So,
ask away!!
Q1. Plexa: Are Dark Templar really really really really good?
A: Yes they are.
Forum Index > SC2 General |
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Plexa
Aotearoa39261 Posts
So, ask away!! Q1. Plexa: Are Dark Templar really really really really good? A: Yes they are. | ||
Krzycho
Poland442 Posts
Muta Micro possbile? Is it slower/ same / faster that sc1? any new units in build? how is the macro? what do you think about it overall? WHEN DOES THE FREE STREAM START? | ||
Senx
Sweden5901 Posts
Any changes to the macro-system in starcraft 2 since 07 ? Are units as fragile in SC2 as they were in SC? | ||
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Plexa
Aotearoa39261 Posts
On October 11 2008 02:34 Senx wrote: No, the macro system at the moment is very powerful. Right now you can bind all your gateways, rax etc to one hotkey and each individual gateway appears just above the UI with 5 grey slots. If they build a unit the slot becomes white. You just need to go 4zzzzzzz and you get 7 zealots. It's ridiculously strong. Any changes to the macro-system in starcraft 2 since 07 ? Are units as fragile in SC2 as they were in SC? Yes, things are basically comparable. Stalkers vs Marines is very similar to Dragoons vs Marine for instance. | ||
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Plexa
Aotearoa39261 Posts
On October 11 2008 02:32 Krzycho wrote: I think that Dark Templar are really strong. It's not hard to get a few stalkers and kill any detection with blink and then follow it up with DT. That's pretty much all i can say at this point.Any imbalances found? Is it slower/ same / faster that sc1? Same (read above)any new units in build? No, some units seem better (like the infestor for instance which is like a ninja ![]() how is the macro? Same as WWI (answered above) | ||
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Plexa
Aotearoa39261 Posts
On October 11 2008 02:32 Krzycho wrote: Mutalisk stacking sucks, its hard to pull off and when they move the just spread out anyway. With that being said the engine does allow mutalisk micro, it's just different. Moving shot is still in the game, so you can make you mutalisks attack a target and move away again very very similar to stacked control, but obviously it's not as clean. It is my understanding that they are still trying to make stacking better. Muta Micro possbile? | ||
milly9
Canada325 Posts
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chobopeon
United States7342 Posts
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 | ||
minus_human
4784 Posts
On October 11 2008 03:22 choboPEon wrote: Show nested quote + 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? | ||
SkY)CosMoS
Dominican Republic106 Posts
ie: Does zerg have to play reactive towards protoss early/mid? | ||
minus_human
4784 Posts
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Krzycho
Poland442 Posts
Do you think sc2 can be a new e sport? | ||
Ziph
Netherlands970 Posts
Are immortals still able to 1v4 siege tanks ? Are Zerg Sunkens movable ? Are Protoss Canons movable ? Also, how is the 30% more movement speed on creep. | ||
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Plexa
Aotearoa39261 Posts
On October 11 2008 03:26 minus_human wrote: By no means am I the best player here, but I'll try to answer it as best i can. All the races feel approximately similar in skill level right now. Protoss, imo, will probably require the most mechanics as they dont have the luxury of simple mbs unlike the other races. When using the warp-in mechanic protoss are forced to go back to the base and warp in each unit where as each other race never really has to go back except for the gas mechanic. But really, the difference is marginal. You dont need more than 150apm to play this game at its full potential imo. Show nested quote + 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? | ||
VIB
Brazil3567 Posts
Can you micro Jackals vs zealots like you would with vultures? How does zealot charge micro works, can you move+click 20 zealots to flank tanks, then after surround you a+click = 20 instant charges? | ||
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Plexa
Aotearoa39261 Posts
On October 11 2008 03:42 Ziph wrote: I don't notice any difference. They still look stupid imo haha. Nah, theyre alright i've got no gripes with them. How does the new stalker look compared too the WWI08 version ? Are immortals still able to 1v4 siege tanks ? Yes afaikAre Zerg Sunkens movable ? NoAre Protoss Canons movable ? Also, how is the 30% more movement speed on creep. I think its a good mechanic. Currently, once you reach lair tech overlords are able to channel creep. I can definitely see overlords being prepositioned and deploying creep as the battle begins to give Zerg that extra edge. There's a strong emphasis on battle positioning in SC2 (atleast thats how it feels to me). It's absolutely imperative that you get your army into the best position possible. | ||
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Plexa
Aotearoa39261 Posts
