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Got SC2 Questions? - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
Krzycho
Profile Joined July 2007
Poland442 Posts
October 10 2008 19:34 GMT
#21
take a copy of the game on the pendrive and put it on liquid tracker
TonyL2
Profile Blog Joined August 2007
England1953 Posts
October 10 2008 19:37 GMT
#22
Hmmm, in your opinion which unit of each race is your favourite and why? (so far of course)
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
October 10 2008 19:38 GMT
#23
How are collision sizes for units?

Can units block others from escaping like ling vs marine?

Burrow looks more spottable now?
Moderator<:3-/-<
Nyovne
Profile Joined March 2006
Netherlands19135 Posts
October 10 2008 19:39 GMT
#24
Have you already ejaculated after owning a P with a three hatch single gas burrowed baneling + speed ling ambush?

Or have your already felt the need to masturbate after raping a terran with a two-three hatch double gas Roach Burrow dance?!

ZERG ROOARRR! :D

Oh, if you want a laugh and it still works: As protoss just single base rush to get one warpray really fast and rofl as you kill both his hatches/lair with it under a minute while he panics and tries to get anti air.
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.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
October 10 2008 19:49 GMT
#25
What kinds of maps is SC2 being developed and balanced on? Does it follow the same structure of main/nat/min only? How wide are the chokes and fighting area in general? Is island maps a consideration?

Is there new APM sinks that exists or could be patched in if needed?
Unentschieden
Profile Joined August 2007
Germany1471 Posts
October 10 2008 19:50 GMT
#26
Terran stuff:
What abilities does the Ghost have right now and how (prerequisites) is he set in the Techtree?
Are Buildings faster?
Whyt does the Nightwing do?
Is salvage still in and if yes, how does it work right now?
Is there a point in "swapping" Building addons?
SoleSteeler
Profile Joined April 2003
Canada5420 Posts
October 10 2008 20:27 GMT
#27
On October 11 2008 04:07 Plexa wrote:
Show nested quote +
On October 11 2008 03:26 minus_human wrote:
On October 11 2008 03:22 choboPEon wrote:
On October 11 2008 03:09 milly9 wrote:
they could just make it so when a mutalisk goes on another mutalisk it becomes a mutalisk with 2x stats grows bigger. and then when you reach 50 mutalisks it becomes a dragon


Starcraft 2: Megazord

lol...


Plexa: Do you have any idea if the Terran race will be so demanding mechanical-wise as it was in BW, ie almost on another level of difficulty(at least in sub-progamer skill level) compared to the other races?
You dont need more than 150apm to play this game at its full potential imo.


With all due respect, even War3 requires more than 150 APM to play to its full potential. There will always be more things you can do with your actions in a game where units are fragile like in SC/2.
Wolverine
Profile Blog Joined September 2008
138 Posts
October 10 2008 21:05 GMT
#28
Is it possible to force fire on terrain? For example, can you make a siege tank shoot at a particular area where you think a DT is when you don't have detection?
Ideas
Profile Blog Joined April 2008
United States8097 Posts
October 10 2008 21:16 GMT
#29
What are all the spellcasters up to in the current build?

Motherships?

Ghosts?

"Nighthawks"?

QUEEN? (BTW can the Queen burrow?)

Are corruptors still totally useless?

How many slots do Medivacs have? Same as dropship? (i heard somewhere they only have 7 O.o)

Do overlords still morph into overseers? Is there an ovie speed upgade? Any spells at all for ovies besides drop creep?
Free Palestine
wrags
Profile Blog Joined April 2008
United States379 Posts
October 10 2008 21:17 GMT
#30
how is the ghost in general?

have you seen any really creative/weird builds or rushes that are effective?

Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
October 10 2008 21:22 GMT
#31
I want to know about zerg.

Do zerglings still look awesomely cool when they rush into an opponents base in large numbers? Do they act better now without micro?

Is Zerg still the race that expands the most? Can you defend against early P/T attacks with a couple of base defenses and not many lings?
Don't hate the player - Hate the game
Ideas
Profile Blog Joined April 2008
United States8097 Posts
October 10 2008 21:36 GMT
#32
Oh yeah and what's up with Nullifiers in this build?!
Free Palestine
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
October 10 2008 21:50 GMT
#33
Zerg stuff:

1) Are you sure Spine Crawlers (new Sunkens) can't move?

2) Is creep still needed for Nydus Worms usage? Can they burrow back?

