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Forum Index > SC2 General
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jamvng
Profile Joined October 2008
Canada244 Posts
April 17 2009 14:57 GMT
#281
I'm liking the Nighthawks. They look "imba" with their hunter missiles, but rly, Vessels were pretty "imba" in BW also. Irridiate's gone, but its cool tht they have the missiles now tht are diff, but as good.

One diff, is tht with hunter missiles you can use it vs Protoss/Terran also, which Irridiate you couldn't. Though NIghthawks don't have EMP anymore so you would now have to get Ghosts to do the same thing the Vessel did in TvP....
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-04-17 15:10:21
April 17 2009 15:05 GMT
#282
On April 17 2009 21:05 Hammy wrote:
Yeah I hate how they don't even bother using the units, yet this is supposed to show the game to us... He had all the tech but didn't bother making a unit that can heal pretty much his whole army... That's kinda lame :s
And I also would have liked to see 2 corruptors to fend off those banshees.

Probably cause he has to use his starport to make the nighthawks.. Which is pretty fail if you can't get both at once lol

Oh and @ Adelarge, the zergs build was DEFINITELY super low eco, super aggressive.
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
Mannerheim
Profile Joined April 2007
766 Posts
April 17 2009 15:06 GMT
#283
The look and feel of this game is already great. These players were terrible, but I see a lot of potential in the game when some proper players (myself included, of course) get to fully learn and master it.

Given how shitty games like DoW2 are in 1v1, it's starting to look even more obvious that SC2 will be THE competitive RTS for the next several years to come.
shimmy
Profile Blog Joined May 2003
Poland997 Posts
April 17 2009 15:18 GMT
#284
The game looks amazing. Im definitely liking the Nighthawk and its abilities and The Baneling. Im still not to crazy about the Corruptor or The Marauder and the attack animation for the Hydras and Queens is VERY unimpressive. The Medivac is still in the game I assume I still hate that and the debris from the destroyed bunker was visible for a bit too long imo.

I assume the next Battle Report will be a PvZ, Im really looking forward to that.
Hell hath no fury like the vast robot armies of a woman scorned.
Hammy
Profile Joined January 2009
France828 Posts
April 17 2009 15:50 GMT
#285
Well he did have two starports to produce units. He wouldn't have needed more than one or two medivacs to bolster his forces. Medivacs are supposed to heal as quickly as two medics would iirc.
My comment wasn't concerning how poor their play was at times, but rather the fact that they picked a game that didn't show us as much as it could have, which is a bit disapointing.
wrags
Profile Blog Joined April 2008
United States379 Posts
April 17 2009 16:04 GMT
#286
On April 18 2009 00:05 FrozenArbiter wrote:
Oh and @ Adelarge, the zergs build was DEFINITELY super low eco, super aggressive.


it was almost to the point of a pseudo war3 play, at first i thought the zerg was going to rely on constant usage of the queen to compensate for not getting a 3rd hatch or at the very least take a very swift 3rd and then get another hatch and a second queen or something. the zerg user didn't even use his queen, i don't remember at which point but i saw the queen with 200/200 energy with 2 hatches only still (but he still spends energy on creep tumor??? i guess i'm the only one who finds that ability to be borderline useless over using larva spawn especially since he had the terran contained for so long). if you watch the upper left relay you will notice he always just queue's 6 units on his 'army' only after he's done with a battle, and doesn't do anything else, while the terran is constantly building shit. zerg has an upwards of like 3-4k useless gas near the end of the game but still just queue'd 6 zerglings at a time on his shit.

i think the only reason that game lasted more than 5-6 minutes is because the terran user stepped outside of his base, when he didn't need to, and kept trading with the zerg.

point of all that being is that i think macro will matter in the game. this video proves pretty well that even against an opponent who doesn't have the best 'macro' in the game you can't just queue 6 units at a time on your army because you're 'too busy owning right now' and expect to win.
Ziph
Profile Blog Joined March 2008
Netherlands970 Posts
April 17 2009 16:07 GMT
#287
How are hunter seeker missiles imba? Its like a just like a reaver scarab only slower, this makes reaver scarabs also imba right. But the hunter seeker missiles are slow so you be able to see what unit it is going for pick that unit out your group and suicde it somewhere and your army will take no dmg at all. Aka gosu micro stuff jo
Starcraft 2 - Beta
D10
Profile Blog Joined December 2007
Brazil3409 Posts
Last Edited: 2009-04-17 16:26:30
April 17 2009 16:15 GMT
#288
Honestly screw this match, I really didnt expect anything at all in terms of the players being gosu or using all the tools at theyr disposal.

