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[V] Starcraft 2 WWI VOD - Page 9

Forum Index > SC2 General
Post a Reply
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MrRammstein
Profile Joined May 2008
Poland339 Posts
July 01 2008 08:57 GMT
#161
On July 01 2008 17:41 prayanavita wrote:
Heya guys, since Nyovne is not around to answer your questions I'll give you some answers.



Well I read it was more annoying than MBS :D Does Zerg still have 2 rally points in Hatches? 1 for Drones, 1 for other units?

Yes zerg has two rally points, one golden for drones and one normal silver rally point for all the other units.


Have you seen Mothership in action? I read she's slow as hell... and summoned above Nexus now??

Mothership is definatly slow as hell. I haven't used it myself so I can't tell you much about its abilities. The Mothership is built at the nexus.


I read Zealot can 2'shot'- kill Zergling so is SC2 like BW about that?

If you find a zerg opponent that actually masses zerglings against protoss you could go for 2 hit kill. The things is that I experienced upgrades are less important in SC2 than they were in the original. When you build zealots in as a P, in the WWI build, zerg would just get 4 banelings and kill all of them anyway


No cobwebs on the hatcheries. Was there at wwi?

Cobwebs were there.


Old Infestor art/Lurker art. (karune said lurker art was updated months ago????

I did not like the new lurker, it looks so small and innocent compared to the original lurker.

Do Baneling nests move around in one spot? I notice in all screenshots there "legs" are in different spots.

Not sure about that, I do not recall seeing them rotate but I might have missed that.


Hope that answers some of your questions

Thank you
account abandoned:P RIP
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 01 2008 08:58 GMT
#162
This is probably the sweetest thread in a long time, thanks to everyone who contributed :D

I'm happy beyond words that banelings are every bit as viable as I hoped they would be!

betabetabetabetabetabeta
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
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
Last Edited: 2008-07-01 09:05:49
July 01 2008 09:04 GMT
#163
Can you move a nydus worm back after you deployed one? Like if a zerg wants to send 1 drone to expand to an island expansion, do you have to use 1 overlord + 1 worm + leave that one worm there forever?


Worm is not really a worm anymore, it's like a nydus canal exit only you can build an infinite amount of exits now.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
July 01 2008 09:06 GMT
#164
On July 01 2008 18:04 prayanavita wrote:
Can you move a nydus worm back after you deployed one? Like if a zerg wants to send 1 drone to expand to an island expansion, do you have to use 1 overlord + 1 worm + leave that one worm there forever?


Worm is not really a worm anymore, it's like a nydus canal exit only you can build an infinite amount of exits now.

So once you paid to deploy an exit just to build an island expo. It stays there forever?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 01 2008 09:06 GMT
#165
FA: They are probably a bit too viable right now
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 01 2008 09:07 GMT
#166
On July 01 2008 18:06 VIB wrote:

So once you paid to deploy an exit just to build an island expo. It stays there forever?



Correct
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2008-07-01 09:14:21
July 01 2008 09:13 GMT
#167
Can the queen deep tunnel to the nydus worm?

edit: and then can it heal the nydus worm?

edit2: Just got the hydralisk icon :D
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Quanticfograw
Profile Blog Joined October 2005
United States2053 Posts
July 01 2008 09:15 GMT
#168
Anyone who played sc2 know how long it takes for the ovies dropped creep to shrink? I mean this would render an expansion useless for a couple of mfinutes...... I cant really see something like this being stopped and it would hurt BADLYYYYYYYYYYYYY
https://twitter.com/quanticfograw
iD.NicKy
Profile Blog Joined October 2003
France767 Posts
July 01 2008 09:27 GMT
#169
i had a really weird feeling when i played my first game, it was like playing starcraft on warcraft gfx engine ... so wierd.
I ended making the same build orders than sc1, it worked pretty well except for tvp (you need marines).
PvT : u can fast expand
PvZ : 2 gates zeal rox
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 01 2008 09:37 GMT
#170
On July 01 2008 18:15 likeaboss wrote:
Anyone who played sc2 know how long it takes for the ovies dropped creep to shrink? I mean this would render an expansion useless for a couple of mfinutes...... I cant really see something like this being stopped and it would hurt BADLYYYYYYYYYYYYY



I thought creep disappeared rather quickly, faster than killing a hatch in SC1 and watching it disappear. Can't give you an exact time frame to verify your suspicions about possible abusive behavior.


