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[V] Starcraft 2 WWI VOD - Page 19

Forum Index > SC2 General
Post a Reply
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Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-07-05 20:34:40
July 05 2008 20:29 GMT
#361
On July 06 2008 05:17 Nyovne wrote:
Oh little p.s. there is nothing wrong with EMP on the ghost. It's a vulnerable expensive unit, it should bring something to the table which it's currently doing. I have absolutely no beef with this unit at all.

The new gas costs and macro-techniques are probably to experiment with the impact of variable and certain resource management on gameflow.

I sort of miss lockdown

I guess the ghost would be too stacked with that ability too tho..

On July 06 2008 05:25 Nyovne wrote:
Show nested quote +
On July 06 2008 05:21 xenero wrote:
If you burrow a bunch of units in one spot, and you unburrow them, do they sort themselves out better? Or do you have to wait 5 secs before they stop moving like in SCBW?

There is no unit "stacking" or "worker drilling" anymore in SC2. You cannot burrow units ontop of eachother and they are sorted out the second they spawn. The new pathing/clutter rules are insanely effective and make micro (if needed at all) almost an unbelievingly amount easier then in SC1.

A programer or good player will control his units at this level anyway like in SCBW but for players with less control their units will turn out to be a whole lot more efficient then before due to this.

p.s. burrow = teh s3xx0r.


Is this good or bad?
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
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 05 2008 20:54 GMT
#362
On July 06 2008 05:29 FrozenArbiter wrote:
Show nested quote +
On July 06 2008 05:17 Nyovne wrote:
Oh little p.s. there is nothing wrong with EMP on the ghost. It's a vulnerable expensive unit, it should bring something to the table which it's currently doing. I have absolutely no beef with this unit at all.

The new gas costs and macro-techniques are probably to experiment with the impact of variable and certain resource management on gameflow.

I sort of miss lockdown

I guess the ghost would be too stacked with that ability too tho..

Show nested quote +
On July 06 2008 05:25 Nyovne wrote:
On July 06 2008 05:21 xenero wrote:
If you burrow a bunch of units in one spot, and you unburrow them, do they sort themselves out better? Or do you have to wait 5 secs before they stop moving like in SCBW?

There is no unit "stacking" or "worker drilling" anymore in SC2. You cannot burrow units ontop of eachother and they are sorted out the second they spawn. The new pathing/clutter rules are insanely effective and make micro (if needed at all) almost an unbelievingly amount easier then in SC1.

A programer or good player will control his units at this level anyway like in SCBW but for players with less control their units will turn out to be a whole lot more efficient then before due to this.

p.s. burrow = teh s3xx0r.


Is this good or bad?


With earlier introduction of ghosts and smart casting the lockdown ability would have been just great in my opinion and I'd have love to have seen it. Sadly on the other side of that medal is the fact that blizzard has introduced a couple of really expensive and really influential mechanical units like the thor and the Collussus which are tier 3 or 3.5 and would be longdistance countered by a tier 2 unit's ability which is smart castable if you get my drift hehe >.

And good or bad? Neither or even good I think, it'll open up more play and less frustration for less skilled players (example chocking/unit pathing from golliaths and goons at ramps and certain mapobstacles) and it won't influence skilled players let alone progamers at all since they'll be ontop of that control anyway since it's a "nice" AI but far from what you can still get for bang for your buck if you manually micro that stuff in battle.
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.
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 05 2008 20:55 GMT
#363
Oh btw, EMP + Snipe on ghost is just really really powerfull hehe.

If you can invest in a couple of those puppies (2-5), I'm sure they will be crazy influencial on gameplay/harass if you can control/place/conserve them well.

Ghosts with jetpacks would be the sickest thing ever to snipe/harass/nuke lol!
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.
lololol
Profile Joined February 2006
5198 Posts
July 05 2008 21:38 GMT
#364
If they don't have ghosts with jetpacks on release, that's the first thing I'm going to do with the editor.
I'll call Nada.
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 05 2008 22:33 GMT
#365
Btw people should be careful to call the ghost a harass unit. It's a very valuable unit that gets relatively more valuable with the time you keep it alive (more charged energy so more abilities to spend and overall the more time alive the more often its abilities are used).

For its cost I'd rather have a suicidal raiding like cracklings/speed vults for an "exess resource" (minerals compared to gas) then to risk gas heavy caster units like the ghost in SC2 (or to compare a science vessel in SCBW).

The dreaded storm or reaver drop obviously kills any argument I just made for gas heavy harass units but speed shuttles greatly increase their survivability (actually they 100.0% depend on it) and there are undescribable differences in spending pattern and cost/unit gameflow per race as for example Protoss vs Terran as is still there in SC2.

Just a thing I felt mentioning :p.
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.
maybenexttime
Profile Blog Joined November 2006
Poland5771 Posts
July 05 2008 23:09 GMT
#366
Did any attendee try to incorporate Nukes in battles? That'd be interesting, assuming it's possible. :D
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
Last Edited: 2008-07-05 23:29:31
July 05 2008 23:27 GMT
#367
Nukes are seriously rape. They are totally midgame accessible and as such ideal to bust any early to midgame turtling guy who overteched *if* you are using a ghost incorporating build which mostly will be a followup with tanks following fast after starting out with a 2 rax marine marauder built, pref while taking an expo if you can pressure will. (most likely vs toss)

Plus IIRC there is no more "nuclear launch detected" general warning for everyone t________t.

But I might be wrong on the last thing.

