reward.

With stand-alone nuclear silos and, I believe, much cheaper nukes I've sort of assumed blizzard mean for them to become "standard" fare in, at least, late game. A move which I applaud

Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2008-06-04 01:51:53
June 04 2008 01:49 GMT
#64
On June 04 2008 10:42 BlackStar wrote:
The new ghost has been a sticky on basically all SC2 boards for a month quite a while ago. Use search.

It's a unit with decent hp and very good damage vs light armoured units. Which include marines, zealots, all workers, mutalisks, zerglings, phoenix, etc.

Ghost is tech level 1.5

It's a straightforward combat unit which is effective vs armies high on light and has some neat abilities to back it up. It used to have EMP. Does it still have that? Then of course nuke also. And cloak.

Also, they reveal enemy caster units, which are targetable with snipe, in the fog of war. Which is probably one of the few guerrilla friendly aspects of the ghost.

Nuke will always be a humiliation tactic. Exactly because of the high risk/high reward.

You didn't answer any of my questions. Tech level 1.5 doesn't mean it's definitely a powerful combat unit if its extremely slow moving/attacking. They are also quite gas-expensive, which you can't exactly afford in large numbers, especially early in the game. Either way, I'm not going to count it out. It sounds like an interesting unit, with much needed improvement over the original.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2008-06-04 02:03:52
June 04 2008 01:55 GMT
#65
On June 04 2008 09:49 teamsolid wrote:
FA, I think what you're basically asking for are high risk/high reward units. The most exciting units and abilities in SC generally satisfied these two conditions:

M&M
Vultures
Reaver
Templar/Storm
Mutalisks
Scourge
Defiler

So what units can potentially satisfy these criteria in SC2? (they don't need to be direct successors)

Ghost
Reapers
New M&M??
Stalkers
Nullifier
Nydus worm
Banelings
Infestor

Not looking too shabby so far. So basically, I agree 100% with your view that SC2 requires more of these high risk/high reward units, but I think the jury is still out on this one. I'm hoping Blizzard understands that this is what delivers excitement in a game and am hoping they incorporate this idea into their design philosophy.

Hm, what spell does the Nullifier have other than cyclone (anti-gravity, whatever, it's cyclone damnit! )? Nydus worms/warp-in are both awesome.

And I know you put question marks behind it but the new M/M (marine medivac.. ughughguhguhfgfg)..... I just don't see it. It wont happen before starport time, which is semi-high tech, so.. terran is supposed to do what until then? Turtle? Run around with marines/marauders and be really picky about when to stim (I'm sorry but this just isn't fun lol, I've played a lot of vanilla recently and marines are boring as fuck without medics)?

On June 04 2008 08:38 anotak wrote:
Show nested quote +
On June 04 2008 08:13 FrozenArbiter wrote:
On June 04 2008 08:06 anotak wrote:
On June 04 2008 07:51 FrozenArbiter wrote:
That is another thing, nobody in this thread (or any other thread) has explained to me how the medivac is gonna be able to take the medics place in all the early game micro situations.

They aren't... but marauders, ghosts, and reapers are there instead. It's a different game, there's no 1 to 1 relationship between the units of SC1 and SC2 and you can't really say X will take the place of Y.

To be honest having another kind of infantry coming out of the rax with all the stuff they've added would be a pain to me as a terran player.

Really other than a few rare extraordinary mnm ubergosu micro situations, medic is actually more of a chore to build them, a pain in the ass than something cool, nobody ever says "hey check out that AMAZING SUPPLY DEPOT MICRO".

I drool over well built bases frequently =[

Oh well guess we just really disagree about the medic.

The fact that you agree the medivac wont be able to replace the medic but aren't worried about this removing all the early game micro situations seems weird to me.

I think the other units (marine, ghost, reaper, marauder) will be able to replace those situations...
Besides, how often do we see this "early-game micro" outside of TvZ?

It happens, but even if it didn't that would be irrelevant as we see it in >EVERY< TvZ (although I must say I'm sort of old school in my view of TvZ, I think TvZ back when terrans always opened 2 rax in main was cooler than the CC first stuff, the medivac fits slightly better into the latter).