On October 11 2008 03:28 SkY)CosMoS wrote: I haven't played good enough people to be able to comment on this. All my games thus far have been straight up and down rape. From the one game that i did play that went midgame, the flow feels similar. All the options from BW are preserved (tech, rush, FE etc) but the timings are all different. How does early/mid/late game flow for the races you have played more or less? ie: Does zerg have to play reactive towards protoss early/mid? | ||
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Plexa
Aotearoa39261 Posts
On October 11 2008 03:38 Krzycho wrote: Protoss - i love the warp in mechanic so much. favourite race? why? Do you think sc2 can be a new e sport? The question isn't whether SC2 will be an esport, the question is will SC2 be a successful esport. In all honesty, i dont think anyone can stop starcraft 2. It's going to be huge, there's going to be a huge following, and there's going to be tournaments everywhere for it. Atleast for the next 3-4 years the game will be the dominate esports game (imo). After that, we'll see how the engine holds up and the macro (and the balance). I dont know.. its a tough call to make... There will be that ability to differentiate yourself but every game will be similar to zvz at pro level. One mistake can literally end the game for you. | ||
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Plexa
Aotearoa39261 Posts
On October 11 2008 04:08 VIB wrote: I've already answered this. You can't stack them effectively. But the micro seems possible.How is it to micro mutalisks? Can you stack them? | ||
VIB
Brazil3567 Posts
except for the gas mechanic. How exactly is the gas mechanic in this build? | ||
Krzycho
Poland442 Posts
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TonyL2
England1953 Posts
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IntoTheWow
is awesome32274 Posts
Can units block others from escaping like ling vs marine? Burrow looks more spottable now? | ||
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Nyovne
Netherlands19135 Posts
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. | ||
SWPIGWANG
Canada482 Posts
Is there new APM sinks that exists or could be patched in if needed? | ||
Unentschieden
Germany1471 Posts
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
Canada5420 Posts
On October 11 2008 04:07 Plexa wrote: Show nested quote + You dont need more than 150apm to play this game at its full potential imo. 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? 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
138 Posts
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Ideas
United States8097 Posts
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? | ||
wrags
United States379 Posts
have you seen any really creative/weird builds or rushes that are effective? | ||
Klive5ive
United Kingdom6056 Posts
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? | ||
Ideas
United States8097 Posts
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beetlelisk
Poland2276 Posts
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??? | ||
b_unnies
3579 Posts
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
Korea (South)981 Posts
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ZeroCartin
Costa Rica2390 Posts
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LeperKahn
Romania1839 Posts
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Plexa
Aotearoa39261 Posts
On October 11 2008 04:21 VIB wrote: There will be stats up eventually, at the moment they're not worth the effort it takes to put in. Take pics of all stats (costs, build times, tooltips) ^^ 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: 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,Hmmm, in your opinion which unit of each race is your favourite and why? (so far of course) On October 11 2008 04:38 IntoTheWow wrote: Comparable, most units are on the thin side (especially buildings which makes walling harder for everyone but terran. )How are collision sizes for units? Can units block others from escaping like ling vs marine? Yes, but its more difficultBurrow 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: 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.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? 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: I haven't played Terran enough yet to commentTerran 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? On October 11 2008 06:05 Wolverine wrote: At this moment, no.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? more to come later!! | ||
Mooga
United States575 Posts
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.? | ||
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Zelniq
United States7166 Posts
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? | ||
Klockan3
Sweden2866 Posts
On October 11 2008 18:02 Zelniq wrote: 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). Haha, this is so not true :p I played through the campaigns again when I were a lot older since when I originally played them I did not care about the story. Anyhow what I realized that it is by far the easiest to go for very fast expanding and taking your opponents resources before they start to build things, that way you can win most of the later maps in ~10-15 minutes. So the turtling is not a fault of the campaign, but it is the nature of the noob to turtle in every game they get their hands on. Also Blizzard games favor aggressive play in their campaigns much more than their competition, just look at wc2 there it is impossible to play defensive in the expansions campaigns. | ||