Theres only one thing that is worth it, damn uber zerg graphics
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
Last Edited: 2009-04-17 16:37:53
April 17 2009 16:36 GMT
#289
Some already pointed out, some not:

- better than BR1 in gameplay, graphics, action
- I like they deliberately want to put in the game lots of big aoe damage
- banelings better roll when they get the speed upgrade, rolling is cool
- D8 charges are too hard to spot
- zergling speed upgrade seemed very drastic, maybe it's a good thing
- didn't show anything exciting about marauders, they look very boring so far
- nighthawks look and move cool
- some animations seem lacking: nighthawk spells (visual indicator of missile firing is a must), hydra fire, zerg drone starting a building abruptly, larva -> egg, egg hatching
- roaches move like insects but look like crabs and shoot like squirt guns
- they're trying really, really hard to make us like zerglings movement
- drop pods look so useful and they look like the perfect entrance for a specialized unit, like the ghost. it seems out of place in the mineral line, it needs to be somewhere on the battle field, maybe behind enemy lines, if not as reenforcement
- buildings lift off and land way too abruptly; this has been going on for so long, I'm beginning to worry they think it looks fine
- there was a blue post saying the missile can be dodged, so calling it "seeker" is stupid, it's the exact opposite, it's more like "blind straight-line missile"

Overall, the game seems to have consistently been improving, both in graphics and in gameplay.
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
hooktits
Profile Blog Joined February 2008
United States972 Posts
April 17 2009 16:43 GMT
#290
i feel like they are focusing way to much on the micro aspect of the game. Im a zerg player and i micro when i have too, i pick and choose when it is most needed. maybe its just me but it seems like it takes a really long time before you start seeing some large scale battles. my favorite part of scbw is making lots of units and watching players move really fast on their keyboard. I have friends who come over watch me play and they don't play starcraft and they are just amazed at how fast im moving. more macro more macro!!!!
Hooktits of Tits gaming @hooktits twit
Frits
Profile Joined March 2003
11782 Posts
April 17 2009 16:49 GMT
#291
looks fun but they didnt use tanks again asffdads
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
April 17 2009 16:49 GMT
#292
On April 18 2009 01:36 Doctorasul wrote:
- there was a blue post saying the missile can be dodged, so calling it "seeker" is stupid, it's the exact opposite, it's more like "blind straight-line missile"

Actually, dodging them is not about moving out of its way, it is 100% homing but it runs out of fuel after a while so you just have to make it unable to hit a target until that happens.
wrags
Profile Blog Joined April 2008
United States379 Posts
Last Edited: 2009-04-17 16:55:57
April 17 2009 16:53 GMT
#293
On April 18 2009 01:36 Doctorasul wrote:
Some already pointed out, some not:

- better than BR1 in gameplay, graphics, action
- I like they deliberately want to put in the game lots of big aoe damage
- banelings better roll when they get the speed upgrade, rolling is cool
- D8 charges are too hard to spot
- zergling speed upgrade seemed very drastic, maybe it's a good thing
- didn't show anything exciting about marauders, they look very boring so far
- nighthawks look and move cool
- some animations seem lacking: nighthawk spells (visual indicator of missile firing is a must), hydra fire, zerg drone starting a building abruptly, larva -> egg, egg hatching
- roaches move like insects but look like crabs and shoot like squirt guns
- they're trying really, really hard to make us like zerglings movement
- drop pods look so useful and they look like the perfect entrance for a specialized unit, like the ghost. it seems out of place in the mineral line, it needs to be somewhere on the battle field, maybe behind enemy lines, if not as reenforcement
- buildings lift off and land way too abruptly; this has been going on for so long, I'm beginning to worry they think it looks fine
- there was a blue post saying the missile can be dodged, so calling it "seeker" is stupid, it's the exact opposite, it's more like "blind straight-line missile"

Overall, the game seems to have consistently been improving, both in graphics and in gameplay.


i haven't read the entire thread so far so it may have been said already, but also the way the air units like nighthawks idle kindof shows how they're doing muta stacking (i'm guessing)

look at around like 16:10 of the video with the banshees, as soon as they decelerate or stop they abruptly split apart, but are otherwise closer together on eachother

also if any time the nighthawks are not moving it does the same thing

edit: did i miss something or is there some reason you would ever spend queen energy on tumors when you can use overlord spit creep on otherwise idle overlords
Hammy
Profile Joined January 2009
France828 Posts
April 17 2009 17:10 GMT
#294
TBH I don't think we'll be seeing so much usage of the creep tumors after release but with time we'll be seeing more and more of it. The zerg units move quite a bit faster on creep so using creep tumors will increase the surface on which you're at an advantage when you fight.
I think the first use we'll be seeing of it is connecting the main and natural bases to allow the queen to defend both bases from drops and harassement without beeing amazingly slow between each spot. At least that's how i picture games going.
wrags
Profile Blog Joined April 2008
United States379 Posts
April 17 2009 17:12 GMT
#295
On April 18 2009 02:10 Hammy wrote:
TBH I don't think we'll be seeing so much usage of the creep tumors after release but with time we'll be seeing more and more of it. The zerg units move quite a bit faster on creep so using creep tumors will increase the surface on which you're at an advantage when you fight.
I think the first use we'll be seeing of it is connecting the main and natural bases to allow the queen to defend both bases from drops and harassement without beeing amazingly slow between each spot. At least that's how i picture games going.


i know that's the 'theory' but why wouldn't you just use the spit creep ability from an overlord and save the energy for more units, especially when you're pretty much guaranteed to lose your scouting overlord without scourge
Flakes
Profile Blog Joined July 2008
United States3125 Posts
Last Edited: 2009-04-17 17:19:43
April 17 2009 17:18 GMT
#296
On April 17 2009 23:54 adelarge wrote:
Exactly. While marines with medics was very exciting and fun to play combo with great synegry, the marines with marauders looked absolutely dull and generic. First unit is cheaper and deal less ranged damage while second is more expensive an deal more ranged damage. Where is some diversity? Stimpak is useless, the slowing effect didn't seem very useful eithet (against masses of units).