Nicky are the one I played a couple of times?


IMO PvZ: 2 gate zeal is not a very valid strategy, banelings completely dominate zealots in every possible way. Also with just zeals there's nothing stopping a baneling from blowing up all probes. And in the current build zerg can get banelings out pretty quick.
iD.NicKy
Profile Blog Joined October 2003
France767 Posts
Last Edited: 2008-07-01 09:40:04
July 01 2008 09:39 GMT
#171
On July 01 2008 18:37 prayanavita wrote:
Show nested quote +
On July 01 2008 18:15 likeaboss wrote:
Anyone who played sc2 know how long it takes for the ovies dropped creep to shrink? I mean this would render an expansion useless for a couple of mfinutes...... I cant really see something like this being stopped and it would hurt BADLYYYYYYYYYYYYY



I thought creep disappeared rather quickly, faster than killing a hatch in SC1 and watching it disappear. Can't give you an exact time frame to verify your suspicions about possible abusive behavior.


Nicky are the one I played a couple of times?


IMO PvZ: 2 gate zeal is not a very valid strategy, banelings completely dominate zealots in every possible way. Also with just zeals there's nothing stopping a baneling from blowing up all probes. And in the current build zerg can get banelings out pretty quick.


yeah was me, didnt know for banelings
OH one thing, ZvZ is still GAY and u need luck lol
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 01 2008 10:09 GMT
#172
On July 01 2008 15:07 Invisible_Zergling wrote:
Hey Nyovne Was there new Zerg lurker or Infestor art shown?

All I saw was the old art of both in the latest screenshots. And even then I think they were outdated.

Why?

1. No cobwebs on the hatcheries. Was there at wwi?
2. Old Infestor art/Lurker art. (karune said lurker art was updated months ago????
3. Sunken and spore colonies present. (At wwi they were spine and spore crawlers..

Thanks.

P.s. Do Baneling nests move around in one spot? I notice in all screenshots there "legs" are in different spots.

No, the lurkers and infestors still had their old art. Which actually surprised me since they said they changed both and I was especially looking forward to the beefed up spikey lurker they talked about in a Q&A earlier.

As an additional note about the Lurker: They are medium speed, in SCBW they were fastest speed and you could move them at a pace with speed lings, in SC2 they are quite a bit slower which is really annoying when moving them around in packs or when trying to flank with them or close fast with ranged units. For their cost I really think they should at least be really damned fast, I really didn't like their speed as it limits their usability since they have to be close + burrowed to do a damn.

Oh and yeah the model is so small, I expected it to be bigger. As far as it goes for looks, yeah bigger is cooler and better but as far as gameplay goes smaller makes them stronger obviously for a pletora of reasons.

Yes Sunkens and spores are Spinal and Spore Crawlers, they are 100 mins each and require a drone (50 mins) to build. They build pretty damn fast though and dont require a morph from a creep tumor (colony) but hatch straight from the drone.

Well the banelingnest doesnt rotate but it's suspended on some of the legs, it waves around a little bit on "the wind" and as for the rest remember that the camera angle is slightly tilted so the angle changes with a different perspective on the building.

That said, the perspective was really nice and practical to play with, no beef there, excellent from blizz.

And the game isnt too flashy by far for my tastes, I could clearly see everything and when shit did get cluttered you could bet your money that everything below it was dead anyway 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.
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 01 2008 10:12 GMT
#173
On July 01 2008 11:19 IntoTheWow wrote:
Good night Nyovne.

The hatch thing sounds so cute!

Haha it is, it's like a whole blob of little pissed off mini spiders making little angry sounds and raging at whatever hostile unit is nearby before getting instantly swatted 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.
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 01 2008 10:15 GMT
#174
On July 01 2008 11:28 MrRammstein wrote:

edit3:

I read Zealot can 2'shot'- kill Zergling so is SC2 like BW about that?
3 or 2 before upgrade?


It's 3 hits just like before and 2 after a +1 upgrade.

I disagree with praya as upgrades are of exactly the same import as before, aka huge. The game is the pretty much the same on the dmg/armor scale so in the build we played at least it felt 100% starcraftish on the upgrade department.

