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On February 18 2009 23:24 adelarge wrote: No surprise here, Terran again got the worst abilities.
Old scanner presented like some new mechanic and some lame calldown which only gives you more supply? What?? Are you fuc*ing kidding me Blizzard? That's the best you can think of?
They probably "invented" these mechanic during a lunch break.
On February 19 2009 05:32 -orb- wrote:Show nested quote +On February 19 2009 05:25 Frits wrote:haha On February 18 2009 23:24 adelarge wrote: No surprise here, Terran again got the worst abilities.
Old scanner presented like some new mechanic and some lame calldown which only gives you more supply? What?? Are you fuc*ing kidding me Blizzard? That's the best you can think of?
They probably "invented" these mechanic during a lunch break. What the fuck blizzard, how dare you overpower zerg and protoss!!! *has never played a game of sc2* I like his last comment "They probably invented these mechanic during a lunch break" I find it ironic because Pixar got the ideas for the last 10 years worth of their animations all in one sitting drinking coffee and talking, and yet this guy seems to think you have to go into some special creativity room and wear your imagination hat and stir brainwaves with a spoon to get ideas out. rofl
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United States13896 Posts
Thank god the warcrafty look is gone! It's looking more and more like it has that SC feel. I'm even starting to feel good about how the infestor's look is evolving. Still, I'm on the fence as to all these mining gimmicks, but I'll withhold judgment.
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The Marine is now much much stronger in SC2 than SC1. How can a zerg player fight against this? - Zerg players can do the following to defeat marines. You can fight in a large area using zerglings. Burrow Banelings is another great way to destroy Marines. As long as it is a wide area zerg players won't have a hard time flanking marines, and you will hear hundreds of "UHDAUHJSA" screams from marines. You can also mix roaches with your army to do this easily.
Another great way to destroy marines are the infestors. One "Fungal Scourge" can destroy a squad of marines in an instant. If your opponent does not react fast enough, most of their army will be dead. Also cleave from an ultralisks destroy marines rather quickly.
was this really necessary?? i mean if anything i see the marine becoming as useful in TvZ as it is right now in TvP.
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I think the macro mechanics are great! They can easily be changed if the time sink isn't great enough by decreasing the energy cost, duration of effect, and cool down.
Also, these mechanics, unlike SBS and manual mine, can be ignored by newbie players.
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United States12224 Posts
On February 19 2009 06:22 afg-warrior wrote:Show nested quote +The Marine is now much much stronger in SC2 than SC1. How can a zerg player fight against this? - Zerg players can do the following to defeat marines. You can fight in a large area using zerglings. Burrow Banelings is another great way to destroy Marines. As long as it is a wide area zerg players won't have a hard time flanking marines, and you will hear hundreds of "UHDAUHJSA" screams from marines. You can also mix roaches with your army to do this easily.
Another great way to destroy marines are the infestors. One "Fungal Scourge" can destroy a squad of marines in an instant. If your opponent does not react fast enough, most of their army will be dead. Also cleave from an ultralisks destroy marines rather quickly. was this really necessary?? i mean if anything i see the marine becoming as useful in TvZ as it is right now in TvP.
I'm assuming your intended context is that the Marine will be relegated to "gimmick strat" status. I don't see that as the case. In fact, I believe Marines + Medivacs will be vastly superior in TvZ than they are now. The effectiveness of the Infestor AoE attack is partially dependent on the neglectfulness of the Terran player, and flanking is of limited effectiveness due to the high mobility of infantry.
Zerg will probably have to rely on something a bit more straightforward like muta/ling or perhaps roach/ling. We'll see though.
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does the Terran have any kind of mobile detection (i think one of the nighthawks buildings might but im not sure). Because if they don't burrowed banelings and Lurkers should shred any kind of pure infantry push, even with medivac support. Without mobile detection i think fast moving infantry attacks will have difficulties with all the surprises the zerg can pull.
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Karune said something really interesting in his latest reply:
Lurkers are tier 3. The Lurker Den requires a Hive. Banelings are much better for earlier AoE, and Lurkers are a good siege type unit in addition to its previous uses. They have a range of 9 which outranges Protoss cannons and have an attack of 15 + 15 to armored (including buildings).
Siege lurkers - that sounds fun :D
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On February 19 2009 06:54 lordmordor wrote: does the Terran have any kind of mobile detection (i think one of the nighthawks buildings might but im not sure). Because if they don't burrowed banelings and Lurkers should shred any kind of pure infantry push, even with medivac support. Without mobile detection i think fast moving infantry attacks will have difficulties with all the surprises the zerg can pull.
