[V] Starcraft 2 WWI VOD - Page 14
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OakHill
United States168 Posts
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VIB
Brazil3567 Posts
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Invisible_Zergling
New Zealand4 Posts
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MrRammstein
Poland339 Posts
edit: question about units infested by Corruptors: How much health do they have? Do bigger units when infested have more? edit2: Did Archon have any abilities like Feedback? | ||
Liquid`Jinro
Sweden33719 Posts
On July 02 2008 14:35 IdrA wrote: oh and something i forgot to mention, the new gas mechanic i dont see why theyre willing to put something that artificial and contrived in while having such a problem with manual macro. that being said, i think they should try removing the gas mechanic but keeping the current setup, with most tech units being very gas-heavy and each assimilator having only 1000 gas. without being able to refresh your gasses it would force you to expand pretty aggressively, keeping the game fast paced. you could already see some of that in the wwi games. if you didnt keep up in expansions mid game you would end up with zealot heavy armies vs collosus based armies, doesnt work out too well. Hrm, I was sort of hoping SC2 would bring back the viability, sort of, of some 1 base or 1 base nat builds like SC was played around 2002-2003 Don't you think essentially forcing the players to play a super aggro expansion game will limit them quite a lot in what they can do? I guess this is easily fixed by mapmakers tho. EDIT: You do have a good point about it discouraging turtling.. | ||
MrRammstein
Poland339 Posts
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IdrA
United States11541 Posts
if players are going to be forced into a style i definitely think one that leads to constant expansions (and so vulnerability which allows constant attacking) would be favorable to the more passive macro based modern bw. actually ya i didnt see your comment about the mapmakers, upping the amount of gas in your main vespenes would address that part of the problem at least. although i think that would lead to something more like our current situation in bw, where if you try to play off low econ the other player will just use the defensive advantage (which is exaggerated by the perfect macro) to wait it out with a slightly superior econ. it might work once in a while but as a general strategy i doubt it would be viable. | ||
prayanavita
Hong Kong86 Posts
On July 02 2008 15:26 VIB wrote: Can the changeling use stimpack to quickly get to the enemy base and scout? I only had my changeling become a zealot and I could not attack with it, my assumption is that the changeling has no access to abilities. | ||
Liquid`Jinro
Sweden33719 Posts
On July 02 2008 17:05 IdrA wrote: well how often do you see low econ builds in modern bw ~_~ if players are going to be forced into a style i definitely think one that leads to constant expansions (and so vulnerability which allows constant attacking) would be favorable to the more passive macro based modern bw. actually ya i didnt see your comment about the mapmakers, upping the amount of gas in your main vespenes would address that part of the problem at least. although i think that would lead to something more like our current situation in bw, where if you try to play off low econ the other player will just use the defensive advantage (which is exaggerated by the perfect macro) to wait it out with a slightly superior econ. it might work once in a while but as a general strategy i doubt it would be viable. I just miss old school TvZ where terrans with 1 base (their nat) would be on equal footing with a zerg with 4 expos | ||
prayanavita
Hong Kong86 Posts
On July 02 2008 15:49 MrRammstein wrote: you mean like photos? Why did you even ask :D? edit: question about units infested by Corruptors: How much health do they have? Do bigger units when infested have more? edit2: Did Archon have any abilities like Feedback? Not photos, high resolution pics from Blizzard themselves. I'm not sure if they're online somewhere else yet but I can post them anyway. Will be tonight though, got the pics at home. | ||
Liquid`Jinro
Sweden33719 Posts
These screenshots or others? | ||
prayanavita
Hong Kong86 Posts
On July 02 2008 17:30 FrozenArbiter wrote: http://www.starcraftwire.net/articles/661/brand-new-screenshots These screenshots or others? Not sure, I'll get back to you about that in 8 hours. | ||
Klockan3
Sweden2866 Posts
But from what I heard people did not really teach the stages were air comes into play so its probably the reason. | ||
prayanavita
Hong Kong86 Posts
On July 02 2008 18:42 Klockan3 wrote: Btw, why are people hating the corrupters? They are cheaper than mutas, do more dps than mutas and have more health than mutas. VS zerg they cant infest stuff but on the other hand they beat mutas hands down which in itself is a huge improvement over sc1 zerg, while they should be able to go toe to toe vs the other races aa air with their very high health per cost. But from what I heard people did not really teach the stages were air comes into play so its probably the reason. I personally did not get the chance to do any serious air 2 air battle so not sure how well the corrupter would stand up for itself. I actually don't have anything against it as it is the lowest tech anti air zerg has, besides the sucky spores/queen that don't really work that well against air. So I personally don't have any big problem with them. I don't find the infest ability all that useful but there's something to seeing those flying squids going at it against some warprays. | ||