milly9
Canada325 Posts
On October 11 2008 18:18 Klockan3 wrote: Show nested quote + On October 11 2008 18:02 Zelniq wrote: 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). Haha, this is so not true :p I played through the campaigns again when I were a lot older since when I originally played them I did not care about the story. Anyhow what I realized that it is by far the easiest to go for very fast expanding and taking your opponents resources before they start to build things, that way you can win most of the later maps in ~10-15 minutes. So the turtling is not a fault of the campaign, but it is the nature of the noob to turtle in every game they get their hands on. Also Blizzard games favor aggressive play in their campaigns much more than their competition, just look at wc2 there it is impossible to play defensive in the expansions campaigns. Actually what you are saying is so not true. The campaign rewards turtling greatly. | ||
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Liquid`Jinro
Sweden33719 Posts
Some maps kinda do reward turtling I suppose, like the protoss map where you have to rescue tassadar from the stasis. Pretty sure winning that map with anything but mass carriers would take forever. | ||
danieldrsa
Brazil522 Posts
2- How you feel the Carrier by now? 3- Colossus seem so weak in the new videos, i say, they dont kils scvs in one hit, and the predetermined line path of the shoot seems awful. Is it usable/worth by now? | ||
Chuiu
3470 Posts
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Mastermind
Canada7096 Posts
On October 11 2008 19:43 milly9 wrote: Show nested quote + On October 11 2008 18:18 Klockan3 wrote: On October 11 2008 18:02 Zelniq wrote: 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). Haha, this is so not true :p I played through the campaigns again when I were a lot older since when I originally played them I did not care about the story. Anyhow what I realized that it is by far the easiest to go for very fast expanding and taking your opponents resources before they start to build things, that way you can win most of the later maps in ~10-15 minutes. So the turtling is not a fault of the campaign, but it is the nature of the noob to turtle in every game they get their hands on. Also Blizzard games favor aggressive play in their campaigns much more than their competition, just look at wc2 there it is impossible to play defensive in the expansions campaigns. Actually what you are saying is so not true. The campaign rewards turtling greatly. No, you are wrong. Play the campaigns again. Most levels reward very aggressive play. You should be able to beat 80% of the levels in under 15 minutes if you play aggressively. There are a few levels which take much longer, but aggressive expanding and attacking is the way to beat the campaigns fast. | ||
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Plexa
Aotearoa39261 Posts
On October 11 2008 23:10 danieldrsa wrote: Uh, i dont think there are females... if there are well then they are not sexually dimorphic1- When you train a DT its like ghosts, where sometimes you get a woman, other times you get a man? I ask because the screenshot with 2 different DTs of teh same faction. 2- How you feel the Carrier by now? I've never used it, it's junk really. Warp-Ray's are in and they kick ass. 3- Colossus seem so weak in the new videos, i say, they dont kils scvs in one hit, and the predetermined line path of the shoot seems awful. Is it usable/worth by now? I found colossi to be quite formidable when i used them. Very powerful units...Also the spine crawlers and spore thingie do move about (they can basically uproot and move). Nothing special about it really. Also the nydus worm is called up by the overseer (no creep required, just a nydus network) Jackals -> Hellion. You could kinda control it like a vulture, but there is no hardcore vult micro with it. You wouldn't want to either, its a splash unit and you just want to get melee units to stack up against you rather than moving shot. | ||
wrags
United States379 Posts
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beetlelisk
Poland2276 Posts
BTW there are destroyable rocks, tall grass and Xel'Naga towers as additional contents to the maps now. Is there anything new at Blizzcon? Did you notice anything unusual about the stats and costs of any units? | ||
Gokey
United States2722 Posts
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Ahzarelly
36 Posts
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VIB
Brazil3567 Posts
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Roxen000
1226 Posts
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Plexa
Aotearoa39261 Posts
