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[Q] High Templar Abilities

Forum Index > SC2 General
Post a Reply
1 2 3 Next All
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
January 20 2009 14:02 GMT
#1
I can't seem to find out if that force field thing is still in. If it is do the HT still cast it? Do you have to upgrade it? What about that other ability that throws things in the air? What spells do the trilobytes have?
..and then I would, ya know, check em'. (Aka SpoR)
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
January 20 2009 14:16 GMT
#2
I think HT is storm+hallu.. The Nullifier (trilobytes) have the force field and something else I think.

Cyclone (throwing things in the air) got moved from the Nullifier to the Phoenix.

This might not be completely up to date but it's the last I've heard!
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
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-01-20 14:18:43
January 20 2009 14:17 GMT
#3
What is the name of the spell exactly for the force field block?


ps- same spell diff art?
[image loading]

[image loading]
..and then I would, ya know, check em'. (Aka SpoR)
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
January 20 2009 14:33 GMT
#4
Hm, I always assumed it was called Force Field :D
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
Coldlogic
Profile Joined December 2008
United States116 Posts
January 20 2009 18:06 GMT
#5
http://starcraft.wikia.com/wiki/Nullifier#Game_Unit

Force Field
Acquisition Usage
Energy Energy 30[2]
Researched at Already researched[22] Duration
Creates an invincible "globe" over a small area that lasts 15 seconds that blocks the movement of ground units and melee attacks. Units caught under the shield when it is placed may escape. The colossus may step over the shield.[9]

Force Fields can create artificial choke points to channel enemies. This is particularly potent against melee attackers such as zerglings, since some might not be able to reach the protoss forces.[10] Force Fields can create walls, which stalkers can blink across, attacking enemies from relative safety.[10] The render of the Force Field has been redesigned to resemble Stasis field of the Arbiter.[13] While Anti-Gravity removes chokes, Force Field excels at creating them.[23]
bottomtier
Profile Joined June 2007
United States23 Posts
Last Edited: 2009-01-20 18:39:36
January 20 2009 18:31 GMT
#6
On January 20 2009 23:16 FrozenArbiter wrote:
Cyclone (throwing things in the air) got moved from the Nullifier to the Phoenix.


that would be pretty awesome (imba?), assuming that phoenix ATA isn't like the valkyrie's and also that anti-grav'd units cannot attack in any capacity

like a ghetto protoss mutalisk

edit: hm, didn't catch the "unpowered for 12 seconds" memo. what the fuck?
KingofHearts
Profile Blog Joined January 2009
Japan562 Posts
January 20 2009 18:37 GMT
#7
ooowww...the colors hurt my eyes1!!
moshi moshi~
armed_
Profile Joined November 2008
Canada443 Posts
January 20 2009 18:52 GMT
#8
On January 21 2009 03:37 KingofHearts wrote:
ooowww...the colors hurt my eyes1!!

Perhaps you should see a doctor about that.

On January 21 2009 03:31 bottomtier wrote:
that would be pretty awesome (imba?), assuming that phoenix ATA isn't like the valkyrie's and also that anti-grav'd units cannot attack in any capacity

like a ghetto protoss mutalisk

Somehow I can't imagine mutalisks that have to cast a spell on anything they want to attack being all that useful. But what do I know, it all depends on how it's balanced.
LordofToast
Profile Joined May 2008
United Kingdom250 Posts
January 20 2009 19:25 GMT
#9
Could you imagine that forcefield in BW? It would cause Dragoons heads to explode in one giant pathing error.

Looking forwards towards seeing a force field surround though.
koreasilver
Profile Blog Joined June 2008
9109 Posts
January 20 2009 20:17 GMT
#10
Wow, I didn't even know about the addition of the force field thing until today.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
January 20 2009 23:01 GMT
#11
If they do have cyclone/anti grav in the game that is truly gay. That is one of the ugliest spells in wc3, totally obstructs clarity. Imo it should just be stasis field, much easier.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-01-20 23:13:27
January 20 2009 23:11 GMT
#12
PS- does anyone else not like the idea of robots casting and being able to produce psi spells ? I mean wtf do the high templar train for if this robot can be programmed to do stuff?

There was a guy in the arby who channeled his psi through the machine to cast spells right?

Are we supposed to believe that there is some overseer judicator guy who is controlling these robots and able to channel his psi from great distance into them?
..and then I would, ya know, check em'. (Aka SpoR)
armed_
Profile Joined November 2008
Canada443 Posts
January 20 2009 23:13 GMT
#13
On January 21 2009 08:01 CharlieMurphy wrote:
If they do have cyclone/anti grav in the game that is truly gay. That is one of the ugliest spells in wc3, totally obstructs clarity. Imo it should just be stasis field, much easier.

The SC2 spell is distinct from WC3 cyclone, though. Can be cast on buildings, lets units pass under the unit it's cast on, and units it's cast on can be attacked by air(this is major.) You can't just replace the effect with stasis like you would be able to do with a copy of WC3 cyclone.

Besides, cyclone is only such a visual barrier because of the massive wind effect that's a huge pain to see through, as long as they make sure the effect for anti-grav is simpler and doesn't obstruct stuff behind it it'll be fine.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-01-20 23:22:54
January 20 2009 23:22 GMT
#14
on a related note, I like the old art from the HT better, but the new art from the nulli is better for clarities sake. Gameplay>Graphics.
..and then I would, ya know, check em'. (Aka SpoR)
Fontong
Profile Blog Joined December 2007
United States6454 Posts
January 21 2009 00:12 GMT
#15
On January 21 2009 03:37 KingofHearts wrote:
ooowww...the colors hurt my eyes1!!

imo they are a little too psychedelic. Could be toned down a little bit, a lot of pew pew going on I think.
[SECRET FONT] "Dragoon bunker"
ArvickHero
Profile Blog Joined October 2007
10387 Posts
January 21 2009 01:20 GMT
#16
Can ranged units inside the force field shoot at enemies outside the force field?
Writerptrk
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
January 21 2009 01:34 GMT
#17
On January 21 2009 10:20 ArvickHero wrote:
Can ranged units inside the force field shoot at enemies outside the force field?

lol read and look, this is not the mothership ability. This creates a temporary wall/block that units cannot pass. I assume you cannot cast it on top of units and must be casted before they get to the target land.
..and then I would, ya know, check em'. (Aka SpoR)
Cpt.Cocaine
Profile Joined June 2008
Canada299 Posts
January 21 2009 01:45 GMT
#18
Actually from what I remember reading, it can be casted on units. Whatever happens to be under it will automatically move out of the way, kinda like a castable worker drill.
Augury
Profile Blog Joined September 2008
United States758 Posts
January 21 2009 01:54 GMT
#19
looks cool at least
ArvickHero
Profile Blog Joined October 2007
10387 Posts
January 21 2009 01:55 GMT
#20
nope, how I remember it is that it is castable over units. Whether or not units can stay within this forcefield I'm not sure.. I think units can stay under it if they want
Writerptrk
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