|
On October 29 2008 06:00 Nyovne wrote: FORCEFIELD THAT NYDUS WOOOOT.
On October 29 2008 06:52 Jyvblamo wrote: Cast force-field on his siege-tanks!
Pretty sure that the force-field stops units passing through it but units under it when cast can exit it from any side. It was in one of the Q&A's I think. So you would only be using forcefield on a nydus unless it's your ally.
Not sure about the tank. Either it can still fire, or it would be force to un-seige, move, re-seige. Which is not a great mana->effect ratio imo.
|
Hallucination sounds pretty cool, even when people get timings down perfectly, so too could the Protoss know that he "could" have this unit out at this time and still be able to fool his opponent 
|
i dont really like how the medivac's healing is ranged and fulfills not 1, but 2 roles. what should be done about this?
|
On October 29 2008 12:05 sqwert wrote: i dont really like how the medivac's healing is ranged and fulfills not 1, but 2 roles. what should be done about this?
Personally I really like this change. For me it's one of the better Terran changes. I'm looking forward to slightly different base raids with it. Not just MnM (or MnMnM) but things like reapers backed by a medivac full of tanks.
edit: changed firebats to reapers >_<
|
I hate it, dropships are already a high priority target for many players and the fact they will be incorporated with every group of marines just makes Terrans mobility much more fragile. Not to mention Blizzard is combining units instead of making individual units more unique like they should be.
|
"Q4: isn't terran imba? Answer: cry more zerg noobs"
|
This may sound stupid but did they speed up the rate at which units evacuate out of the dropship? or is it still slow as?
|
United States3824 Posts
Sounds like vProtoss you are going to have a hardtime sropping their mineral lines if all they have to do is waste 4 psi to rattle of like ten extra probes that will clutter up any attackers. Kinda lame 8(
|
I wonder how hallucination work, how are you picking what type of hallucination you want to create now that you do not need to have that unit type ready? Is it like a build menu?
|
On October 29 2008 14:01 Chuiu wrote: I hate it, dropships are already a high priority target for many players and the fact they will be incorporated with every group of marines just makes Terrans mobility much more fragile. Not to mention Blizzard is combining units instead of making individual units more unique like they should be.
Blizz said that SC2 will ship with the same amount of units as regular SC (not sure if they mean SC1 or BW). The reason they are trying to combine some units roles is that it frees up a slot for a new type of unit. Medivac being a good choice for 2 particular units being combined is up to individual speculation, but the concept of merging units to free up a slot is a good idea.
|
can blinking at the right time dodge attacks?
|
To be honest SC2 sounds a bit too complicated for me.
|
boring q&A nice quotes. scarab ftw
|
Colossus -> out Reaver -> in
My 2 cents.
|
On October 29 2008 16:48 DeCoup wrote:Show nested quote +On October 29 2008 14:01 Chuiu wrote: I hate it, dropships are already a high priority target for many players and the fact they will be incorporated with every group of marines just makes Terrans mobility much more fragile. Not to mention Blizzard is combining units instead of making individual units more unique like they should be. Blizz said that SC2 will ship with the same amount of units as regular SC (not sure if they mean SC1 or BW). The reason they are trying to combine some units roles is that it frees up a slot for a new type of unit. Medivac being a good choice for 2 particular units being combined is up to individual speculation, but the concept of merging units to free up a slot is a good idea. No its not. Reworking units so that they have different upgrades or abilities is a good idea. Like giving Firebats an upgrade for jetpacks and explosives or giving medics a weaker defense matrix type spell or an aoe restoration ability.
|
They should just make it that you can cast hallucination on Darks and Observers but the hallucinations wouldnt be invisible. The Carrier limitation is just stupid.
|
Pretty much got the idea that Blizzard is literally doing things at random and has no idea what they're striving for. Units are constantly in and out, poor units are kept while the great ones go, and micro and macro are slowly being removed.
|
Sweden33723 Posts
On October 29 2008 12:22 DeCoup wrote:Show nested quote +On October 29 2008 12:05 sqwert wrote: i dont really like how the medivac's healing is ranged and fulfills not 1, but 2 roles. what should be done about this?
Personally I really like this change. For me it's one of the better Terran changes. I'm looking forward to slightly different base raids with it. Not just MnM (or MnMnM) but things like firebats backed by a medivac full of tanks. Firebats are no longer in the game.
I have heard from several people that the medivac causes terrans to sit in their base until medivac tech, as zerglings >>>>>>>>>>>>>> marines until they have medic protection.
Further, if the way the hydras raped the warp prisms is any indication, it wont be much fun trying to keep your medivacs alive.
|
Another Thor redesign suggestion. I don't think it deserves its own thread.
Basic characteristics:
- average HP - strong GtA attack similar to Goliath's one albeit a bit stronger (subject to balance) - long range - about as mobile as Goliaths in BW - when the Thor dies it becomes a Disabled Thor and can be revived
Upgrades (researchable in Armory; requires an upgrade per each individual unit similarly to BCs, only one per a single Thor too):
- Missile Barrage (or whatever) - AoE damage similar to Valkyrie's but with Thor's original damage output (i.e. each missile does an equal amount of damage but the Thor now fires more of them) | costs gas (and maybe minerals), which makes it easier to balance | model differences
- Seismic Thumper - Thor now has the ability that was recently removed from the Nighthawk; the way it works is the Thor (after having researched the ability and upgraded the Thor) deploys into a Seismic Thumper (it takes time so that it cannot be abused) similarly to the Siege Tank, it slows the enemy ground units down and makes Zerg units unable to burrow & forces the already burrowed units to unburrow | costs gas (and probably minerals), which makes it easier to balance | two different models: deployed & undeployed
The way I see it is this concept would allow for a lot of tactics, as well as plenty more options when it comes to macro and tech patterns.
Some of the possible tactics involving the Seismic Thumper are:
1) Seismic Thumper in synergy with Spider Mines (by Nighthawk) - negates Zealots' Charge ability by slowing them down and allowing Spider Mines to take them out more easily.
2) Seismic Thumper in synergy with Reaper mines - makes them much more accurate vs. units.
3) Seismic Thumpers positioned on sides of the Terran push - make unexpected flanks less lethal.
4) Seismic Thumpers in defensive positions - make sneaky Infestor raids (or most other ground-based raids for that matter) or Lurker pushes much harder.
5) Seismic Thumper in synergy with Siege Tanks - make passing through chokes so much more difficult.
This way you'd have to choose how you want to customize your Thors, and if at all, seeing as how you'd have to upgrade them individually.
What do you think guys?
|
On October 29 2008 23:15 FrozenArbiter wrote: I have heard from several people that the medivac causes terrans to sit in their base until medivac tech, as zerglings >>>>>>>>>>>>>> marines until they have medic protection.
This is not how I understood it, how can helions not be enough to stop the lings? 2 helions gibbs a full line of lings instantly and is as available as the vulture and thus it means that terran can move out vs zerg as quick as they can vs the current sc1 toss.
|
|
|
|
|
|