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[O] WWI Starcraft 2 information

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 9 10 11 Next All
trollbone
Profile Blog Joined July 2007
France1905 Posts
Last Edited: 2008-07-09 15:36:19
June 28 2008 20:32 GMT
#1
[image loading]


Post here all the new informations about SC2, the interviews, the previews by others sites, the Videos....

I will edit then my first post

Essential information


there is a lot of previews, videos, interviews, that had nothing new. So here it is the essentials informations that u wouldnt want to miss

List of new zerg changes (4 pages) (lot of informations)

Info about the changeling (interesting)

WWI new Gas mechanic (interesting !)

Q&A by Nyovne and prayanavita (pages 4-17) (LOT of informations) (waiting for a blog, post wich can regroup this informations)

WWI 2008 : SC2 1st broadcasted match (good quality) PvT (Download 118 mo)
WWI 2008 : SC2 2nd broadcasted match (good quality) PvP (Download 162 mo)
WWI 2008 : SC2 3rd broadcasted match (good quality) TvZ (Download 140 mo)
Must See

Dreiven vs Grubby (protoss vs zerg) 20min (good video)

Protoss tech tree
Terran tech tree
Zerg tech tree

Terran units and buildings statistics
Zerg units and buildings statistics
Protoss units and buildings statistics

--------------------------------------------------------------------------------




Previews by others sites


Starcraft wire

First WWI sneak peak
New sceenshots
- by spaceball

List of new zerg changes (4 pages) (lot of informations)
Info about the changeling (interesting)
- by trollbone


Starcraft-source

Gameplay review : Protoss (nothing new)
- by spaceball

Zerg preview (Dont read,very misleading though, particulary about the Baneling, and the roach.)
Terran Preview (nothing new, poor insight)
- by trollbone


Sclegacy

Starcraft art panel + Q&A
- by Drizzit

WWI new Gas mechanic (interesting !)
- by MrRammstein and Unentschieden


Gamespot

Starcraft II Updated Hands-On (nothing new)
- by trollbone


Gamespy

StarCraft II Hands-on (Sunday) (nothing new)
- by trollbone


Internode

StarCraft II - Not happening in 2008 (information on the release date)
- by trollbone


Joystiq

News from the Starcraft II panel at the Blizzard Invitational (some new informations)
- by trollbone


Teamliquid

Q&A by Nyovne and prayanavita (pages 4-17) (LOT of informations) (waiting for a blog, post wich can regroup this informations)
- by trollbone


Blizzforums

Q&A by Loa, chaos, other guys (all pages) (pretty interesting)
- by SlickR12345


WGtour

SC2 first impression (short)
- by prayanavita


Phreak

Starcraft 2 preview (interesting)

Download : Audio commentary (50 mo) didnt listen
- by Phreak



Videos


Youtube

Starcraft 2 develloper panel
- by Highways

First broadcasted stracraft 2 matches (low quality) ([url blocked])
- by Pellucidity


starcraft-esp

first-person Terran gameplay on Shakuras (30 minute video) (not amazing)
- by 251


Filefront

WWI 2008 : SC2 1st broadcasted match (good quality) PvT (Download 118 mo)
WWI 2008 : SC2 2nd broadcasted match (good quality) PvP (Download 162 mo)
WWI 2008 : SC2 3rd broadcasted match (good quality) TvZ (Download 140 mo)
Must See
- by trollbone


MYM

Dreiven vs Grubby (protoss vs zerg) 20min (good video)
- by Spaceball



Interviews


Starcraft-wire

Fansite event Q&A part 1 (4 pages) (nothing really new)
Fansite event Q&A part 2 (5 pages) (some interesting idea)
- by trollbone

WWI Press Q&A (50 minutes video (0-20 = starcraft, 20-50 = WoW)) great humor :p, interesting
- by trollbone

Interview with Dustin Bowder (VERY interesting)
- by trollbone


Starcraft2.hu

Interview with karune (nothing new)
- by FrozenArbiter



Others things


sc2gg : tech trees

Protoss
Terran
Zerg
- by Drizzit


Sclegacy

Units and buildings pictures
- by trollbone


starcraft-source

Terran units and buildings statistics
Zerg units and buildings statistics
Protoss units and buildings statistics
- by trollbone