Nukes at least "felt" really accessible in the few terran games I played.
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.
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 05 2008 23:50 GMT
#368
Do they arrive faster? and really do 800dmg oO?
account abandoned:P RIP
maybenexttime
Profile Blog Joined November 2006
Poland5771 Posts
July 05 2008 23:56 GMT
#369
I think there should be a warning (and most probably is, for the enemy), but it should arrive faster so that you cannot just save all workers in every expo - you should be forced to choose, judge what is the most likely target and go save it immediately.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
July 06 2008 00:38 GMT
#370
You can snipe/emp/nuke from a bunker right?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 06 2008 02:13 GMT
#371
On July 06 2008 08:50 MrRammstein wrote:
Do they arrive faster? and really do 800dmg oO?

They don't arrive faster, I'd expected them to though. But they do more then 500 at least since they take out supply depots in one go without the 1 sec of burn damage like in SCBW and last that was said about them was that they did 800 dmg so Im expecting them to.

(they really do more then 500 now I think of it since they take out BCs and Collossi in 1 nuke as well.)
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.
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 06 2008 02:14 GMT
#372
On July 06 2008 09:38 VIB wrote:
You can snipe/emp/nuke from a bunker right?

Affirmative.
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.
Avidkeystamper
Profile Blog Joined June 2008
United States8556 Posts
July 06 2008 03:42 GMT
#373
On July 06 2008 08:27 Nyovne wrote:
Nukes are seriously rape. They are totally midgame accessible and as such ideal to bust any early to midgame turtling guy who overteched *if* you are using a ghost incorporating build which mostly will be a followup with tanks following fast after starting out with a 2 rax marine marauder built, pref while taking an expo if you can pressure will. (most likely vs toss)

Plus IIRC there is no more "nuclear launch detected" general warning for everyone t________t.

But I might be wrong on the last thing.

Nukes at least "felt" really accessible in the few terran games I played.


No warning?That's seriously overpowered until a metagame develops and a pattern emerges. I've seen a video where ultralisks survive through a nuke, so how many hitpoints does an ultralisk have if a nuke does 800 damage?
Jaedong
Ideas
Profile Blog Joined April 2008
United States8167 Posts
July 06 2008 03:45 GMT
#374
What were the fastest units in the game? Are the new air units (phoenix/viking) as fast as the old ones (wraiths/corsairs)?
Free Palestine
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 06 2008 03:58 GMT
#375
On July 06 2008 12:42 xenero wrote:
Show nested quote +
On July 06 2008 08:27 Nyovne wrote:
Nukes are seriously rape. They are totally midgame accessible and as such ideal to bust any early to midgame turtling guy who overteched *if* you are using a ghost incorporating build which mostly will be a followup with tanks following fast after starting out with a 2 rax marine marauder built, pref while taking an expo if you can pressure will. (most likely vs toss)

Plus IIRC there is no more "nuclear launch detected" general warning for everyone t________t.

But I might be wrong on the last thing.

Nukes at least "felt" really accessible in the few terran games I played.


No warning?That's seriously overpowered until a metagame develops and a pattern emerges. I've seen a video where ultralisks survive through a nuke, so how many hitpoints does an ultralisk have if a nuke does 800 damage?

600, with armor. Hmmmpff so no 800, good point there sir.

If we know with how much HP an ultra survives we know ^^.
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.
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 06 2008 04:00 GMT
#376
On July 06 2008 12:45 Ideas wrote:
What were the fastest units in the game? Are the new air units (phoenix/viking) as fast as the old ones (wraiths/corsairs)?

Speed lings I guess. And dunno at the airspeed, really can't remember a feel about it just built two vikings (1 game) and 30 mutas (2games) orso during the two days of WWI.

I just remember the corruptor being too slow for my tastes for being the main air to air fighter for zerg.
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.
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
July 06 2008 11:04 GMT
#377
It's official - the medivac is soooo misplaced!
I reallllly don't see why that situation in the last game couldn't have been a medic+marine drop. Now we're just having a regular dropshop and a dropship with heal. or am I missing something?
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 06 2008 11:11 GMT
#378
If you mean Drop Pods as dropshop - they aren't in multi anymore and most likely won't come back.
account abandoned:P RIP
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 06 2008 15:27 GMT
#379
On July 06 2008 20:04 GinNtoniC wrote:
It's official - the medivac is soooo misplaced!
I reallllly don't see why that situation in the last game couldn't have been a medic+marine drop. Now we're just having a regular dropshop and a dropship with heal. or am I missing something?

No the normal dropship is now the medivac dropship, there aren't two different ones .
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.
lololol
Profile Joined February 2006
5198 Posts
July 06 2008 19:46 GMT
#380
On July 06 2008 12:58 Nyovne wrote:
Show nested quote +
On July 06 2008 12:42 xenero wrote:
On July 06 2008 08:27 Nyovne wrote:
Nukes are seriously rape. They are totally midgame accessible and as such ideal to bust any early to midgame turtling guy who overteched *if* you are using a ghost incorporating build which mostly will be a followup with tanks following fast after starting out with a 2 rax marine marauder built, pref while taking an expo if you can pressure will. (most likely vs toss)

Plus IIRC there is no more "nuclear launch detected" general warning for everyone t________t.

But I might be wrong on the last thing.

Nukes at least "felt" really accessible in the few terran games I played.


No warning?That's seriously overpowered until a metagame develops and a pattern emerges. I've seen a video where ultralisks survive through a nuke, so how many hitpoints does an ultralisk have if a nuke does 800 damage?

600, with armor. Hmmmpff so no 800, good point there sir.

If we know with how much HP an ultra survives we know ^^.


The video is from an older build where the nuke does 500 damage.
I'll call Nada.
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