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Thor's role was like OMG WALKING Siege Tank but now is reduced to just FAT OL LUMBERING Goliath.
Well, I'm not against what they have now but I expected better given SC2 site's write up makes it sound so ominous. The missile animation upgrade sounds awesome but is expected of a big ass mech unit.... hopefully, there would be some further upgrades/fixes on the Thor.
SC2 site's Thor write up: http://www.starcraft2.com/features/terran/thor.xml
Dear Blizzard, Thor needs to be much cooler. Only halfway there. Thanks.
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I believe Blizzard is setting itself up for some trouble having so many different units in the first release of StarCraft II. They are already matching or exceeding the amount of units in bw, while promising to add even more units in the two expansions. The more units they add, the harder it will be to make sure that each is unique in both gameplay and apperance.
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On October 30 2008 01:29 InterWill wrote: I believe Blizzard is setting itself up for some trouble having so many different units in the first release of StarCraft II. They are already matching or exceeding the amount of units in bw, while promising to add even more units in the two expansions. The more units they add, the harder it will be to make sure that each is unique in both gameplay and apperance.
Yea true dat, I think it was klogon who mentioned to me once that SC has always stuck to the rule of 12. Each race has 12 distinct units that have specific parameters and uses. I think that right now blizzard is working with different mechanics to fine tune the "Philosophy" behind each race. However, i really dont see the 12 rule being upheld nor respected in any manner.
Im really sticking behind my previous posts and saying that we really need to see more high risk/value units in SC2. Allot of the game has been built around increased manuverability, leading to what MNM and QYX described to me as:
"SC2 looks/feels like WC3 but plays like sc."
Consider some of the most exciting situations in SC: Shuttles/Dropships v Scourge DT/HT/Reaver drops Proxy builds Arbiters/Sci vessel spells Etc. etc.
Each of these situations involve units that have high cost/strategic values but can be lost quickly if mis-microed. We dont really see any units so far in SC2 that have this kind of mentality. There are just allot of units that do cute little tricks but no real BOOM/Shock value.
Qyx mentioned that he was sitting at blizzcon and waited after the sc progames to watch some of the wc3 progames. The sc games were really exciting and had allot of fan support while the wc3 games had barely any people watching. He also mentioned that it was hard to get into because usually the one major battle/hero determined the outcome of the game.
Sure manuerverability is good but its not going to make SC2 a game that stays true to its roots in SC nor is it going to make it a game that is exciting from a spectator standpoint.
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On October 29 2008 06:33 shimmy wrote:Show nested quote +3. Does the creep speed boost apply to zerg air? (TheWarCenter)
No, they do not apply to air units or drones. WORST QUESTION EVER Well i could see it unintentionally giving a boost but im sure blizz always wanted no boost to air units.
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Hye, now with the thor being the old goliath ... give him the hold attack of the goliath =D
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On October 29 2008 23:15 FrozenArbiter wrote:Show nested quote +On October 29 2008 12:22 DeCoup wrote: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.
lol, i mean reapers
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On October 29 2008 06:29 HyoSang wrote: I just dont like hte idea of a collosus. They should scrap it for a unit that has an explosive potential. We need BOOM! not some stupid buzz thing.
Infinity was saying that the collosus should have a rocket-type of mechanic that hits things in splash damage beneath it.
Im thinking that the collosus should be given back its single moving ray attack but instead have like 4 or 5 different independent rays firing. The rays have a small amount of damage but do damage over time.
Those ideas sound pretty good to me. I tend to agree that it's way expensive as a "bonus damage buff" type unit. If "all you need" are three of them, why not just go carriers instead, since they are more mobile and are immune to ground attacks... and can kill a marine?
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On October 29 2008 08:59 -orb- wrote: I absolutely love the new hallucinate stuff.
Being able to hallucinate almost any unit makes it such a viable tactic...
For example if you see an enemy scouting unit (like a scouting probe) approaching your forces to see what you have, if you hallucinate a bunch of different tech units, your opponent might make a completely different tech decision which could allow you to destroy them.
Really cool stuff, I love it
Yeah, I was most excited about the new hallucination. Very nice! We will miss the fake carrier GG, but I think the changes will be worth it. =]
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On October 29 2008 15:57 cgrinker wrote: 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(
Probes always had the least life expectancy compared to other workers in BW games. If it plays similarly in SC2 (and it appears to be headed that way), then it makes sense to give protoss an option to keep them alive longer. Even worse with all the cliff jumping units.
BW SCVs: hard to get in their base. High hp workers anyway. Melee units can't really kill them in a tight game. Lurkers, psi storm, and reavers had way more trouble killing them. Don't die in one hit from Dark Temps.
BW Drones: They are more spread out because zerg typically have more bases for gas, and less drones on minerals in general... so you can't lose a large group of them at once (usually).
BW probes: Die in two hits from vultures. Usually are jam packed on minerals so die very easily to psi storm, lurkers, etc. Sieged tanks kill them really easily b/c they are usually packed on minerals.