Teamliquid

Download : Units and buildings pictures + 8 screenshots (high quality)
- by prayanavita
Drizzit
Profile Joined June 2008
Germany26 Posts
June 28 2008 20:38 GMT
#2
http://74.63.78.12/~sc2gg/upload/knf post 1 day 1/Protoss Tech Tree.JPG
http://74.63.78.12/~sc2gg/upload/knf post 1 day 1/Terran Tech Tree.JPG
http://74.63.78.12/~sc2gg/upload/knf post 1 day 1/Zerg Tech Tree.JPG

all tech trees
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
Last Edited: 2008-06-28 20:45:18
June 28 2008 20:41 GMT
#3
I'm assuming that they're reverting back to the normal upgrade scheme from Broodwar since theres and evolution chamber.

EDIT: nevermind, the corruptor is unlocked just by going to lair, thought you would need spire for it.
trollbone
Profile Blog Joined July 2007
France1905 Posts
June 28 2008 20:43 GMT
#4
Vespene Gas Assimilators/Refineries/Extractors now have the ability to double the amount of workers that can enter the building at a time for 30 seconds. This ability has no cost, but a cooldown (~2 min). This is a way to "macro" additional gas creation to boost production.

Fuck yeah, a new way to macro ! It's a good thing and they have to follow this path
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
Last Edited: 2008-06-28 20:46:52
June 28 2008 20:44 GMT
#5
On June 29 2008 05:43 trollbone wrote:
Vespene Gas Assimilators/Refineries/Extractors now have the ability to double the amount of workers that can enter the building at a time for 30 seconds. This ability has no cost, but a cooldown (~2 min). This is a way to "macro" additional gas creation to boost production.

Fuck yeah, a new way to macro ! It's a good thing and they have to follow this path

ooooooh, interesting... At the very least, this shows they're concerned about the macro issues.



EDIT: I love the idea of a mutant larva :D
CrownRoyal
Profile Blog Joined November 2005
Vatican City State1872 Posts
June 28 2008 20:46 GMT
#6
that seems really tedious :O
You're pretty when I'm drunk.
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
June 28 2008 20:50 GMT
#7
Isn't the way macro works now, with SBS even more tedious? Give it a try first...
NotSupporting
Profile Joined February 2008
Sweden1998 Posts
Last Edited: 2008-06-28 20:59:44
June 28 2008 20:56 GMT
#8
On June 29 2008 05:43 trollbone wrote:
Vespene Gas Assimilators/Refineries/Extractors now have the ability to double the amount of workers that can enter the building at a time for 30 seconds. This ability has no cost, but a cooldown (~2 min). This is a way to "macro" additional gas creation to boost production.

Fuck yeah, a new way to macro ! It's a good thing and they have to follow this path


Wow I like that idea, it's strategic and it ads up some to "the lost macro".

Edit: Just looked at the Terran tech tree. Damn, the starport will be needed alot more in sc2.
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
June 28 2008 20:59 GMT
#9
It sounds like a really desperate idea to add some macro
Otherwise, I'm generally a fan of the idea.

Going in the right direction they are (my young padawan)
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
architecture
Profile Blog Joined May 2008
United States643 Posts
June 28 2008 21:01 GMT
#10
As much as I want more macro, how will this assimilator thing be anything more than a gimmick?

How might it add more depth? Does it really matter when you do it? There's no real tradeoff- it's just like a good thing - you just want to do it more often...

Now one thing they could do is that you mine at 2x speed, but it reduces the gas by 3x. Shorten the cooldown (2min is like what? 8 times in a game?). So there are times when you want to 2x, but you will need to figure out when.
tpfkan
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-06-28 21:04:40
June 28 2008 21:01 GMT
#11
On June 29 2008 05:50 crazie-penguin wrote:
Isn't the way macro works now, with SBS even more tedious? Give it a try first...

Nah it's much more artifical. Although that doesn't HAVE to mean it's bad, just saying that I don't think it's directly comparable.

Perfectly willing to give it a try tho, as you suggested.

Good thread btw, Trollbone.

The marauders look cute. Sort of like Big Daddy's from bioshock!
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
d.arkive
Profile Blog Joined January 2007
United States843 Posts
June 28 2008 21:03 GMT
#12
I like the doubling idea, it seems like a small way to improve macro, which is good.

