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[O] Q&A 49 - Page 5

Forum Index > SC2 General
275 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 12 13 14 Next All
Tritanis
Profile Joined November 2007
Poland344 Posts
February 18 2009 19:46 GMT
#81
OP updated with several Karune answers from the battle.net forum
huh quite a lot ;D
I live, I serve, I die for the Metal
Savio
Profile Joined April 2008
United States1850 Posts
February 18 2009 19:50 GMT
#82
posted this in another thread but it belongs here:

I DO think that this zerg reaver will be used to raid mineral lines too. You drop him (or have him dig there), spit a couple of fungal infestations and if your opponent doesn't hightail his workers out fast, BOOM.


I always wanted a zerg reaver. I think kerrigan looked at the reaver hosing all her minions and said, "hmmmmMMMm".
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
Savio
Profile Joined April 2008
United States1850 Posts
February 18 2009 19:53 GMT
#83
On February 19 2009 04:46 Tritanis wrote:
OP updated with several Karune answers from the battle.net forum
huh quite a lot ;D


Answered some of mine. WOOT. I love getting blue responses.

Actually, now is the best time to ask. Karune is answering every single question in that thread.
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
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
February 18 2009 19:54 GMT
#84
On February 19 2009 04:45 Savio wrote:
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?
Good point, but toss/terran do have mechanics to build faster. Reactor + extra supply drop pod could be used once you already have too much miners. Toss have warp gates which builds faster.

And the larvae could be used to boost your economy by building more drones. It's not the same as converting energy to money like the others can but it does boosts your eco later on. Today good zergs tend to keep their drone count low because they're busy making the best off their larvae to pump offensive units fast. With extra larvae you could build more economy when you already got enough hatches to build your troops.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
aseq
Profile Joined January 2003
Netherlands4020 Posts
February 18 2009 20:00 GMT
#85
I like the update, but not how every race gets 1 ability, so thought-up.
Just like in WC3, Humans have militia, Orcs have burrows, Undead have shooting lair/hive, Elves have attacking trees. Dude, lets all give them 1 ability so each! Its much easier to balance. Also, lets give each race 1 big melee unit, 3 casters, 4 heroes and 2 flyers! See, making things balanced ain't so hard!
lordmordor
Profile Joined February 2009
United States209 Posts
February 18 2009 20:02 GMT
#86
I must say I absolutely love the new infestor art, it not looks likes its an actual evolution from the defiler. Speaking of the infestor, does anyone know if it still has its origional ability to move while burrowed, having a few of these move around, only to pop up, launch a fungal scourge, only to re-burrow and flee seems pretty intense. If no detection is around you could target the terran mineral line and potentiall take out half the workers.

I'm also liking the queens ability to produce 4 new larva. With SC1 the larva were at the same time a weakness and strenght of the zerg. They could produce faster than the other races, but their production was capped by the number of hatches available. With this, Zerg can save on hatches and instead use the queens for extra production when needed. This also helps them with having to switch betweend drones and units, just use the extra production from the Queens and you can suddenly use both. The fact they also spawn creap tumors (can the tumors still borrow?) and also have the new razor plague offensive ability and can actually attack just makes them more appealing.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
February 18 2009 20:03 GMT
#87
On February 19 2009 05:00 aseq wrote:
I like the update, but not how every race gets 1 ability, so thought-up.
Just like in WC3, Humans have militia, Orcs have burrows, Undead have shooting lair/hive, Elves have attacking trees. Dude, lets all give them 1 ability so each! Its much easier to balance. Also, lets give each race 1 big melee unit, 3 casters, 4 heroes and 2 flyers! See, making things balanced ain't so hard!
You're right, all 3 races have units that does damage, they're so exactly the same. All races should be completely different, all zergs should have 1 hp and do no dmg and all protoss should instant kill anything that enters they're sight range. See, now they're completely different, thus much better balanced.

.... no ¬¬
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 20:10 GMT
#88
I actually think that dropping mules is a very interesting mechanic and we can't even see the many ways it could be used.

For example, lets say he has a ramp blocked off or a choke point blocked by units and you wanna break it...you drop a mule in there and force the units to move. Or drop a bunch of mules on the enemy right as you attack so they take some of the hits. Or use them as "zealot bombs" to get other tanks to kill eachother.

Who knows what the pros will find out you can do with dropped mules. It is especially powerful since it does not cost minerals or supply so there is no reason not to use it.
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
Fontong
Profile Blog Joined December 2007
United States6454 Posts
February 18 2009 20:12 GMT
#89
Razor Plague: with a great breath the queen exhales a cloud of tiny Zerg creatures that create a vast swarm nearby. These creatures attack all enemy creatures within their swarm, doing additional damage to biological targets. What makes it worse is the Zerg player can control the swarm, moving it around to attack whatever enemies he wishes until the swarm becomes exhausted and dissipates.

wtf? Basically this means a queen is a flying all-in-1 storm drop with movable storms?
[SECRET FONT] "Dragoon bunker"
Savio
Profile Joined April 2008
United States1850 Posts
February 18 2009 20:17 GMT
#90
On February 19 2009 05:12 Fontong wrote:
Show nested quote +
Razor Plague: with a great breath the queen exhales a cloud of tiny Zerg creatures that create a vast swarm nearby. These creatures attack all enemy creatures within their swarm, doing additional damage to biological targets. What makes it worse is the Zerg player can control the swarm, moving it around to attack whatever enemies he wishes until the swarm becomes exhausted and dissipates.

wtf? Basically this means a queen is a flying all-in-1 storm drop with movable storms?


