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[O] WWI Starcraft 2 information - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 Next All
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 04 2008 13:29 GMT
#181
Thank You Man! Something worth to notice:
Targeting Drone (Nomad's ability)

Looks like Terrans just got great way to kill Ultras and Colossi ?
account abandoned:P RIP
trollbone
Profile Blog Joined July 2007
France1905 Posts
July 04 2008 13:42 GMT
#182
I have read that Thor is a great way to kill colossi because Colossi is air and ground at the same time so Thor attack 2 times (i think its in the preview of Terran), my last post, but like nyvone said, in a competitive game Colossi cost a lot, and cant be incorporated in Builds orders at this moment
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 04 2008 13:56 GMT
#183
lolol about the Thor! 's attacks
account abandoned:P RIP
Highways
Profile Joined July 2005
Australia6105 Posts
July 04 2008 14:39 GMT
#184
On July 04 2008 05:29 MrRammstein wrote:
Show nested quote +
On July 03 2008 06:40 trollbone wrote:
Update :

Teamliquid

Download : Unit and building pictures + 8 screenshots (high quality)
- by prayanavita


About watching screenshots, because I myself had problem with that, Quick Time is one program that can open them but I don't know if the best.


Yea, quicktime is pretty bad to open these.

I've converted the screenshots to png format using photoshop.


screenshots
http://rapidshare.com/files/127065165/Screenshots.rar.html
#1 Terran hater
Unentschieden
Profile Joined August 2007
Germany1471 Posts
July 04 2008 15:14 GMT
#185
On July 04 2008 22:42 trollbone wrote:
I have read that Thor is a great way to kill colossi because Colossi is air and ground at the same time so Thor attack 2 times (i think its in the preview of Terran), my last post, but like nyvone said, in a competitive game Colossi cost a lot, and cant be incorporated in Builds orders at this moment


Didn´t Karune explicticy state once that only the strongest out of 2 weapons would be used in such a case?
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 04 2008 15:48 GMT
#186
On July 04 2008 05:29 MrRammstein wrote:
Show nested quote +
On July 03 2008 06:40 trollbone wrote:
Update :

Teamliquid

Download : Unit and building pictures + 8 screenshots (high quality)
- by prayanavita


About watching screenshots, because I myself had problem with that, Quick Time is one program that can open them but I don't know if the best.


The Gimp is a good freeware program that opens tons of image formats.


http://www.gimp.org/
trollbone
Profile Blog Joined July 2007
France1905 Posts
July 04 2008 15:48 GMT
#187
On July 05 2008 00:14 Unentschieden wrote:
Show nested quote +
On July 04 2008 22:42 trollbone wrote:
I have read that Thor is a great way to kill colossi because Colossi is air and ground at the same time so Thor attack 2 times (i think its in the preview of Terran), my last post, but like nyvone said, in a competitive game Colossi cost a lot, and cant be incorporated in Builds orders at this moment


Didn´t Karune explicticy state once that only the strongest out of 2 weapons would be used in such a case?


Dunno...i read that on a site

Gosh i need a good overview of Protoss, Zerg, Terran, this sites are so noobish.......

Plz teamliquid, plz, plzzzzz
trollbone
Profile Blog Joined July 2007
France1905 Posts
July 04 2008 18:35 GMT
#188
Update :

Starcraft-wire

Interview with Dustin Bowder (8 pages) (VERY interesting)
- by trollbone

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

Yeah, you couldn't really do the Rock Paper Scissor match-up? (note : if there was a 4th race)

Dustin: It's not even just that, of the relationships in StarCraft; lot of them aren't even Rock Paper Scissors, which is one of the things that makes the game so exciting. One of the standard RTS paradigm is that we use the Rock Paper Scissors but a lot of the relationships, especially in the early tech tree of StarCraft, are positional based. It's not so much �whether I beat you� its �where do we fight�,.

Zerglings will crush Zealots in the open field. They'll just overrun them completely, and these are both the core units. Whereas the Zealots, at the choke, will just kill hundreds of Zerglings based on the Zerglings getting all trapped up behind. So in addition to where you fight there are also the questions of micro that are really interesting.

What we are really worried about are overlapping roles, it's a constant struggle for us, but if you go there and play it now you can find a couple:

Player: "What about these guys"
Dustin: "Yes, I know!! They overlap, oh my god".

But we really try and make sure that if you got a specific unit on one side there is no equal unit on the other. Not just because it has cloak or not cloak but because fundamentally it plays in a different way from other units on the other tech trees and a fourth race would have been a lot more challenging. Maybe not even possible, frankly, to achieve this level quality with the these three races.


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

What is the problem with it? (note : the mothership)

Dustin: Well, by its size it doesn't look like a super unit from other RTS games. The problem here with super units is we want every unit to be a decision. There's no point in shipping a unit if the player says: "I have to build that, it's powerful, I should always build that. If I get to this tech level, I build it."