For a while I was annoyed by the loss of the medic but I'm starting to realize with all the infantry in the mix it would be hard to keep the unit mix right with medics there randomly as well (that would make 5 infantry types)... I mean honestly, I really do appreciate the medic walls and whatnot, but I appreciate units with high damage/micro/maybe spellcasting potential (reaper/ghost). And the marauder will make that even better to do. Sure, it may be a little hard to visualize right now, but I think that ghost/reaper/marauder/marine micro could do some amazing things.
I said it before but I honestly feel like that type of micro is more WC3 Human than BW Terran >_< And I really really hope the ghost won't be part of the regular terran army, I hope its role is more like a dark templar.

I vehemently disagree about it being difficult to phase in medics into that mix regardless tho ;p


I think what really converted me though was I started trying to think up strategies to use in various matchups. I mean there's the obvious ghost rush (hope they don't have detection up),
Which I sincerely doubt will be useful.. (but I could be wrong because I have a hard time not thinking in terms of the SC1 ghost :D)
and the reaper rush (laugh when a zeal-heavy toss can't keep up with your mobility / mines).
.. which has what to do with the medic ;p?
Fast ghost-drop or fast rine-drop will be more powerful with medivac (cliffing with ghosts might be viable too, I understand they do extra damage to workers?).
.. why will it be easier? ok so you will have 1 more spot in your dropship, woohoo
It'll be easier to hold a position defensively with marines/marauders/reapers/ghosts.
.. and it would be even easier if we add in the medic.
viking/ghost/banshee tvz will hopefully be quite strong (get to quick viking tech, take out ovies, spore colonies (detection), workers, queen, etc while getting ghosts. Use cloaked ghosts on the now detectionless zerg, transition into banshees to close the deal.
..yet again, the medic being or not being in the game has zero impact on this build :D
rauder/rine rush against melee-heavy zerg and toss opponents. Ghost snipe on roaches. You get the picture.

ps. I love good building placement, i just meant that there's not much more to it than placement, and you can do placement with any unit, doesn't have to be a medic.

Again these ideas are just as doable/not-doable regardless of if the medic is a medic or a medivac.. ghosts/vikings don't even involve medic OR medivac tech, nor does a reaper rush.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
June 04 2008 02:05 GMT
#66
Teamsolid, I told you to use the search.

FA, you actually convinced me on the medic. But the medic does force the zerg to retrain itself from being overly aggressive. No medic does mean less marine micro. But it also means more zerg aggression.

But I do think Blizz lacks vision. They rely on making up cool lore ideas, putting them in the game and then hoping they will turn out great.

Also, just look at the units that Blizz desperately tries or tried to keep in. And the units Blizz discarded so easily. Both new and old.

Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2008-06-04 02:19:47
June 04 2008 02:12 GMT
#67
Hm, just for fun let's try to make a list of what units they seem persistent on keeping..

The mothership (they seem really hellbent on this one ;D)
The thor
The medivac (damn you, daaaaaaaamn you! *shakes fist*), although they did say they were split internally on this.

Units they seemed to remove somewhat easily:
Reaver
Firebat

The Silver Surfer.. I mean the Soul Hunter they let go of pretty quickly too, thank god =]

EDIT: Btw, with regards to what you said about the medic forcing zerg to restrain their aggression, I would be totally fine with zerg getting, say, a less bad version of spawn broodling..

Could work like parasite in Alien Swarm, you get hit by a parasite, start taking damage, then when you die more parasites explode out of your body. Would give terran a reason to research restore as well.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
dcttr66
Profile Joined October 2003
United States555 Posts
June 04 2008 02:56 GMT
#68
On June 04 2008 02:04 Integra wrote:
Off topic question but I'm willing to risk it.

What was the reason that Blizzard gave for removing the reaver from SC2?

reavers are insufficient to the war. too weak. the colossus units are far more powerful.
reavers were some sort of processing plant that was reconfigured for war by making it build scarab drones which would go out and explode on targets. the colossus units are recovered from a previous protoss war and they were not used for a long time because they were too powerful and it was considered bad mannered to use them. but now they need something better than reavers, so that is the colossus units.
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
June 04 2008 03:05 GMT
#69
On June 04 2008 11:56 dcttr66 wrote:
Show nested quote +
On June 04 2008 02:04 Integra wrote:
Off topic question but I'm willing to risk it.