Have you not been following SC2 at all? The queen is not and has never been a flying unit in SC2.
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
lordmordor
Profile Joined February 2009
United States209 Posts
February 18 2009 20:18 GMT
#91
All the ideas really do seem good for macro, forcing players to return to their base to manage their different eco abilities, especially zerg to get the most possible units out. More importantly, they can be used in different ways, Protoss can sacrifice energy meant for probes to recharge their high temps very quickly.

how often have you seen protoss players facing down hydras or mutas and not being able to do anything because their high temps are out of energy. Instead of going for the economic advantage of faster probes, get some energy to those temps and storm away. But then you have to keep in mind that even though you might have held off the attack, your not going to be able to take advantage of your dark pylons until its own energy recharges

Zerg can obviously make whatever they wish with the extra larva, be it units or drones. Terrans im not sure about, but im sure something will be thought up. Can the mule still be used for construction? because if so you could basically scan, drop your mule, and start up a base on an island or something all without the opponent having any idea you've done anything at all.
Savio
Profile Joined April 2008
United States1850 Posts
February 18 2009 20:20 GMT
#92
Mules cannot build. See the clarifications Karune made in the OP.
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
maybenexttime
Profile Blog Joined November 2006
Poland5872 Posts
February 18 2009 20:23 GMT
#93
On February 19 2009 05:00 aseq wrote:
I like the update, but not how every race gets 1 ability, so thought-up.
Just like in WC3, Humans have militia, Orcs have burrows, Undead have shooting lair/hive, Elves have attacking trees. Dude, lets all give them 1 ability so each! Its much easier to balance. Also, lets give each race 1 big melee unit, 3 casters, 4 heroes and 2 flyers! See, making things balanced ain't so hard!


Terran:

- Mule
- Reactor
- Salvage
- extra supplies

Protoss:

- mining bonus
- Warp-in + Warp Prism
- Psionic Matrix

Zerg:

- Creep
- extra Larvas
- Nydus network

Seems alright to me.
Spawkuring
Profile Joined July 2008
United States755 Posts
February 18 2009 20:28 GMT
#94
All I can say is that I'm extremely happy with this batch. Easily the best one we've ever had. The zerg improvements look great, the new infestor looks awesome (see guys, Samwise IS a good artist), and the macro mechanics fulfill the requirement of players needed to go back to their base.

This game is definitely on the right track. The wait for beta is gonna be even more painful now.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
February 18 2009 20:35 GMT
#95
1) Dark Pylon
2) cloak a probe
3) sneak probe into enemy base
4) hide a dark pylon in his base
5) build cannons on his base
6) warp in HT's to that dark pylon
7) use the dark pylon to give energy to HT's
8) ...profit?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
February 18 2009 20:37 GMT
#96
On February 19 2009 04:53 Savio wrote:
Show nested quote +
On February 19 2009 04:46 Tritanis wrote:
OP updated with several Karune answers from the battle.net forum
huh quite a lot ;D


Answered some of mine. WOOT. I love getting blue responses.

Actually, now is the best time to ask. Karune is answering every single question in that thread.
I'm emphasizing this post because Karune just answered a few of mine questios some seconds ago. He's on it right now as we speak. Quickly everyone log on the bnet forums and ask stuff, NOW! GO!
Great people talk about ideas. Average people talk about things. Small people talk about other people.
lordmordor
Profile Joined February 2009
United States209 Posts
February 18 2009 20:39 GMT
#97
all thats really needed for this all to be perfect i think would be balancing the numbers, which can easily be taken care of in the beta.

I'll bring this up again because im actually curious now, does anyone know if the Infestor can still move while burrowed? I'm really liking the idea of surprise fungal scourge mineral line harrasment.
rushz0rz
Profile Blog Joined February 2006
Canada5300 Posts
February 18 2009 20:41 GMT
#98
So how do Infestors attack?

I may be switching to Zerg.
IntoTheRainBOw fan~
.risingdragoon
Profile Joined January 2008
United States3021 Posts
February 18 2009 20:44 GMT
#99
sounds gimmickier and gimmickier. all these descriptions of "strategies" and what they might do... will all change or be obsolete in beta.

god I can't wait for beta, that's when the sweeping changes will be made
......::::........::::........::::........::::........::::.......::::.......::::... Up☆MaGiC ...::::.......::::.......::::........::::........::::........::::........
wrags
Profile Blog Joined April 2008
United States379 Posts
Last Edited: 2009-02-18 20:50:44
February 18 2009 20:49 GMT
#100
On February 19 2009 05:35 VIB wrote:
1) Dark Pylon
2) cloak a probe
3) sneak probe into enemy base
4) hide a dark pylon in his base
5) build cannons on his base
6) warp in HT's to that dark pylon
7) use the dark pylon to give energy to HT's
8) ...profit?


yea i was kinda thinking the same thing, each 'mechanic' could either be used as low econ or high econ, zerg being the most obvious, i guess using the supply thing to skip depots/save money for some reactor build and also zealot bombing with mules

edit: although i guess you could stealth a probe without losing any of your econ unless the stealth costs a lot of mana
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