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Got SC2 Questions?

Forum Index > SC2 General
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Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 10 2008 17:30 GMT
#1
Here at teamliquid, we know that our coverage needs to be different than the rest. Seeing as I have virtually unlimited playtime with SC2 you can feel free to ask me any questions about gameplay, units or anything and ill do my best to report back with everything that you guys want.

So,
ask away!!

Q1. Plexa: Are Dark Templar really really really really good?
A: Yes they are.
Administrator~ Spirit will set you free ~
Krzycho
Profile Joined July 2007
Poland442 Posts
October 10 2008 17:32 GMT
#2
Any imbalances found?
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
Profile Blog Joined March 2008
Sweden5901 Posts
October 10 2008 17:34 GMT
#3
Is it true that static defenses will be pretty much useless in starcraft 2? Since all races now have extremly mobile and harass-friendly units?

Any changes to the macro-system in starcraft 2 since 07 ?

Are units as fragile in SC2 as they were in SC?
"trash micro but win - its marine" MC commentary during HSC 4
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 10 2008 17:39 GMT
#4
On October 11 2008 02:34 Senx wrote:
Any changes to the macro-system in starcraft 2 since 07 ?
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.

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.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2008-10-10 17:41:58
October 10 2008 17:41 GMT
#5
On October 11 2008 02:32 Krzycho wrote:
Any imbalances found?
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.
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 really cool unit)
how is the macro?
Same as WWI (answered above)
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 10 2008 18:01 GMT
#6
On October 11 2008 02:32 Krzycho wrote:
Muta Micro possbile?
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.
Administrator~ Spirit will set you free ~
milly9
Profile Joined May 2007
Canada325 Posts
October 10 2008 18:09 GMT
#7
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
then i stick my treasures in a treehole
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
October 10 2008 18:22 GMT
#8
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
:O
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2008-10-10 18:27:20
October 10 2008 18:26 GMT
#9
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
Profile Joined July 2006
Dominican Republic106 Posts
October 10 2008 18:28 GMT
#10
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?
Do it beautifully
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2008-10-10 18:30:27
October 10 2008 18:29 GMT
#11
I mean will you have to rely so much on clean and sharp mechanics with Terran, similar to BW? My guess is, macro-part cast aside, it will be very much the same as in present Starcraft. The Terrans will probably have a plethora of combinations and abilities, each taking it's toll on multitasking/apm to be used effectively and as often as it should.
Krzycho
Profile Joined July 2007
Poland442 Posts
Last Edited: 2008-10-10 18:42:40
October 10 2008 18:38 GMT
#12
favourite race? why?
Do you think sc2 can be a new e sport?
Ziph
Profile Blog Joined March 2008
Netherlands970 Posts
Last Edited: 2008-10-10 18:54:53
October 10 2008 18:42 GMT
#13
How does the new stalker look compared too the WWI08 version ?
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.
Starcraft 2 - Beta
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 10 2008 19:07 GMT
#14
On October 11 2008 03:26 minus_human wrote:
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?
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.
Administrator~ Spirit will set you free ~
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
October 10 2008 19:08 GMT
#15
How is it to micro mutalisks? Can you stack them?

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?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 10 2008 19:10 GMT
#16
On October 11 2008 03:42 Ziph wrote:
How does the new stalker look compared too the WWI08 version ?
I don't notice any difference. They still look stupid imo haha. Nah, theyre alright i've got no gripes with them.
Are immortals still able to 1v4 siege tanks ?
Yes afaik
Are Zerg Sunkens movable ?
Are Protoss Canons movable ?
No

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.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 10 2008 19:12 GMT
#17
On October 11 2008 03:28 SkY)CosMoS wrote:
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?
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.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 10 2008 19:17 GMT
#18
On October 11 2008 03:38 Krzycho wrote:
favourite race? why?
Protoss - i love the warp in mechanic so much.
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.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 10 2008 19:19 GMT
#19
On October 11 2008 04:08 VIB wrote:
How is it to micro mutalisks? Can you stack them?
I've already answered this. You can't stack them effectively. But the micro seems possible.
Administrator~ Spirit will set you free ~
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
October 10 2008 19:21 GMT
#20
Take pics of all stats (costs, build times, tooltips) ^^

except for the gas mechanic.
How exactly is the gas mechanic in this build?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
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
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
October 11 2008 09:18 GMT
#41
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
Profile Joined May 2007
Canada325 Posts
October 11 2008 10:43 GMT
#42
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.
then i stick my treasures in a treehole
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-10-11 13:52:58
October 11 2008 13:50 GMT
#43
Eh, I think Klockan is right, aggressive expanding/massing leads to far faster wins than turtling -_-
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.
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
danieldrsa
Profile Joined June 2008
Brazil522 Posts
October 11 2008 14:10 GMT
#44
1- 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?
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
Profile Blog Joined June 2003
3470 Posts
October 11 2008 14:30 GMT
#45
Yeah it did seem pretty worthless. They need to fix the path AI for the laser so that it picks a start unit and end unit and shoots from start to finish like that (and if there is only one unit then it is focused on it). I can only think of one reason not to do this and its that the beam is so powerful if it ever focused on one unit at a time it would just pick it off like nothing, but that's just an issue vs buildings and individual units.
♞
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
October 11 2008 21:00 GMT
#46
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.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 11 2008 22:26 GMT
#47
On October 11 2008 23:10 danieldrsa wrote:
1- 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.
Uh, i dont think there are females... if there are well then they are not sexually dimorphic
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.
Administrator~ Spirit will set you free ~
wrags
Profile Blog Joined April 2008
United States379 Posts
October 11 2008 23:12 GMT
#48
does a burrowed unit next to a xel'naga tower still get vision?
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
October 12 2008 00:44 GMT
#49
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?