What was the reason that Blizzard gave for removing the reaver from SC2?

reavers are insufficient to the war. too weak. the colossus units are far more powerful.
reavers were some sort of processing plant that was reconfigured for war by making it build scarab drones which would go out and explode on targets. the colossus units are recovered from a previous protoss war and they were not used for a long time because they were too powerful and it was considered bad mannered to use them. but now they need something better than reavers, so that is the colossus units.

Balance-wise, they said the two overlapped roles too much...since the colossus is basically a reaver + shuttle for most purposes.
Do you really want chat rooms?
Ghostclaws
Profile Blog Joined October 2006
114 Posts
June 04 2008 03:07 GMT
#70
This thread seems more like a "How could we improve Terran" thread, since it seems that they are getting the least of the new changes.

I think using lore ideas and concepts to create units is perfectly fine. Starting with what you have and looking at what could be added is a simple and effecive way to add new content. That could be in fact the part where Blizzard went wrong in the first place. Without a strong background to work off of, a new concept will easily be underdeveloped, weak, and not smoothly fitting with the rest of the unit mix.

These new units don't seem to have very strong lore backing them up. Terran technology is pretty simple and practical, not the most efficient but it gets the job done. Humans are also highly specialized. Trying to mix roles and create a unit that can do-it-all is not Terran at all. This is one reason why the Medivac does not belong. For the Thor and Jackal, it seems that Terran technology has not progressed, but regressed. The Thor is reminiscent of the idea where we thought a plane would fly if it had more wings, so we stacked on as much as we could in hopes that it would fly. That's what it is, after all. The Thor is supposed to be the biggest and baddest weapon because it has every single gun. Similarly, the Vulture is a hoverbike. This is important because it needs to be able to traverse many different kinds of terrain to act as a fast moving scout. The Jackal cannot do this.

The Ghost is without a doubt the best "new" unit I've seen so far for Terran. Even though it looks like it has major flaws, I see the potential and creativity from Blizzard. Snipe looks like an attempt at making it a Terran Assassin, but I think it's a bit cheesy and too obvious. Ghosts aren't known for their ability with weapons; they are known for their Psionic capability. Using snipe from a distance requires no finesse, that's not Ghost-like at all. To replace Snipe, I would suggest and ability where Ghosts must close in on their targets to near-melee range before dealing the critical blow. Another flaw I see is that they tried to make the ghost a strong standalone unit by giving it an HP boost. This doesn't fit well because no matter how physically strong a human is, a human should still be no match against a Zergling's claws or the Zealot's blades. A better way might be to increase the damage output and cooldown, while keeping it at reasonably low hp. This would mean that the Ghost would be able to take on individual units, but would not fare well against groups. On a more positive note, I absolutely loved it when they added the ability to sense when units with energy were nearby: this fit in perfectly with what Ghosts did/could do.

I know I haven't really touched on how the units affect excitement, but I don't think I can argue that one. Looking at the SCBW unit set, I don't think I would have imagined how exciting they could be. All the units appear to be so simple. I probably would have been more excited by the unit that you could play around with the most. Yet things like Marine Medic control, Vulture patrol, Dragoon dancing come up, making those simple looking units the most fun to play in the game. And it turns out that the units with all the special abilities are the ones that aren't used (Queen, Ghost, etc.)
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prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
June 04 2008 03:15 GMT
#71
Just want to say it sucks that the transport units have slow load/unload animations now. Completely removing load/unload dropship micro. Intensity just dropped a point. Which is part of the 'excitement' of starcraft.
Oh no
UmmTheHobo
Profile Blog Joined April 2008
United States650 Posts
June 04 2008 03:34 GMT
#72
On June 04 2008 10:47 FrozenArbiter wrote:
I'm not worried about the balance issues that come with removing the medic - at all. Really, I just don't see the game being as fun without them.

Blablabla marauder blabalbal ghosts.. I don't know what they cost, I don't know where they are in the tech tree, I don't know how they do vs unit X. But I do know they don't let marines stim freely. And that is boring.

I do know that they won't increase the longevity of the fragile marines, which again is boring. These units aren't like the super fast and medium hitpoint vultures or the shuttle born reavers, the only reason you see hero marines in games is because of the medic -_-

Rushing, meh, terran will just make a bunker or something, they survive all throughout vanilla SC afterall. Stalkers? Nah, no range upgrade and hopefully TvP will still be a mech matchup.

