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[O] Q&A 49 - Page 4

Forum Index > SC2 General
275 CommentsPost a Reply
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MrHoon *
Profile Blog Joined April 2008
10183 Posts
Last Edited: 2009-02-18 18:36:28
February 18 2009 18:32 GMT
#61
On February 19 2009 02:41 Puosu wrote:
Show nested quote +
On February 19 2009 02:17 fusionsdf wrote:
On February 18 2009 23:41 FrozenArbiter wrote:
On February 18 2009 23:30 Itachii wrote:
kan i disble mbs plzzz?
- No.

fuck -_-

Been quite obvious since 2007 ;p


yeah but they were at least pretending the might get rid of it

I had some hope

That was so brutal and blunt, is that really the 100% exact translation?

Damn, I was still having dreams about them dropping mbs t-t

exact translation is

Q: Will there ever be a feature to disable MBS?
A: Never.

edit: and it seems someone did a much more thorough translation on the OP
thanks to him!
dats racist
Bowdz
Profile Joined September 2007
United States202 Posts
February 18 2009 18:39 GMT
#62
Wow. That was the best batch period. The new art looks great (the Infestor looks amazing) and it sounds like they have added some more macro to the game (the dark pylon proton charge). I can't wait to see the game in beta.
"Mastering others is strength. Mastering yourself makes you fearless." - Lao Tzu
Savio
Profile Joined April 2008
United States1850 Posts
Last Edited: 2009-02-18 18:45:14
February 18 2009 18:43 GMT
#63
I love how fungal spore sounds. It infects one unit, then when he dies, he explodes doing AOE damage. Sounds very nice against grouped marines.

It is similar in some ways to irradiate but with its own twist.

EDIT: Its like irradiate meets corpse explosion (my favorite D2 skill)
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
February 18 2009 18:52 GMT
#64
Lol reavers back into the game!

As for the new zerg, it's just the old zerg with pixel shaders. For the better, I wonder how much horsepower do we need for our zerg to look just as good.
You want 20 good men, but you need a bad pussy.
Ziph
Profile Blog Joined March 2008
Netherlands970 Posts
February 18 2009 18:57 GMT
#65
On February 19 2009 03:52 BluzMan wrote:
Lol reavers back into the game!

As for the new zerg, it's just the old zerg with pixel shaders. For the better, I wonder how much horsepower do we need for our zerg to look just as good.

Reavers Where!>!>!?!?!
Starcraft 2 - Beta
TonyL2
Profile Blog Joined August 2007
England1953 Posts
February 18 2009 19:02 GMT
#66
This Q&A is much better than some of the previous ones, liking some of the stuff although terran still need something more creative

The source for the english one is up, http://forums.battle.net/thread.html?topicId=15211803043&postId=151628867227&sid=3000#0
naventus
Profile Blog Joined February 2004
United States1337 Posts
February 18 2009 19:05 GMT
#67
I like the old zerg models more. They were more cartoony and flavorful, and the new ones just seem kind of too serious.

The Terran mule sounds cool though (obviously them trying to add some macro).
hmm.
wrags
Profile Blog Joined April 2008
United States379 Posts
February 18 2009 19:06 GMT
#68
On February 19 2009 04:02 TonyL2 wrote:
This Q&A is much better than some of the previous ones, liking some of the stuff although terran still need something more creative

The source for the english one is up, http://forums.battle.net/thread.html?topicId=15211803043&postId=151628867227&sid=3000#0


i think they saved information to draw attention from dow2 which was released today i believe

they can't really keep spam releasing games to compete so they'll just save up a bunch of good info and then drop a bomb around the release date of something, i expect they'll do the same with beta release
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2009-02-18 19:07:01
February 18 2009 19:06 GMT
#69
On February 19 2009 03:57 Ziph wrote:
Show nested quote +
On February 19 2009 03:52 BluzMan wrote:
Lol reavers back into the game!

As for the new zerg, it's just the old zerg with pixel shaders. For the better, I wonder how much horsepower do we need for our zerg to look just as good.

Reavers Where!>!>!?!?!



They are now zerg, look at the artwork.
You want 20 good men, but you need a bad pussy.
Teejing
Profile Joined January 2009
Germany1360 Posts
February 18 2009 19:10 GMT
#70
they should make queen = hatch, since they are giving the queen "hatch" abilities.
ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
February 18 2009 19:13 GMT
#71
every fucking unit is gonna have some stupid ability just like cnc3
OjKa OjKa OjKa!
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2009-02-18 19:21:28
February 18 2009 19:20 GMT
#72
On February 19 2009 04:10 Teejing wrote:
they should make queen = hatch, since they are giving the queen "hatch" abilities.