Did you notice anything unusual about the stats and costs of any units?
wwww
Gokey
Profile Joined November 2006
United States2722 Posts
October 12 2008 01:15 GMT
#50
Are there any obvious imbalances that you can see right now? (besides DT's and Stalkers)
Ahzarelly
Profile Joined April 2003
36 Posts
October 12 2008 04:56 GMT
#51
How were the units' AI? Was it like in the previous build where they would easily surround other units, or have they changed it?
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
October 12 2008 05:25 GMT
#52
I've heard the Queen is no longer unique? How does it feel to toy around with it?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Roxen000
Profile Blog Joined April 2008
1226 Posts
Last Edited: 2008-10-12 07:17:45
October 12 2008 07:16 GMT
#53
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?
._.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 12 2008 08:11 GMT
#54
On October 12 2008 08:12 wrags wrote:
does a burrowed unit next to a xel'naga tower still get vision?
I believe it does,not 100% sure though
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?
any unit can activate them (i think workers can) and they do not run out.


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 2000hp


did 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:
Are there any obvious imbalances that you can see right now? (besides DT's and Stalkers)
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 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?
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 14:25 VIB wrote:
I've heard the Queen is no longer unique? How does it feel to toy around with it?
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 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?
You select blink than select where to blink to and they blink there.

Administrator~ Spirit will set you free ~
Kleander
Profile Blog Joined November 2006
United States334 Posts
Last Edited: 2008-10-12 08:25:52
October 12 2008 08:19 GMT
#55

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
Ambition is a poor excuse for not having enough sense to be lazy. 지지 Guess who's learning Korean
Kleander
Profile Blog Joined November 2006
United States334 Posts
October 12 2008 08:29 GMT
#56
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.
Ambition is a poor excuse for not having enough sense to be lazy. 지지 Guess who's learning Korean
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
October 12 2008 08:39 GMT
#57
On October 12 2008 17:11 Plexa wrote:
Show nested quote +
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?
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.
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?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Mazar
Profile Blog Joined May 2008
United States135 Posts
October 12 2008 09:16 GMT
#58
The queen had the creep tumor ability that would spread creep, and a researched ability called razor plague. It's kind of like dark swarm, but it does damage to things underneath it, and you can move it around like a unit. Other than that, I didn't check. i assume it had the deep tunnel and you could upgrade it at lair hive etc, nothing else though.
Peanut Butter
Pillars
Profile Joined October 2004
United States147 Posts
October 12 2008 09:29 GMT
#59
Couple clarifications / additional info:

On October 12 2008 17:11 Plexa wrote:
Show nested quote +
On October 12 2008 08:12 wrags wrote:
does a burrowed unit next to a xel'naga tower still get vision?
I believe it does,not 100% sure though

Burrowed units don't activate towers.

Show nested quote +
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?
any unit can activate them (i think workers can) and they do not run out.

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 +
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 2000hp

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.

Show nested quote +
did 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.

Word.

Show nested quote +
On October 12 2008 10:15 Gokey wrote:
Are there any obvious imbalances that you can see right now? (besides DT's and Stalkers)
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).

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 +
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?
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.

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 +
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?
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.

Nothing to say here as I haven't played with the new Queen.

Show nested quote +
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?
You select blink than select where to blink to and they blink there.

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
Profile Blog Joined December 2004
Hungary4707 Posts
October 12 2008 09:30 GMT
#60
are the marines worse than they in the previous build were?

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?
And all is illuminated.
wrags
Profile Blog Joined April 2008
United States379 Posts
October 12 2008 12:42 GMT
#61
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?
LosingID8
Profile Blog Joined December 2006
CA10828 Posts
October 12 2008 16:34 GMT
#62
marauders are ridiculously strong in the build, imo.

just ask zatic about his marauder timing push T_T
ModeratorResident K-POP Elitist
maybenexttime
Profile Blog Joined November 2006
Poland5552 Posts
October 12 2008 16:51 GMT
#63
Are maps as small as they seemed in the broadcasted games?
LosingID8
Profile Blog Joined December 2006
CA10828 Posts
October 12 2008 17:07 GMT
#64
On October 13 2008 01:51 maybenexttime wrote:
Are maps as small as they seemed in the broadcasted games?
haji and i both thought that the maps felt pretty big
ModeratorResident K-POP Elitist
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 12 2008 17:11 GMT
#65
I think they said their maps are slightly bigger than in WC3, in general.
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
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
October 12 2008 18:31 GMT
#66
community can always make big maps or
Othello 2
BlueSTORM 2
I've got a point, and i'm ready to kill or die for it.
maybenexttime
Profile Blog Joined November 2006
Poland5552 Posts
October 12 2008 18:32 GMT
#67
But they seemed really midget sized, at least Lost Temple. T________T
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2008-10-16 21:25:33
October 12 2008 23:04 GMT
#68
1) When selecting more units with selection box is it possible to make it bigger by moving screen or is it possible to make one as big as screen only?

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?

:/?
wwww
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