We don't have that in StarCraft II, the games meatier then that; you have to work for everything. So we don't like the "super units"... The Mothership visually seems to suggest that, but at the same time we don't want that to be part of the core gameplay experience so we're continually balancing the ship, we're continually looking for a new spell kit for this unit to make sure there are reasons to build it, really solid reasons, and really solid reasons not to build it.

Today the really solid reasons not to build it, and it's been this way for many months, is the Mothership can't really, cost for cost, defend itself effectively in the air. This means you can't have air superiority dumped on the Mothership. If you already have your superiority, go for it, the Mothership is a good addition, but like I say; "it's been a big pain." It's not helpful that it's located at the end of the tech tree against how fast StarCraft games can be and how brutal it can be. There is a great chance that you can die within the first three or four minutes. So even in our play test process we don't get to see this unit as often as we like:

Designer: "Did you get to play with the Mothership"
Tester: "Well, no, we didn't, we topped out at the Immortals and Stalkers/Colossus"
Designer: "Ok ok ok, play again, play real hard"
Designer: "Did you get to play with the Mothership"
Tester: "No, no, we didn't really get that high in the tech tree"

So once in a while it happens and then we'll get some data but it just makes it a lot more complicated. We get a lot more data obviously on play testing Stalkers, Zerglings, Marines and all these guys because you see them all the time.


--------------------------------------------------------------------------------
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
Last Edited: 2008-07-06 21:21:52
July 06 2008 21:21 GMT
#189
On July 05 2008 00:48 trollbone wrote:
Show nested quote +
On July 05 2008 00:14 Unentschieden wrote:
On July 04 2008 22:42 trollbone wrote:
I have read that Thor is a great way to kill colossi because Colossi is air and ground at the same time so Thor attack 2 times (i think its in the preview of Terran), my last post, but like nyvone said, in a competitive game Colossi cost a lot, and cant be incorporated in Builds orders at this moment


Didn´t Karune explicticy state once that only the strongest out of 2 weapons would be used in such a case?


Dunno...i read that on a site

Gosh i need a good overview of Protoss, Zerg, Terran, this sites are so noobish.......

Plz teamliquid, plz, plzzzzz

lol Im now sorting through my 63 pages A4 of collected notes I have and replies I posted after WWI on SC2 questions here on TL.net.

wish me luck lol.

Gonna be mostly Z though ^^.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 06 2008 21:37 GMT
#190
,...

63 pages?
Epic.
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
trollbone
Profile Blog Joined July 2007
France1905 Posts
July 06 2008 21:40 GMT
#191
Good luck ! U have better insight than all the previews that i have read !
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
July 07 2008 13:54 GMT
#192
On July 07 2008 06:37 FrozenArbiter wrote:
,...

63 pages?
Epic.

Haha yeah these notes and Q&A replies need some sorting out and cutting in amount cause theres some quite some double up haha but yeah it'll turn out pretty big I think lol. Hope I cut out most of it since alot of it is going to change anyway.

Said Itd be done yesterday but its taking some more time then I expected cause I wasnt expecting that I wrote this much crap about SC2 in the last 2 weeks haha.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Vaul
Profile Joined January 2008
New Zealand112 Posts
July 08 2008 12:44 GMT
#193
Could someone who attended the WWI and played sc2 comment on:

-Battlecruisers; What's their plasma array like in actual gameplay?
-Carriers: what happened with the interceptors/escorts thing?
-Guardians: how powerful are they in real terms?

Thanks.
www.youtube.com/user/vaulsc
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
July 08 2008 13:38 GMT
#194
On July 08 2008 21:44 Vaul wrote:
Could someone who attended the WWI and played sc2 comment on:

-Battlecruisers; What's their plasma array like in actual gameplay?
-Carriers: what happened with the interceptors/escorts thing?
-Guardians: how powerful are they in real terms?

Thanks.

Battlecruisers now have a AOE air to air missile barage, the plasma array got removed. But again lategame so noone prolly had a proper try with them.
Carriers dunno!
Guardians can't comment on, why? --->

The games never reached a proper endgame situation, guardians looked really nice and especially because of the spawn broodlings to draw fire it seems nice to have 4-5 of them in the back of your army shooting into the fray. Only problem seems that theres no reason to go spire except for guardians so you'll prolly stick with hydra ultra or the likes with lings/banelings or roaches in the mix.

Mutas namely suck huge donkey #@$% and the spire costs a whopping 200/300 plus a substantial amount to upgrade it to gspire. So you're investing so much time and resouces into getting a few support units you are probably a whole lot better off keeping that money invested in T1/T2 units that work while getting proper and more easily and directly accessible units at T3 when they become available.