On October 12 2008 08:12 wrags wrote: I believe it does,not 100% sure thoughdoes a burrowed unit next to a xel'naga tower still get vision? On October 12 2008 09:44 beetlelisk wrote: any unit can activate them (i think workers can) and they do not run out. What units are needed to activate those towers? Do towers "run out" of vision or are more units needed to activate them over time, etc etc? Anything special? BTW there are destroyable rocks, tall grass and Xel'Naga towers as additional contents to the maps now. Is there anything new at Blizzcon? Yes, there are (at the very least) destroyable rocks. In one of the maps they had 2000hpdid you notice anything unusual about the stats and costs of any units? Not really, everything is still going to be changing obviously so costs at this point are things that i haven't really taken too much interest in.On October 12 2008 10:15 Gokey wrote: Yes. Marauders are disgustingly imbalanced (they destroy protoss badly). Zatic worked out a siiick rush using them that only was stopped by Haji with 3gate stalker (but he still lots in the end). Banelings are also way too strong at the moment. Sure Zerg don't have lurkers anymore, but banelings fully compensate for that (and then some). Are there any obvious imbalances that you can see right now? (besides DT's and Stalkers) On October 12 2008 13:56 Ahzarelly wrote: I think the AI is roughly the same. The units take orders slightly better than before, which i guess is a good thing but auto surround is still in. How were the units' AI? Was it like in the previous build where they would easily surround other units, or have they changed it? On October 12 2008 14:25 VIB wrote: Queens are kinda pointless, except for their razor plague thing. A few queens casting that is pretty sick. Iono, them not being unique is a good thing imo but I'm not sure if they've found their right niche yet. I've heard the Queen is no longer unique? How does it feel to toy around with it? On October 12 2008 16:16 Roxen000 wrote: You select blink than select where to blink to and they blink there.How does blink for the stalkers actually work? Do you select the ability and then click a location to blink to or does it do it automatically? How does it exactly function? | ||
Kleander
United States334 Posts
Are Zerg Sunkens movable ? yes Are Protoss Canons movable ? no Also, how is the 30% more movement speed on creep. its more like they move 30% slower off the creep, it feels very natural that zerg units move faster on the creep, and having overloards shit creep all over an enemy base so your units can run around easier is possibly the greatest thing about starcraft 2 | ||
Kleander
United States334 Posts
On October 12 2008 17:11 Plexa wrote: Yes. Marauders are disgustingly imbalanced (they destroy protoss badly). Zatic worked out a siiick rush using them that only was stopped by Haji with 3gate stalker (but he still lots in the end). Banelings are also way too strong at the moment. Sure Zerg don't have lurkers anymore, but banelings fully compensate for that (and then some). i dont know about you, but the matches i watched at blizzcon had lurkers in em, i didnt get a chance to play around with zerg enough to check all the tech tree, but sonkie used lurkers against yellow. | ||
VIB
Brazil3567 Posts
On October 12 2008 17:11 Plexa wrote: Wait wait, slow down ^^ What abilities does the Queen has and what do they do? What tier/role/avg cost does it have? I mean, I suppose it's a lightweight early game caster like the nullifier but focused on base/defense?Show nested quote + Queens are kinda pointless, except for their razor plague thing. A few queens casting that is pretty sick. Iono, them not being unique is a good thing imo but I'm not sure if they've found their right niche yet.On October 12 2008 14:25 VIB wrote: I've heard the Queen is no longer unique? How does it feel to toy around with it? | ||
Mazar
United States135 Posts
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Pillars
United States147 Posts
On October 12 2008 17:11 Plexa wrote: Show nested quote + I believe it does,not 100% sure thoughOn October 12 2008 08:12 wrags wrote: does a burrowed unit next to a xel'naga tower still get vision? Burrowed units don't activate towers. Show nested quote + any unit can activate them (i think workers can) and they do not run out. On October 12 2008 09:44 beetlelisk wrote: What units are needed to activate those towers? Do towers "run out" of vision or are more units needed to activate them over time, etc etc? Anything special? Towers never "run out" of vision. Towers are controlled by a player if they position at least one non-burrowed ground unit by the tower *and* if there are no enemy non-burrowed ground units nearby. Show nested quote + Yes, there are (at the very least) destroyable rocks. In one of the maps they had 2000hpBTW there are destroyable rocks, tall grass and Xel'Naga towers as additional contents to the maps now. Is there anything new at Blizzcon? From what I could tell there were no "new" terrain mechanics unveiled at Blizzcon. Destructible objects [rocks, scrap metal], Xel'Naga towers and line-of-sight blockers [trees, smoke] were the only mechanics present. Not really, everything is still going to be changing obviously so costs at this point are things that i haven't really taken too much interest in. Word. Show nested quote + Yes. Marauders are disgustingly imbalanced (they destroy protoss badly). Zatic worked out a siiick