3) Do Zerglings have Adrenal Glands upgrade???
wwww
b_unnies
Profile Blog Joined March 2006
3579 Posts
October 11 2008 00:53 GMT
#34
In past events, we've heard that early game was close to perfection, how about now with the midgame? has the midgame been drastically improved?

How flexible are the races? Are you allowed to choose whether u want to fast tech/fast expo, etc and still have them to work?
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
October 11 2008 02:19 GMT
#35
Can you micro Jackals vs zealots like you would with vultures?
I've got a point, and i'm ready to kill or die for it.
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
October 11 2008 02:38 GMT
#36
Do zealots seam useless now with their reduced health?
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
LeperKahn
Profile Blog Joined April 2008
Romania1839 Posts
October 11 2008 03:51 GMT
#37
How are the surround mechanics on zerglings?
CJ Entusman #14 • http://soundcloud.com/discodinosaur • https://discosaur.bandcamp.com/
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2008-10-11 04:43:27
October 11 2008 04:43 GMT
#38
On October 11 2008 04:21 VIB wrote:
Take pics of all stats (costs, build times, tooltips) ^^
There will be stats up eventually, at the moment they're not worth the effort it takes to put in.

except for the gas mechanic.
How exactly is the gas mechanic in this build?[/QUOTE][/quote]Gas mechanic is as follows;
- 3000 starting vesphane, 300 minable at a time
- once the 300 is gone, the geyser is down for a little while and then goes on line again
- once the geyser is down it cannot be mined
- 8 vesphane are mined at a time

On October 11 2008 04:37 TonyL2 wrote:
Hmmm, in your opinion which unit of each race is your favourite and why? (so far of course)
I haven't played terran enough yet to give you an idea. But at the moment i'm loving the infestor and nydus worms from zerg (nydus worm drops give you such an epic satisfaction, whereas infestors are a pretty cool caster which makes shit blow up). For Protoss i can't really decide, i like the DT - but really i love the warpgates. Personally thats the feature that defines the protoss race atm for me,

On October 11 2008 04:38 IntoTheWow wrote:
How are collision sizes for units?
Comparable, most units are on the thin side (especially buildings which makes walling harder for everyone but terran. )

Can units block others from escaping like ling vs marine?
Yes, but its more difficult

Burrow looks more spottable now?
I'm not sure, I haven' really tested the burrow mechanic at all (seems useless for now, once again)
On October 11 2008 04:49 SWPIGWANG wrote:
What kinds of maps is SC2 being developed and balanced on? Does it follow the same structure of main/nat/min only? How wide are the chokes and fighting area in general? Is island maps a consideration?
The maps all have double gas (which if you transfer your probes at the right time so that once one dies and the other is online behaves just like one geyser). Min only will never come to fruition - every expo will have gas (2 most likely) and maybe mineral onlies will be golden minerals. Iono, theres a number of different ideas they have used thus far in the maps on offer. Island maps aren't really being tested on afaik.

Is there new APM sinks that exists or could be patched in if needed?
Um, no - but there are some which are in development (i have no idea what those are).
On October 11 2008 04:50 Unentschieden wrote:
Terran stuff:
What abilities does the Ghost have right now and how (prerequisites) is he set in the Techtree?
Are Buildings faster?
Whyt does the Nightwing do?
Is salvage still in and if yes, how does it work right now?
Is there a point in "swapping" Building addons?
I haven't played Terran enough yet to comment

On October 11 2008 06:05 Wolverine wrote:
Is it possible to force fire on terrain? For example, can you make a siege tank shoot at a particular area where you think a DT is when you don't have detection?
At this moment, no.



more to come later!!
Administrator~ Spirit will set you free ~
Mooga
Profile Blog Joined June 2007
United States575 Posts
October 11 2008 06:48 GMT
#39
Do you like all the LASERS? PEW PEW PEW

Also, it seems like most units take up less space and they can move more fluidly than sc1. So, is it harder to block off ramps with a limited number of units? And trap scouting scvs etc.?
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2008-10-11 09:05:18
October 11 2008 09:02 GMT
#40
this isn't something you can answer from testing, but if you ever get a chance to talk to the devs or ask questions:

In the original Starcraft, the way singleplayer campaign was designed rewarded and taught players to turtle and get a lot of static defense, and didn't encourage much expanding (along with several other important multiplayer concepts). So when these players hopped online for the first time, they copy what they've been taught, lose, and get frustrated and confused. This would turn off a lot of the players from Battle.net. Are you keeping aware of this issue as you make the singleplayer campaign? Perhaps programming the AI to behave more like a human player online would?
ModeratorBlame yourself or God
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