Sorry it's not much I can tell you here but I hope it helps at least a bit, endgame wasnt really testable due to lowgas mapdesign, lack of knowledge of the game from most people, mostly scrubs that played and most of all the 20 minute timelimit per game (for most of the games).

Hope someone else can assist you with these questions in a more satisfying manner.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
trollbone
Profile Blog Joined July 2007
France1905 Posts
Last Edited: 2008-07-08 21:19:07
July 08 2008 14:29 GMT
#195
On July 08 2008 22:38 Nyovne wrote:
Show nested quote +
On July 08 2008 21:44 Vaul wrote:
Could someone who attended the WWI and played sc2 comment on:

-Battlecruisers; What's their plasma array like in actual gameplay?
-Carriers: what happened with the interceptors/escorts thing?
-Guardians: how powerful are they in real terms?

Thanks.

Battlecruisers now have a AOE air to air missile barage, the plasma array got removed. But again lategame so noone prolly had a proper try with them.
Carriers dunno!
Guardians can't comment on, why? --->

The games never reached a proper endgame situation, guardians looked really nice and especially because of the spawn broodlings to draw fire it seems nice to have 4-5 of them in the back of your army shooting into the fray. Only problem seems that theres no reason to go spire except for guardians so you'll prolly stick with hydra ultra or the likes with lings/banelings or roaches in the mix.

Mutas namely suck huge donkey #@$% and the spire costs a whopping 200/300 plus a substantial amount to upgrade it to gspire. So you're investing so much time and resouces into getting a few support units you are probably a whole lot better off keeping that money invested in T1/T2 units that work while getting proper and more easily and directly accessible units at T3 when they become available.

Sorry it's not much I can tell you here but I hope it helps at least a bit, endgame wasnt really testable due to lowgas mapdesign, lack of knowledge of the game from most people, mostly scrubs that played and most of all the 20 minute timelimit per game (for most of the games).

Hope someone else can assist you with these questions in a more satisfying manner.
*

We are waiting for ure 63 pages. ^^

And also i have a question (for the admins) when will be a report on SC2 for WWI ?
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2008-07-08 19:42:22
July 08 2008 14:30 GMT
#196
Nyovne, I think this was asked before and you said overall you liked hydras. But I still can't get it out of my head that they're 100 gas units with 80hp! 100 gas, 80hp! Everyone is saying they're damage is nice and all but, 80hp!!! One colossus shot, one psi storm, could potentially kill like 8 hydras. You can micro, but that is hard and have a huge error margin, we see progamers losing tons of hydras to storms due to poor micro all the time in BW.

Was that never a (huge) issue? Like "nice I'll pwn him with these 8 hydras.. oh storm moove mooo--... awww there goes 800 gas "

edit: woops 800 gas not 8000 ^^
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
Last Edited: 2008-07-08 17:53:20
July 08 2008 17:52 GMT
#197
On July 08 2008 23:30 VIB wrote:
Nyovne, I think this was asked before and you said overall you liked hydras. But I still can't get it out of my head that they're 100 gas units with 80hp! 100 gas, 80hp! Everyone is saying they're damage is nice and all but, 80hp!!! One colossus shot, one psi storm, could potentially kill like 8 hydras. You can micro, but that is hard and have a huge error margin, we see progamers losing tons of hydras to storms due to poor micro all the time in BW.

Was that never a (huge) issue? Like "nice I'll pwn him with these 8 hydras.. oh storm moove mooo--... awww there goes 8000 gas "

You mean 800?

But yeah it is kinda off the scale and Ive been advocating 100/50 costs for hydras instead of 100/100. 25/25 increase per resource is already alot and let alone that they are 2psi instead of one which is the real beef in their increased cost. 80 hp is a bit of a joke but it fits zerg well and the way they play but the cost/supplycost should reflect that and that is not happening at the moment.

Zerg at the moment has no expendable units but for zerglings, roaches and banelings. For the rest its all *very* expensive. (Gas wise)
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 08 2008 17:58 GMT
#198
I'm glad Hydras aren't 1000 gas at least.

I haven't read through everything still, but I saw some comments on
http://www.blizzforums.com/showthread.php?t=18635&page=8
about Lurkers doing 10 + 30 to armor now... and so they aren't that great against infantry type units. I'm initially bothered by this, but perhaps someone can talk me down with some design logic. Why are they making the lurker weaker vs small units and better vs armored units?
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
July 08 2008 18:24 GMT
#199
smaller units can dodge spikes more easily?
dunno, that sound like the only logical explanation :/
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
maybenexttime
Profile Blog Joined November 2006
Poland5727 Posts
July 08 2008 21:04 GMT
#200
On July 09 2008 03:24 WiljushkA wrote:
smaller units can dodge spikes more easily?
dunno, that sound like the only logical explanation :/


Do you think game balance should be determined by lore or what seems more realistic? T___T
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