EDIT: not to mention that you'd actually have to see the enemy coming or have a nullifier stationed close by at all times just for this purpose. Seriously, it's a cool trick but hardly as good overall as having workers that are 33% harder to kill by HP reasons alone. In the instances it is good, it'll be fun and I'm willing to bet balanced.
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On October 29 2008 16:21 Klockan3 wrote: 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?
Yup, they made it like I imagined from the QnA. From the Blizz blue thread:
"When you hit the hallucination ability, you will have icons in the UI, similar to what you see when you select a worker to build a building. From that list, you select which unit you would like to hallucinate. Also, to answer your second question, yes you will be able to hallucinate units you don't have the tech for yet. This is great to fool the enemy into thinking you are going air or something else to get them to counter incorrectly. "
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On October 29 2008 08:59 -orb- wrote: I absolutely love the new hallucinate stuff.
Being able to hallucinate almost any unit makes it such a viable tactic...
For example if you see an enemy scouting unit (like a scouting probe) approaching your forces to see what you have, if you hallucinate a bunch of different tech units, your opponent might make a completely different tech decision which could allow you to destroy them.
Really cool stuff, I love it
Im assuming then that the death animation for hallucination ability is relative to each of the units hallucinated (IE: collosus hallucinated = regular collosus death animation as opposed to a generic hallucinate death animation).
Thats the only way that this idea would be viable or else the blue buff afterwards would be an easy tell for a potentially fake build
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On November 02 2008 23:58 Blacklizard wrote:Show nested quote +On October 29 2008 16:21 Klockan3 wrote: 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? Yup, they made it like I imagined from the QnA. From the Blizz blue thread: "When you hit the hallucination ability, you will have icons in the UI, similar to what you see when you select a worker to build a building. From that list, you select which unit you would like to hallucinate. Also, to answer your second question, yes you will be able to hallucinate units you don't have the tech for yet. This is great to fool the enemy into thinking you are going air or something else to get them to counter incorrectly. "
I think that's a pretty clever way to bring back a relatively unused ability. I mean, sure the original Hallucination had its moments (Nal_rA, need I say more.) but it will be interesting to see how this new take on an old ability shapes gameplay.
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-edited out- misread something
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On November 02 2008 22:58 Blacklizard wrote:Show nested quote +On October 29 2008 08:59 -orb- wrote: I absolutely love the new hallucinate stuff.
Being able to hallucinate almost any unit makes it such a viable tactic...
For example if you see an enemy scouting unit (like a scouting probe) approaching your forces to see what you have, if you hallucinate a bunch of different tech units, your opponent might make a completely different tech decision which could allow you to destroy them.
Really cool stuff, I love it Yeah, I was most excited about the new hallucination. Very nice! We will miss the fake carrier GG, but I think the changes will be worth it. =]
lol, I would laugh so hard at someone that GG'd just before a hallucination army hit its main. If that happened in a pro-game it would be the most epic fail ever >:D
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I don't like the hallucination at all. It sounds like it's going to involve a lot of random guessing/luck.
One of the greatest things about competitive BW is that you can quickly glance at a screen and instantly react to whatever you see, but that won't be the case if hallucinations make scouting completely unreliable.
You might see air, and then you'll start to ponder if it's real. If you choose to defend against it and it was real, you win, if it wasn't, you lose. If you decide to wait for further information before deciding, you're at a severe disadvantage either way. It's a coin toss. Lame. :/
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On November 03 2008 06:18 Cpt.Cocaine wrote: I don't like the hallucination at all. It sounds like it's going to involve a lot of random guessing/luck.
One of the greatest things about competitive BW is that you can quickly glance at a screen and instantly react to whatever you see, but that won't be the case if hallucinations make scouting completely unreliable.
You might see air, and then you'll start to ponder if it's real. If you choose to defend against it and it was real, you win, if it wasn't, you lose. If you decide to wait for further information before deciding, you're at a severe disadvantage either way. It's a coin toss. Lame. :/
if you lost like this, people wouldn't say that you had bad luck but that you didn't scout well enough.
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On November 03 2008 07:01 freelander wrote:Show nested quote +On November 03 2008 06:18 Cpt.Cocaine wrote: I don't like the hallucination at all. It sounds like it's going to involve a lot of random guessing/luck.
One of the greatest things about competitive BW is that you can quickly glance at a screen and instantly react to whatever you see, but that won't be the case if hallucinations make scouting completely unreliable.
You might see air, and then you'll start to ponder if it's real. If you choose to defend against it and it was real, you win, if it wasn't, you lose. If you decide to wait for further information before deciding, you're at a severe disadvantage either way. It's a coin toss. Lame. :/ if you lost like this, people wouldn't say that you had bad luck but that you didn't scout well enough. Yeah, you only need to see his base to see what tech path he took. Other than that it is not that hard to see if they do damage or not when you walk close to them.
