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On November 04 2008 04:32 Blacklizard wrote:+ 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. How can't you count the colossi line splash as "quick kill"? Don't you count lurkers as "quick kill" units?
Just because colossi don't kill everything instantly alone do not mean that its not a "quick kill" unit, instead its a counter to large groups of units such as terran bio or zerglings. Since HT's do not counter terran bio any longer you will see then pvt and pvz they will be usefull vs all zerg ground exept ultras, lastly since they deal bonus damage vs shield they will also be useful vs protoss, esp to counter weak long range units such as templars and nullifiers.
No, they are not reavers but they are cliff hoping 9 range lurkers with an attack that can't miss. Also in starcraft protoss were a bit stacked on quick kill units, its not that surprising that a remake would lessen that aspect a little, if you look at the other teams zerg got more quick kill now than before while terran is roughly equal to before making the teams quick kill capabilities on more par with each other.
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Sweden33723 Posts
From watching the Blizzcon vods, I'd take a HT over a colossus any day vs any kind of massed enemy units -.-
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On November 06 2008 00:30 FrozenArbiter wrote: From watching the Blizzcon vods, I'd take a HT over a colossus any day vs any kind of massed enemy units -.- Well, they did not really show the col in the best of lights :p
It seemed like the players used them as the ultimate pwn everything ground unit they were before, even reavers seems extremely underpowered if you just a-move them into stuff.
Edit: Also if its a balance issue of them being underpowered then they will of course get boosted till they are at the right power level, its not like the unit in itself will have to be underpowered and once it is on par it will kill unit swarms.
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On the last question, Is that the same CrazyJimLizard who was one of the old-school SC players and the first to get 1500 win icon in War3?
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On November 06 2008 06:13 professorjoak wrote: On the last question, Is that the same CrazyJimLizard who was one of the old-school SC players and the first to get 1500 win icon in War3?
I guess it's him. He plays SC vanilla on 'fast'. I don't think you could get any more old-school. xD
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Blizzard needs to keep it simple. They are overcomplicating SC2.
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On October 29 2008 10:45 FrozenArbiter wrote: The coolest use for hallucination was halluing 2 carriers into 8, sending them to your opponent and having him GG as soon as he sees them --;
i dont like the way they appear to have restricted it for the sake of restriction . or, the way they have created an imbalance (in their words) then just excluded a few units to fix it.
i think a far better solution would be to leave it alone or just jack up the cost/sacrifice the templar/reduce the effective time/reduce the number of hallucinations that appear.
not everything in sc has to be "commonly useful" for it to be a good inclusion. like nukes.
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i hope blizzard knows what they are doing
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On November 06 2008 12:08 tika wrote:Show nested quote +On October 29 2008 10:45 FrozenArbiter wrote: The coolest use for hallucination was halluing 2 carriers into 8, sending them to your opponent and having him GG as soon as he sees them --; i dont like the way they appear to have restricted it for the sake of restriction . or, the way they have created an imbalance (in their words) then just excluded a few units to fix it. i think a far better solution would be to leave it alone or just jack up the cost/sacrifice the templar/reduce the effective time/reduce the number of hallucinations that appear. not everything in sc has to be "commonly useful" for it to be a good inclusion. like nukes. The illusion ability is on the nullifier, a t1.5 unit, and its just logical why they removed the carrier and cloakers from the illusion menu:
And as I understood it they did not restrict it, since it works like a build menu its just a part of the ability that you can't make cloakers/carriers. And to me it sounded like the carriers were excluded due to the huge swarms of interceptors that would come with them and DT's/observers are useless anyway without their cloaks (Since they are not cloaked people will realize they are illusions and other units are stronger/faster per price and thus better scouts/meatshields) and if they were cloaked the illusions would be imba(cloaked free scouts at t1.5), so instead of adding a useless option they removed the observers/dark templar buttons.
Or are you really longing for more buttons to have in your menu, even if they are 100% useless?(Yes, even more useless than the scout or the nuke or the queen)
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I still think collosi are boring and generic compared to reavers.
When SC2 was first announced I was pushing for a revamped reaver, and not the the skinny triangulated model they had.
We had a lot of cool ideas for the reaver. Since it is a mobile factory, it could produce some type of small units for scouting, or stationary defenses. It could possibly be used as a mobile shield battery. It could possibly be used as a remote depository of minerals for a kind of mobile base.
Who knows what type of abilities people could come up with.
"I think colossi work best 3 at a time." That just doesn't sound very good to me, especially when its 6 supply. Reavers are clutch.
edit: on the positive side, if they really are going to make a trilogy, and if protoss is the last installment, I see the inclusion of a revamped reaver derivative to be basically inevitable.
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does anyone else think Terran got cluster Fu**ed, hallucinate is uber OP, and the nydus worm is ridiculously OP, what does terran have, medi-vacs ?
XD thor is an upgraded Goliath
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The Reaver is almost certainly going to be included in the Protoss campaign (might even be seen in the other campaigns, also).
Personally, while I love Reavers (and Reaver drops ), the Collossus sounds quite interesting. I was worried they'd be useless, but Karune basically saying "They're useless alone, but get 3 of them with the range upgrade and they're instant-kills to marines, Medivac or not" makes me feel better. Remember in that Protoss gameplay video, with the Collossi and Zealots against those Zerglings? If the Collossi had the new line-damage mechanic, it would've been over a lot faster.
Though, I can see the price dropping in future versions, since they're so expensive most players only made one.
@Etherone: Nukes, from what I've heard, are tier 2, do 800 damage, and Ghosts aren't useless now. Still think they're not up to snuff?
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On November 18 2008 01:11 Ghastly wrote: @Etherone: Nukes, from what I've heard, are tier 2, do 800 damage, and Ghosts aren't useless now. Still think they're not up to snuff?
But most importantly the warning is gone. You better notice the dot...
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