Nighthawk is mobile detection just like Sci Vessel was
http://starcraft.wikia.com/wiki/Nighthawk
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On February 19 2009 06:54 Tritanis wrote:Karune said something really interesting in his latest reply: Show nested quote +Lurkers are tier 3. The Lurker Den requires a Hive. Banelings are much better for earlier AoE, and Lurkers are a good siege type unit in addition to its previous uses. They have a range of 9 which outranges Protoss cannons and have an attack of 15 + 15 to armored (including buildings). Siege lurkers - that sounds fun :D
Very nice. I thought that they were gonna be useless with being on later tier but this changes that.
So zerg get 2 siege units at hive: swarm guardian and lurker.
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Love the new infestor, although it looks like it's going to move reaaally slow.
And wow at all these answered questions. It's like Christmas in... february!
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the changes to the mining mechanics makes me feel like blizzard is really on the right track as far as keeping the skill ceiling in SC2 high despite automining & MBS. These changes are huge with respect to the whole MBS/automine debate, blizzard really seems to be concentrating on the right things.
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"Lurkers are tier 3. The Lurker Den requires a Hive. Banelings are much better for earlier AoE, and Lurkers are a good siege type unit in addition to its previous uses. They have a range of 9 which outranges Protoss cannons and have an attack of 15 + 15 to armored (including buildings)."
O.O
Picture how bad that will counter stalkers and how awesome lurker drops will be late game.
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damn, sc2 looks like it's going to be fun! the first thing i thought when i saw the new unit image changes were THAT'S SC! the before looks like warcraft; the after looks like evolved starcraft.
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Oh man, I'm seriously giddy right now, I want to play so bad, you have no idea, I want to play I want to play I want to PLAY!
OH! RIGHT! THE VESPENE LAUGHS THING! GOTTA FINISH THAT COMIC! BRB!!
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More info by Cydra:Dark Pylon has 200 energy. Proton Charge costs 50 energy and lasts for 30 seconds. Null Shied costs 50 energy. No cool time, as long as you have enough energy, you can use this ability. Argus Link drains 75 energy per second from the Dark Pylon. 50 energy for a short cloak sounds like enough to cast it on a few zealots on a proxy gate rush.
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On February 19 2009 07:22 VIB wrote:More info by Cydra: Show nested quote +Dark Pylon has 200 energy. Proton Charge costs 50 energy and lasts for 30 seconds. Null Shied costs 50 energy. No cool time, as long as you have enough energy, you can use this ability. Argus Link drains 75 energy per second from the Dark Pylon. 50 energy for a short cloak sounds like enough to cast it on a few zealots on a proxy gate rush. You need a gateway before you can make a dark pylon and I doubt it comes with 200/200 energy.
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On February 18 2009 22:45 maybenexttime wrote: I hope they get rid of the gas mechanic now and improve their new mechanic(s) based on my/FA's Mineral Mechanic and/or ArcherofAiur's mechanic (the one with racially unique traits).
As far as I know, the gas mechanic was removed a long time ago. Bases still have 2 geysers, but they don't deplete after 500 gas anymore.
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Love the new graphics and dark pylon~~it creates so many interesting strategies Damm, can't wait till Beta
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THIS IS SO AWESOME i love these changes!!!!!!!! I cant wait any longer!
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I think the new zerg macro stuff is prob the best. Terran mules sounds okay, but I feel they still need a little more something(i'm not sure what :\ ). Dark pylons sound pretty lame. It's basically the exact same as the gas mechanic "go back to your base every x amount of seconds and press this button."
Besides the mining thing, dark pylons just seem like super cheap building spellcasters that you can build infinity of because their buildings. AND they only cost 50 more min? Do you have to research their spells? Seems pretty lame if you can have cloaked zeals 3 minutes into the game. I also kinda don't like that fact that HYPOTHETICALLY if a player plays the game perfectly, since you can make infinate dark pylons, a player can permanently cloak his army if he is constantly casting the cloak spell lol, even though I think that would require like 100000 APM(also prob would cost a lot making all thise pylons), even with MBS.
Just seems like there's no reason to make regular pylons if it's only 50 more mins (what's 50 mins to a protoss anyway?) for way more templar psi energy or temporarily cloaked units...
Also what, this is the 5th spellcaster for the Toss? sigh
DO THESE MECHANICS REPLACE THE DUMB GAS MECHANIC THING?
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