Anotak, you seem to find the idea of terran infantry being composed of a marine/marauder/ghost/reaper mix appealing while I find it to be quite the opposite (different views I suppose). I like ghosts as specialized units, if they suddenly become a massable infantry unit I'm going to be quite disappointed..

Will removing the medic and adding in all the micro elements of the ghosts, reapers and marauders not create new opportunities? Sure it will, but it just sounds like WC3 Humans to me and their rifle/caster army (marines - riflemen, marauders - sorcerers /w slow mixed with spell breakers I guess, meh dunno wc3 well enough to make exact comparisions, just that the style of control with multiple units with special abilities would feel very un-terran to me).

I like it the way it was in BW, with marines/medics/firebats (replaced by marauders now) form the mainstay, but of course the ghost should now be made viable (perhaps it could take on a dark templar type role, attacking casters and preventing expansions, I don't know).

This post is all over the place, partly because I'm tired and partly because of the lack of exact info on how things currently work, I'll probably go back and edit it a few times---

Show nested quote +
Nuke will always be a humiliation tactic. Exactly because of the high risk/high reward.

With stand-alone nuclear silos and, I believe, much cheaper nukes I've sort of assumed blizzard mean for them to become "standard" fare in, at least, late game. A move which I applaud



Actually, Maruaders/ghosts/reapers do increase the life span of fragile marines. Marauders slow down approaching enemy units. You can use reapers to whittle down the opponent before they even get to you marines. Ghosts can take out key units with snipe.
...
dcttr66
Profile Joined October 2003
United States555 Posts
June 04 2008 03:42 GMT
#73
On June 04 2008 12:07 Ghostclaws wrote:These new units don't seem to have very strong lore backing them up. Terran technology is pretty simple and practical, not the most efficient but it gets the job done. Humans are also highly specialized. Trying to mix roles and create a unit that can do-it-all is not Terran at all. This is one reason why the Medivac does not belong. For the Thor and Jackal, it seems that Terran technology has not progressed, but regressed. The Thor is reminiscent of the idea where we thought a plane would fly if it had more wings, so we stacked on as much as we could in hopes that it would fly. That's what it is, after all. The Thor is supposed to be the biggest and baddest weapon because it has every single gun. Similarly, the Vulture is a hoverbike. This is important because it needs to be able to traverse many different kinds of terrain to act as a fast moving scout. The Jackal cannot do this.

actually, the UED (earthlings) were the ones to create medics, and the terrans the ones to create medivacs.

the thor just sounds like it's supposed to be a super goliath, no big deal.

have you seen the jackal in action? i don't know much about it.
but how can you call a line splash attack by the terrans a backwards jump in technology?

concussion grenades? doesn't sound so high tech to me. doesn't even do splash attack but it's a grenade? ahahaha...must be really low tech. personally i could never figure why spider mines didn't do damage only to one target and concussion grenades didn't do splash when i was first playing starcraft as a new boy. i mean, why would they be called spider mines if they blow up? seems like that they should bite you or something...haha. in the end i didn't worry about the fact that the vulture attack was called a grenade and figured the mines scitter and jump around so they are spidery.
Ghostclaws
Profile Blog Joined October 2006
114 Posts
June 04 2008 03:57 GMT
#74
On June 04 2008 12:42 dcttr66 wrote:
+ Show Spoiler +
On June 04 2008 12:07 Ghostclaws wrote:These new units don't seem to have very strong lore backing them up. Terran technology is pretty simple and practical, not the most efficient but it gets the job done. Humans are also highly specialized. Trying to mix roles and create a unit that can do-it-all is not Terran at all. This is one reason why the Medivac does not belong. For the Thor and Jackal, it seems that Terran technology has not progressed, but regressed. The Thor is reminiscent of the idea where we thought a plane would fly if it had more wings, so we stacked on as much as we could in hopes that it would fly. That's what it is, after all. The Thor is supposed to be the biggest and baddest weapon because it has every single gun. Similarly, the Vulture is a hoverbike. This is important because it needs to be able to traverse many different kinds of terrain to act as a fast moving scout. The Jackal cannot do this.

actually, the UED (earthlings) were the ones to create medics, and the terrans the ones to create medivacs.

the thor just sounds like it's supposed to be a super goliath, no big deal.

have you seen the jackal in action? i don't know much about it.
but how can you call a line splash attack by the terrans a backwards jump in technology?

concussion grenades? doesn't sound so high tech to me. doesn't even do splash attack but it's a grenade? ahahaha...must be really low tech. personally i could never figure why spider mines didn't do damage only to one target and concussion grenades didn't do splash when i was first playing starcraft as a new boy. i mean, why would they be called spider mines if they blow up? seems like that they should bite you or something...haha. in the end i didn't worry about the fact that the vulture attack was called a grenade and figured the mines scitter and jump around so they are spidery.