Yeah I'm not feeling these marauders, along with reapers the terran army is just a bunch of generic infantry. They need distinguishing features (the marine shields are great and set them apart, maybe they could give marauders a saw blade upgrade for close range combat, and fill the firebat melee infantry niche).

No complaints about the speed, the casting would have probably been much worse had it been on fastest.
QuaD.33a
Profile Joined April 2009
Romania4 Posts
April 17 2009 17:22 GMT
#297
About that overlords spit creep ability, I think using it to delay expoing would be great, i mean spit creep and oponents ( except zerg) can`t build on it, i wonder how much it lasts :-/, because if it would last too long that would prove to be a bit imbalanced.
Ours is not the reason why. Ours is but to do and die.
Assault_1
Profile Joined April 2009
Canada1950 Posts
April 17 2009 17:23 GMT
#298
What do spine crawlers do? I'm guessing they're equivalent of sunkens, but they seem to be able to uproot and walk around. What's their attack look like.. is their range only within the length of its appendage?
lowlypawn
Profile Joined January 2009
United States241 Posts
April 17 2009 17:36 GMT
#299
Ok I just re-read this entire thread and decided to cut and paste a lot of the comments that I believe sum up the last 15 pages.



Map sucks / too many narrow chokes ETC
I actually think the map will be OK, I love the bushes that block visionn nice feature.

Commentary: sucks The commentary was weak for my taste / “TERRIBLE TERRIBLE DAMAGE” "What a great move!"
Yea the commentary was definitely for new players and not the hardcore TL player.

GAME SPEED: 20+ comments, game seemed a bit slow / game looked kinda slow / SC2 on these speeds make the game look boring ETC / Seemed very slow.
I think this answers it nicely:
I think the problem people are having regarding SC2's speed in relation to SC1 is that SC2 units have 14+ frames of animation on everything that they're doing. Going from watching a game where the animation is represented by one or two sprite changes to a game that has actual animated 3D units is a big difference. The lack of sprites gives an illusion speed over a 3D model when reality both units are moving at the same speed. Quake players had similar complaints when the sequels used 3D models instead of sprites until they actually got used to it and realized that everything was moving at the same speed.


XXX unit is imbalance / overpowered: Hunter seeker missiles seem a little imbalacned / That hunter seeker seems too hardcore / banshees also do ridiculous amount of damage / Marines without stim are just another boring move and shoot unit / Terran early game just seems so boring / Banelings seems imba.
I'm reserving balance judgement until at least beta.

The players sucks / players had absolutely no idea how to macro / he was allergic to macro / Blizzard guys play are absolutely horrible / those guys are such noobs / zergs macro was laughable / zerg player had terrible macro / zerg player really sucked in that game.
I really didn't think they were “that” bad but lack of MACRO clearly lost the Zerg the game.

Unit animation: zergling movement felt a bit odd / even the same units don't have the same feel / DAMN DRONES DON'T SPIT ACID ANY MORE!!! / zergling running animation looked odd? It's not a smooth motion. It's like they jump a bit and then just wait before they do another leap. / I found the zergling animations to be a bit too in sync, seem in-organic, artificial or something. / I hate the roaches attack animation / Rabbit lings / banelings were not rolling / Zerglings run animation looks like bunnies hopping / look like they lazily hop around / Zerglings hopping
I actually like the hopping Zerglings, I must be the only one.

Graphics: team colors were rather difficult to see I don't like all the explosive damage shit i saw (reaper mines, banelings and missle) / encourage warcraftish gameplay... It's going to be exactly like dodging bloodmage flamestrikes / I thought it looked kinda stupid when the simple scouting scv /get rid of the black creep / died in that over the top manner / gameplay just looks awful Even early War3 looked 10x better / I don't like how burrow takes a while to fade away. That was kind of annoying. I couldn't tell if there were still units there or not. / The explosion is to much of an effect to me / I thought the terran structures looked very un-terran like. There's really no need for an exploding hatchery raining down blood for a full 3 seconds
I thought the graphic looked excellent, I also love the over the top explosions and death animations, I just suggest most units have a normal death animation and then occasionally the "over the top animation" happens.

Look closely at 20:23 on the BR. You can see one of the Hydras melee attacking an auto-turret. Pretty cool.
Agreed

I have lost all hope for sc2 now / For some reason this does not excite me at all
Sucks to be you.

point of all that being is that i think macro will matter in the game
I an happy to say I think you are correct.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
April 17 2009 18:16 GMT
#300
On April 18 2009 01:36 Doctorasul wrote:
- banelings better roll when they get the speed upgrade, rolling is cool

Actually, not
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