In case it wasn't clear, they changed the zergling speed gives +1/+1 for lings as well etc and went back to the normal +1/+1/+1 melee ranged armor grades at the evolution chambers. A pretty big change from before but really neccesairy cause else endgame units, especially units like ultras which are upgrade dependant who come late in the game start out upgradeless instead of with at least 2 armor like in SCBW.

A good change imho that they went back to basic on this one.
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.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
July 01 2008 10:18 GMT
#175
Good morning Nyovne ^^

Was that mutant larvae thing in the build you played? How does it work? Cost, food, move speed etc
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
Last Edited: 2008-07-01 10:20:12
July 01 2008 10:19 GMT
#176
On July 01 2008 17:51 VIB wrote:
Can you move a nydus worm back after you deployed one? Like if a zerg wants to send 1 drone to expand to an island expansion, do you have to use 1 overlord + 1 worm + leave that one worm there forever?

No you can't move it after you spawned one, they are exactly like the Nydus Entrances and Exits in SCBW on that department. They are just a 200hp building essentially.

And sadly yes, to expand to an island you have to float a lord down, spawn creep, spawn the worm, send a drone through and start hatching.

Worm exits, essentially as buildings (which cost 100 minerals to spawn on a 10 sec cooldown per nydus warren) remain indefinately when spawned.

Just imagine how much of a bitch it is to actually defend against a cliff drop with crap mutas, no drop and just a greater spire siege unit.
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 01 2008 10:21 GMT
#177
On July 01 2008 17:58 FrozenArbiter wrote:
This is probably the sweetest thread in a long time, thanks to everyone who contributed :D

I'm happy beyond words that banelings are every bit as viable as I hoped they would be!

betabetabetabetabetabeta

lol FA, you'll get a little stiffy when you do your first burrowed baneling ambush or dance your first roach burrowdance. Trust me.
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
Poland5780 Posts
July 01 2008 10:24 GMT
#178
Have you experimented with any Zerg proxy strategies? Creep drop seems like a useful tool in this regard. Maybe some hidden tech (like Banelings)?

Also, from your experience, do you think Infestor's mana regenerating faster on creep could solve the lack-of-Consume problem, especially considering the creep drops (on the battlefield) from Overlords?
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
July 01 2008 10:25 GMT
#179
On July 01 2008 18:06 prayanavita wrote:
FA: They are probably a bit too viable right now

lol Hi Jaap <3. Good thing you made an account to join the best community for BW out there muhahaha :d.

Banelings are far from too viable atm, vs noobs yeah they rape but with their speed and peculiars they were handleable with good micro and units like nullifiers and marauders really take the sting out of them. You can't expect pure zeals or pure rines (at least in low numbers aka early game) to fare well against their zerg equivelant the zergling while it's supported by gas units aka the banelings.

Add in marauders and nullifiers and the tables even out quite nicely from my (limited!) experience. Especially Sea pulled some CRAZY marauder marine micro to target slow my banelings with marauders and then stim split his rines while focus firing down my banelings in my second attack before even one could hit something.
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 01 2008 10:32 GMT
#180
On July 01 2008 18:13 VIB wrote:
Can the queen deep tunnel to the nydus worm?

edit: and then can it heal the nydus worm?

edit2: Just got the hydralisk icon :D

Yes, and yes. In the latest build a queen could deep tunnel to a nydus worm and then yes heal it. It's not a heal like the medic or medivacs but it's an energy costing ability that you target and it instantly heals 400 hp on any friendly unit or building and it has a cooldown of a sec or 10 maybe a few more so quite considerable and with its not cheap energy cost I really felt like it should be shorter, healing an ultra would be potentially wicked though.

It's really effective to help heal your spinals at start vs a rine or zeal rush or heal a spinal in your main as you hold off a drop with a queen and one or two defensive structures. Huge Queen's are *wicked*, and hurt like hell, are as tough as an ultra, pack a punch, their heal is nice, deep burrow as escape as well as "teleport" is powerful and their "swarm infestation" ability does quite alot of damage and aoe rapes any group of marines that just got dropped for example without any problems. The Toxic creep ability however has been removed in the build that was available at WWI.
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.
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