The point I was trying to get across was that units with a stronger and/or more developed concept will work better in the game, rather than the ones that are come up with out of almost nowhere, because they will have a better idea of what the unit does or can do. Thus, a strong focus on unit concept/lore is important.

Even if it has line splash, there's no way the Jackal's wheels beats the Vulture's hover at being able to move around quickly over different terrain types ;d (assuming that they have similar roles)
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Fen
Profile Blog Joined June 2006
Australia1848 Posts
June 04 2008 04:10 GMT
#75
I totally agree

What was strong in starcraft was that there were many units that had HUGE potential. The defining factor of how strong the unit was the players ability to use that unit, no the unit's raw strength.

For example, the reaver/shuttle combo.
Reaver/shuttle in my hands means something totally different to reaver/shuttle in JainFei's hands. The units are of course identicle. But his ability using them means that the combo can reach its full potential and can be rediculously powerful.

This dynamic works the same for most units in starcraft.

I look at things like the collosus and the new hightemplar with smartcasting, and its clear that we are going to lose a lot of this dynamic. The full potential of units will be attainable by most players.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
June 04 2008 05:48 GMT
#76
On June 04 2008 10:47 FrozenArbiter wrote:
Blablabla marauder blabalbal ghosts.. I don't know what they cost, I don't know where they are in the tech tree, I don't know how they do vs unit X. But I do know they don't let marines stim freely. And that is boring.
I agree that you do lose something fun. Early game heal for stim spam was fun indeed and you'll lose it. But it's a trade-off, early reapers/marauders/ghost can potentially be a lot of fun TOO. You lose something fun but you gain something fun. And you don't completely lose the stim fun because it's still there for late game. But you couldn't have it all (old early medics + new troops), because that would be way too much and hard to balance. So Blizzard opted to removereplace early game medics so they could ADD MORE fun units to the game. Because on sc2 you still have fun early game (but with different units, new troops instead of medics) while in late game you still have the same fun as before PLUS the new early game fun which totals in more fun overall

But you're probably asking. Are marauder/ghosts/reapers just as fun as early game medics+stim? Well I don't know But I do see a potential on them and I would love to give them a try and see what Flash can do with reaper and probes ^^
Great people talk about ideas. Average people talk about things. Small people talk about other people.
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
June 04 2008 06:28 GMT
#77
The glaring issue I see with most of the changes I'm afraid of in SC2 so far seems so trivial: they don't seem to ask WHY they are changing something before they change it. Almost all the change they've made seems to be change for the sake of change. That's fine for changing half the units around, but besides that it makes no sense, especially with gameplay issues. Changing the medic to the medivac? Why? If you want medics harder to get, just put them farther up on the tech tree; don't make some unit that's completely unrealistic to ever be used (people will just mech in all matchups). The damage and size types is another example. In BW they allowed for a great deal of balancing ability because you can make a unit more powerful in some situations without overpowering it in situations it was already balanced. Now there's just 2 armor types and armor-type-vs bonuses for attacks.

Back to the topic: As for unit changes, they are obviously necessary, but they seem to make poor choices. If they want SC2 to be an esport, it's easy to tell the important units to keep from the original. Obviously you need at least the tier-1 staples from BW, so ling, zealot, and marine. Beyond that, just watch any Korean game and note which units are being used when the announcers and crowd all scream at once. They change in each match up, so there's actually quite a few (not all need to come back). I'd say primarily it's defilers (plague), temps (storm in pvz), reavers, arbiters (recall in pvt), vultures (mines in tvp) and vessels (irradiate in tvz). For the most part they are the high risk vs high reward upper tier units. Currently they took out defilers, nerfed storm, took out reavers, and took out vessels and vults. There seems to be a replacement for plague (disease?), and warp in and forcefield replace arbs. Other than that, there seems to be very few exciting units. Banelings and reapers could certainly be exciting, along with disease and warp-in. Other than that, their replacement units are pretty bland. And if I had to guess, banelings will have to be nerfed to either not kill workers in 1 hit or to be stopped by a cannon on your minline, and reapers are too mobile too early in the tech, so they'll also be nerfed against workers. As opposed to having opportunities in mid and late game in every matchup for dramatic game-changing, exciting plays, there are very few that I can picture.