Aerox
Malaysia1213 Posts
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Liquid`Jinro
Sweden33719 Posts
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IdrA
United States11541 Posts
On July 02 2008 20:45 Aerox wrote: Psi-Storm. It wasn't as awesome visually last I saw (in those released screenshots). How is it now? How about the sound effects for it? How about the damage? some blizz employee i was talking to claimed that it had been buffed a bit so it had the same radius as sc1 psi storm, but from the games i used it theres no way, its significantly smaller. also isnt nearly as impressive visually as the sc1 storm. i didnt check (i didnt use it too much) but someone said that it does all of its damage instantaneously, or at least really really fast, despite the animation being as long as the old one. if thats true and it stays like that it makes it way stronger, since it negates microing out of storms and the like. | ||
Nyovne
Netherlands19124 Posts
On July 02 2008 07:14 MrRammstein wrote: 1) Did anyone look closer to Range Indicator? On SC2 streamed games it looked like it's permanent for some ranged units like Siege Tank? What happens when multiple Tanks are selected? Also what could be those circles around bases, because I have no idea what they indicated??? 2) Idra wrote that after microing some Stalkers and Nullifiers he understands Blizzard's point of view on MBS. If auto-mining would be cut, leaving worker icon, would micro like above even for MBS? What do you think, experienced ones ? There is no range indicator in the build of SC2 we played for zerg at least. The ones I know of are for when you activate a phoenix it's overload ability it shows a thin blue line to show the edges of the ability for only to the controlling player and except for the Terran Radar tower who's range can be seen by the controlling as well as the hostile player which I think is a bit retarded. But there seems to be one for Siege Tanks as well but dunno, wouldn't really matter if they had one imho. I don't really understand what youre aiming at with that 2nd question :o. | ||
Nyovne
Netherlands19124 Posts
On July 02 2008 07:33 MrRammstein wrote: Next 2 questions: 1) Did anyone try Maruders + Jackals combo, especially against Zerglings? 2) Does Thor has it's Bombardment ability? Maurauders plus jackals would be devastating vs zerglings, however pure jackals already are. The only problem is that this is a really gas heavy build and ontop of that the zerg will have alot more then just zerglings and I can think of quite a few tier 1 or 2 units which would rape that combo to shreds. Thor did not have the bombard ability, they just had the selfrepair ability which allows their wreckage to rebuild for a meagre 150 gas over a period of 30 seconds into a brand now thor. I don't know if there is a duration timer on the thor wreckage before it disappears or if you can destroy the wreckage, hope someone else can answer that. | ||
Nyovne
Netherlands19124 Posts
On July 02 2008 07:38 prayanavita wrote: Hehe, funny you should put it like that. If there's one useless unit in the terran army it would be the Thor. It's as huge as they get but it just can't seem to do any serious damage. Now I did not use it against any air so maybe it rocks versus air. But really, would you use a fat saggy goliath that moves at 5 mph to defend your base from air raids? In short, I used it, I laughed at it, I vowed not to build it again. Repair is the only thing it has going for it, when it dies it leaves a some scrap that disappears after about 15 seconds (guessing here, did not time it). When you send an SCV you can revive it. I thought it was annoying to have the wreckage on the battlefield, doesn't do it for me Reapers kinda suck as mentioned but Nyovne several times. And I just don't like the Mediviac but I'll stop there because everyone has already jumped on that bandwagon. I heard from people that the Thor is actually a really nice unit to have a few of to spearhead an attack, they can take quite alot of punishment and that combined with their repair self ability in the middle of combat makes them quite formidable tanks ala ultralisks to draw fire while stimmed rines dish out the damage and your siege tanks can deploy safely. Their damage output is far from shitty either, it's not a collossus but its still formidable vs land as well as air. It's damage output combined with its abilities made it feel way more like an "into the breach" unit then that its on the battlefield for its damage. p.s. RepairSelf does *not* require an scv to rebuild the thor, all you have to do is to click the ability. (I got this info from a friend so dunno if its 100% reliable but he swears by it). p.p.s. Thors are not slow :o, theyre as fast as a moving siegetank or about as fast as a walking marine so I don't think thats slow :o. | ||
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