On November 02 2008 22:56 Blacklizard wrote:Show nested quote +On October 29 2008 06:29 HyoSang wrote: I just dont like hte idea of a collosus. They should scrap it for a unit that has an explosive potential. We need BOOM! not some stupid buzz thing.
Infinity was saying that the collosus should have a rocket-type of mechanic that hits things in splash damage beneath it.
Im thinking that the collosus should be given back its single moving ray attack but instead have like 4 or 5 different independent rays firing. The rays have a small amount of damage but do damage over time. Those ideas sound pretty good to me. I tend to agree that it's way expensive as a "bonus damage buff" type unit. If "all you need" are three of them, why not just go carriers instead, since they are more mobile and are immune to ground attacks... and can kill a marine? It got longer range than carriers and splash. Those videos we saw of them being used in the latest version were just by people who thought that they were still the ultimate ground battle unit they were before but now they are more of a siege unit and with their extreme range you can pair it with an observer to easily harass any peon line.
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I think people need to see what the Thor really is. Everyone just keeps on talking about its anti-air role. However that's not the only thing the Thor is good at. The Thor deals 10x4 damage on the ground. +10 to each attack against armored units. So it will 80 damage against anything with armored classification and 40 against light provided there target has 0 armor.
Their ground range is pretty impressive(6). They have 400 HP and mechanical rebirth so they can self repair. They have high GtA range of 10 and deals 4x4(+4 against armored) damage against air at extremely fast rates and is splash damage like the Valkyrie pf BW. The Thor has awesome AtA capabilities and the ground damage is off the charts. It also starts with 1 base armor.
The best way to fight Thors though is to upgrade your armor since it has 4 attacks
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+ Show Spoiler +On November 03 2008 08:36 Klockan3 wrote:Show nested quote +On November 03 2008 07:01 freelander wrote:On November 03 2008 06:18 Cpt.Cocaine wrote: I don't like the hallucination at all. It sounds like it's going to involve a lot of random guessing/luck.
One of the greatest things about competitive BW is that you can quickly glance at a screen and instantly react to whatever you see, but that won't be the case if hallucinations make scouting completely unreliable.
You might see air, and then you'll start to ponder if it's real. If you choose to defend against it and it was real, you win, if it wasn't, you lose. If you decide to wait for further information before deciding, you're at a severe disadvantage either way. It's a coin toss. Lame. :/ if you lost like this, people wouldn't say that you had bad luck but that you didn't scout well enough. Yeah, you only need to see his base to see what tech path he took. Other than that it is not that hard to see if they do damage or not when you walk close to them. Show nested quote +On November 02 2008 22:56 Blacklizard wrote:On October 29 2008 06:29 HyoSang wrote: I just dont like hte idea of a collosus. They should scrap it for a unit that has an explosive potential. We need BOOM! not some stupid buzz thing.
Infinity was saying that the collosus should have a rocket-type of mechanic that hits things in splash damage beneath it.
Im thinking that the collosus should be given back its single moving ray attack but instead have like 4 or 5 different independent rays firing. The rays have a small amount of damage but do damage over time. Those ideas sound pretty good to me. I tend to agree that it's way expensive as a "bonus damage buff" type unit. If "all you need" are three of them, why not just go carriers instead, since they are more mobile and are immune to ground attacks... and can kill a marine? It got longer range than carriers and splash. Those videos we saw of them being used in the latest version were just by people who thought that they were still the ultimate ground battle unit they were before but now they are more of a siege unit and with their extreme range you can pair it with an observer to easily harass any peon line.
Well range 9 helps, but I don't know just how good they will be as siege units. They are more mobile than tanks but less than reaver+shuttle (speed, and drop on top of tank options); plus they do less damage than either. Just sounds like a watered down unit to me. I just have a bad feeling putting 3 turrets up will stop any possible base/worker damage they will be able to do regardless of the circumstances.
Maybe their survivability is supposed to make up for that, but it still sounds watered down. We need more quick killing options to keep the game exciting and fun, IMO. I guess we'll see how things turn out.
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On October 30 2008 05:34 HyoSang wrote:Show nested quote +On October 30 2008 01:29 InterWill wrote: I believe Blizzard is setting itself up for some trouble having so many different units in the first release of StarCraft II. They are already matching or exceeding the amount of units in bw, while promising to add even more units in the two expansions. The more units they add, the harder it will be to make sure that each is unique in both gameplay and apperance. Yea true dat, I think it was klogon who mentioned to me once that SC has always stuck to the rule of 12. Each race has 12 distinct units that have specific parameters and uses. I think that right now blizzard is working with different mechanics to fine tune the "Philosophy" behind each race. However, i really dont see the 12 rule being upheld nor respected in any manner.
hmm...last i checked protoss had the highest number of units... look at broodwar... valk, medic lurker, devourer dark archon, dark templar, corsair.
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