Perhaps merely having a lair for the corruptor is Blizzard's way of making up for the tier 2 hydralisk?
"Refrigerator. Refrigerator, damn you. Refrigerator."~Spiritofthetuna, speaking in Haiku after losing
architecture
Profile Blog Joined May 2008
United States643 Posts
Last Edited: 2008-06-28 21:07:17
June 28 2008 21:07 GMT
#13
Another macro addition (this time for Zerg)


New ability for the Hive Queen: Mutate Larva - Turns a Larva into a Mutant Larva, has a Mineral and Vespene Gas cost.

New Zerg unit: Mutant Larva
Shares all abilities (& limits) and appearance of a Larva, including mutation into other Zerg units.
Is bigger than a Larva.
Requires 1 unit of control.
Can be controlled to move like a normal unit.
Can not use any other action than move and mutate.
Can sustain life even when not over creep.
If all requirements are met, can mutate into another unit almost instantly (~2 sec), anywhere on the map.
Cost for mutations still needs to be paid, and additional control requirements are added.
Used for creating large Zerg forces at once, but at an increased cost (making the Mutant Larva).


Now zerg has some more stuff to control. Looks like the way they are adding more macro is by making the game more dynamic - the bonus is that your army + offense will be stronger and faster if you use stuff like mutant larvae/warp in. Now if they only brought back drop pods.

tpfkan
Delvin
Profile Joined August 2007
Finland141 Posts
Last Edited: 2008-06-28 21:07:39
June 28 2008 21:07 GMT
#14
[edit: the first thing seems to be working now]

Liking the sound of the changes we've heard so far. Drones making defenses now: for every step we take away from SC1 there's another idea that's reverted back to original behaviour, haha. Now we only need to solve the reaper/medivac issue. They're equally far in the tech tree, both can be used for harassing and I think it's fairly clear which one is more flexible.
architecture
Profile Blog Joined May 2008
United States643 Posts
June 28 2008 21:11 GMT
#15
Oh I see what they are doing now. They are giving P and Z more abilities to produce and position their army somewhere.

For Terran, if you look at their tech tree - there are 5! units in Starport. Terran army is going to be more mobile across terrain. They just have more flying/cliffing units. I think one way this might have to be balanced is by having sufficient terrain for Terran to abuse - because their units are still going to be too slow on the ground.
tpfkan
teamsolid
Profile Joined October 2007
Canada3668 Posts
June 28 2008 21:12 GMT
#16
That mutant larva idea sounds awesome, even though Zerg is probably the least affected by automation (other than auto-mining) of the 3 races.
Tritanis
Profile Joined November 2007
Poland344 Posts
Last Edited: 2008-06-28 21:28:53
June 28 2008 21:28 GMT
#17
On June 29 2008 05:38 Drizzit wrote:
http://74.63.78.12/~sc2gg/upload/knf post 1 day 1/Protoss Tech Tree.JPG
http://74.63.78.12/~sc2gg/upload/knf post 1 day 1/Terran Tech Tree.JPG
http://74.63.78.12/~sc2gg/upload/knf post 1 day 1/Zerg Tech Tree.JPG

all tech trees

lol wut, mothership is built in nexus :D
I live, I serve, I die for the Metal
NotSupporting
Profile Joined February 2008
Sweden1998 Posts
June 28 2008 21:51 GMT
#18
On June 29 2008 06:11 architecture wrote:
Oh I see what they are doing now. They are giving P and Z more abilities to produce and position their army somewhere.

For Terran, if you look at their tech tree - there are 5! units in Starport. Terran army is going to be more mobile across terrain. They just have more flying/cliffing units. I think one way this might have to be balanced is by having sufficient terrain for Terran to abuse - because their units are still going to be too slow on the ground.


I think you might have a point here. The mutant larva thing sound very interesting.
grobo
Profile Blog Joined February 2007
Japan6199 Posts
June 28 2008 21:53 GMT
#19
Mutant Larva and that new Gas boost seems pretty cool.
We make signature, then defense it.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
June 28 2008 22:11 GMT
#20
Anyone else notice that under stargate the mothership is mysteriously missing. It says the fleetbeacon unlocks the mothership, but there is no building that lists the mothership as being built from it.

the mutant larva sounds interesting, i like it
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