That's just my opinion, in an unorganized, train-of-thought post.
I <3 서지훈
Ideas
Profile Blog Joined April 2008
United States8182 Posts
Last Edited: 2008-06-04 06:31:00
June 04 2008 06:29 GMT
#78
I personally don't mind the medic being replaced by Medivac (which isn't it a little faster to get now? Like no control tower needed any more?) as it seems that in SC2 the Terren's infantry will be stronger. For instance in Tier 1, the dragoon is replaced by the more fragile Stalker. I just fear that the Terren have too many units Tier 1. Before in SC1 you would have barracks with marines and then after academy you get medics/firebats. Now in SC2 you build the reactor core (if that's still the case) and you get Ghosts and Marauders, AND you can build the reaper building to get reapers (I guess this actually makes them more Tier 2 than 1.5).

4 infantry units seems like too many. I remember reading one time a call for the combination of Marauder and Reaper, which would be nice to have both their pros with 1 less unit to need to create, but it's really hard to think of how that would work well (maybe adding the slow effect to the time-bombs?) Both units seem really cool but the Terran infantry is just really messy right now (or so it seems as none of us has played the game yet :\).

BTW, in regards to the Colossus, I'm pretty sure that Blizz said they cannot be put into phase prisms (or warped-in for that matter, since I'm pretty sure only gateway/warp-gate units can be warped in).

The Terran themselves seem like the messiest (and by that I mean they have the most questionable line-up) of the races. Toss seem pretty set except for the exact role of the Mothership (I think it should just go in the role of a bit of a buffed-up Arbitor) and Zerg seem pretty set except they only really have 1 spell-caster (queen and overseer seem to just kind of like, "half" of a spell-caster ). Terran infantry seems really iffy right now and thors, well wtf is with Thors. It seems that every unit has a few roles to play now and even then they still have more roles to fill or something (my pros get very bad this time of the night, sorry :\).
Free Palestine
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
Last Edited: 2008-06-04 07:02:53
June 04 2008 06:51 GMT
#79
I'm not sure why they took away the collosus's sweeping lasers (I thought that was cooler+made more sense) but collosus + prism seems kind of similiar (the sweeping kind) to reavers imo.

You have a point that collosus at this state seem kind of boring. I think blizzard should do is have the lasers start near the collosus and then sweep forward to whatever. This would give a split second for the victim to react before all their workers get fried much like reaver + scarab.

Plus collosus cliff-walking is just too damn cool and makes more sense than instant dropping and picking up a reaver. How the hell does that happen. I believe phase prisms are there for collosuses to go on islands.

Vultures in broodwar, although were cool (and weird, speed bikes planting mines?), I think Blizzard intends to replace them with reapers going bio or jackal/viking/banshee going mech. Reapers conceptually are pretty obvious and I'm pretty sure jackals were anti mass zealots with proper micro so I guess the new slow push would be siege tanks + jackals. Vikings will replace goliaths with anti-air.

The removal of the medic is kind of unclear to me. I guess they did buff the marines with more hp, ghosts are stronger, and marauders seem more useful than firebats later on, but I'm still skeptical on this. One theory that I have is that the medivacs seems pretty much essential in bio armies so when you get the medivac, you also get dropships. This will encourage terran players to start using drops + harass pretty much all the time in TvZ. I'm just guessing here since I'm not blizzard =P

Edit: I just realized something. Do we really want another 10 years of MnM's, reavers, and vultures? I think that blizzard intends to create new harass techniques and small little details in starcraft 2 for us to discover. I think this is what the decline of starcraft needs, we need a new fresh starcraft. Now if only blizzard could refine their new units =P C'mon, giant scvs and mass motherships?
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
June 04 2008 11:52 GMT
#80
Keep Colossi, add Reavers.

And to compensate for the count of unit types, merge Nullifiers and Observers. No reason really, just came up with it at the top of my head as I don't want to remove other cooler units. Haha, whatever it takes to bring back Reavers without messing up too much of the Protoss.
"Eyes in the sky."
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