What?
On February 19 2009 04:13 ToT)OjKa( wrote:
every fucking unit is gonna have some stupid ability just like cnc3

I don't see any units getting abilities which didn't already got one and they added the dark pylon, overall this thing makes no difference at all.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
February 18 2009 19:20 GMT
#73
Great move by Blizzard. Adding more macro by adding interesting unit abilities is much better than weirdo mechanics. That's the right way to go imo. Very well done.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Straylight
Profile Joined March 2008
Canada706 Posts
February 18 2009 19:21 GMT
#74
On February 19 2009 04:13 ToT)OjKa( wrote:
every fucking unit is gonna have some stupid ability just like cnc3


Eh, they've only added abilities to two buildings (Dark Pylon, CC). The queen was always a caster unit even in SC1 so I don't see what the big deal is.
It felt like gravity.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
February 18 2009 19:27 GMT
#75
On February 19 2009 03:52 BluzMan wrote:
Lol reavers back into the game!

Pretty much, and with fungal scourge they might even be the new worker line raiders :p Perhaps this was blizzard's plan all along, they gave Protoss so much new fancy, interesting stuff that they just moved the best thing from protoss BW (the reaver) over to the zerg. Reaver drops are just too exciting to leave out of the sequel.

All that's left is a sweet, interesting mechanic for Terrans and we're all set =).
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Teejing
Profile Joined January 2009
Germany1360 Posts
February 18 2009 19:28 GMT
#76
i meant making the queen the walking mode of a hatch. Zergs can be compared to ants where the all minerals/food are transported to the queen.

So my idea was tog ive the queen the ability to sit down and evolve into a hatch or make it the other way around, giving bases the ability to evolve to queens.

Everything is better than a wc3 hero for Zerg. =)
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 18 2009 19:29 GMT
#77
On February 19 2009 04:27 Osmoses wrote:
All that's left is a sweet, interesting mechanic for Terrans and we're all set =).

What, you don't think being able to upgrade your supply depots is enough!?
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2009-02-18 19:38:34
February 18 2009 19:34 GMT
#78
On February 19 2009 00:45 Kim_Hyun_Han wrote:
ahn,i would like to know how these mechanics allow you to macro with screen changes, i mean, u can still summon the big scvs remotely by hotkeying the cc's and calling them
it seems confuse rly
Wrong. Mules are called from drop pods you need to click to target the location they will be built on. You can even target them offensively to act as scouts. You can call them anywhere on your LoS. Karune just said this on the bnet forum:
http://forums.battle.net/thread.html?topicId=15211803043&sid=3000

Both others requires targeting as well. The queen need to target a hatcherie and the dark pylon needs to target the probes. So effectively all 3 mechanics require you to go back to your base with the screen to boost your economy.

I criticize Blizzard a lot when they do shit such as the gas mechanic. But we also have to recognize when they do something right. This time with these new macro abilities I think they hit it right on spot. Now it's just a matter of balancing around the numbers through testing.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Savio
Profile Joined April 2008
United States1850 Posts
February 18 2009 19:45 GMT
#79
So the 3 race specific macro mechanics are:

1. Dark Pylons for Protoss
2. Mules for Terrans
3. Mutant larva for Zerg

One thing I notice is that the mechanics for Toss and Terran both allow the player to mine faster while the zerg mechanic only allows the player to spend minerals faster. That is really good for me, as a mediocre player who struggles to even spend all my minerals, but I wonder what effect this will have on pros for whom spending their minerals is not their limiting factor.

I am not trying to say mutant larva is bad...I love it like heck, but I wonder if it will help casual players more than competitive players?
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
Shadowfury333
Profile Blog Joined March 2008
Canada314 Posts
February 18 2009 19:45 GMT
#80
On February 19 2009 03:43 Savio wrote:
I love how fungal spore sounds. It infects one unit, then when he dies, he explodes doing AOE damage. Sounds very nice against grouped marines.

It is similar in some ways to irradiate but with its own twist.

EDIT: Its like irradiate meets corpse explosion (my favorite D2 skill)


There's a mercenary hero ability (Soul Burn IIRC) in WarCraft III that is the same thing.
Darkness called...but I was on the phone, so I missed him. I tried to *69 darkness, but his machine picked up. I yelled "Pick up the phone, Darkness", but he ignored me. Darkness must have been screening his calls.
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