rush using them that only was stopped by Haji with 3gate stalker (but he still lots in the end). Banelings are also way too strong at the moment. Sure Zerg don't have lurkers anymore, but banelings fully compensate for that (and then some).On October 12 2008 10:15 Gokey wrote: Are there any obvious imbalances that you can see right now? (besides DT's and Stalkers) Balance isn't really worth talking about at this point. Given that the Starcraft metagame took years to develop [and continues to develop even now] it's impossible to pass any kind of objective judgement on the current state of SC2 balance. It's also still too early in development to be *too* worried about balance. Emphasis is still on design and unit relationships and less about tweaking and fine-tuning balance numbers. This will come in the last phase of development [with beta playing a big role.] Show nested quote + I think the AI is roughly the same. The units take orders slightly better than before, which i guess is a good thing but auto surround is still in.On October 12 2008 13:56 Ahzarelly wrote: How were the units' AI? Was it like in the previous build where they would easily surround other units, or have they changed it? People seem to have a misconception about this issue: there's no such thing as "auto surround." All you're seeing here is a dramatically improved pathing code. Units are now *very* efficient at moving around / engaging enemy forces. There *are*, however, gameplay "side effects" of the pathing improvement. Worker harvesting and the increased effectiveness of melee units are two very prominent examples. If it turns out that some fun, strategic gameplay has been lost due to the pathing improvements...I'm sure Blizzard will take a look at this down the road. Just understand that the goal in improving pathing is ultimately to give *more* control to the player over his units, and to try to ensure that units respond more consistently to any given order [no goons running aimlessly in circles, bashing heads against one another.] Show nested quote + Queens are kinda pointless, except for their razor plague thing. A few queens casting that is pretty sick. Iono, them not being unique is a good thing imo but I'm not sure if they've found their right niche yet.On October 12 2008 14:25 VIB wrote: I've heard the Queen is no longer unique? How does it feel to toy around with it? Nothing to say here as I haven't played with the new Queen. Show nested quote + You select blink than select where to blink to and they blink there.On October 12 2008 16:16 Roxen000 wrote: How does blink for the stalkers actually work? Do you select the ability and then click a location to blink to or does it do it automatically? How does it exactly function? Additionally, if you ask a Stalker to blink to a location which they can't reach [i.e. it's outside of the range of the spell] they'll just blink as far as they can in that direction. | ||
freelander
Hungary4707 Posts
In the videos what I have seen I only have seen Marauders being used.. are they buffed? What do tehy have instead of the slowing effect? | ||
wrags
United States379 Posts
On October 12 2008 17:11 Plexa wrote: any unit can activate them (i think workers can) and they do not run out. overlords as well? also could a clutch timebomb stop a nuke? | ||
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LosingID8
CA10828 Posts
just ask zatic about his marauder timing push T_T | ||
maybenexttime
Poland5552 Posts
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LosingID8
CA10828 Posts
On October 13 2008 01:51 maybenexttime wrote: haji and i both thought that the maps felt pretty bigAre maps as small as they seemed in the broadcasted games? | ||
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Liquid`Jinro
Sweden33719 Posts
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Ki_Do
Korea (South)981 Posts
Othello 2 BlueSTORM 2 | ||
maybenexttime
Poland5552 Posts
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beetlelisk
Poland2276 Posts
2) When multiple units are selected is there any number indicating how many are selected? Are same icons of units seen close to each other as in W3? I remember reading some time ago that it wasn't possible to switch between groups of different units (selected at the same time) using Tab? 3) Does Dark Obelisk have any upgrades to research? 4) What do you need to make Reapers? Is it still as long tech as during WWI? Can they Stim? Can they enter Bunkers? 5) How many slots does Marauder take in Bunker? Does his attack slow down units in this build? 6) Have you seen BCs missile pods used? If yes to what effect? 7) Do Protoss aerial units have any upgrades? 8) Do Protoss shields' upgrades affect shields regen rate? How fast do they regenerate? Do shields mirror armor of the unit they protect? edit: 9) How many minerals and gas per trip do workers mine in this build? :/? | ||
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Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
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The PondCast
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Korean StarCraft League
CranKy Ducklings
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