The graphics and animation were really good though, you could see the map was on a mountain.
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Dante08
Singapore4126 Posts
The graphics and animation were really good though, you could see the map was on a mountain. | ||
zazen
Brazil695 Posts
- Zerg team colors are hard to identify. - Banelings are cooler rolling rather than walking. - SCV death animation is too long / too "flashy". - D8 charges are hard to spot. Maybe it's just because they are new to us, but I tought they were really small. I'm ok with Zergling "hopping" and I loved the hunter seeker missiles. Also, hatchery death animation is absolutely incredible, I just think the zerg "blood" should be something like orange-ish rather than red. Would be cooler and look way more alien that way. | ||
Hammy
France828 Posts
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Assault_1
Canada1950 Posts
On April 18 2009 02:23 Assault_1 wrote: 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? mm? | ||
Bosu
United States3247 Posts
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DN2perfectionGM
United States233 Posts
#2 map terrain looks BEAUTIFUL #3 unit color is definitely a problem. unlike unneccessarily bright gas, units are just too dull. #4 terran building animation is cool to watch. but the finished products are not. #5 zerg building and creep look fine to me #6 ling hop would be ok, as long as there is speed upgrade that allows them to run without limping later... #7 unit movement, which looks more realistic, is fine. this and the cool terrain are few of the improvements brought by 3-d interface #8 we definitely need more excitement for terran early on. right now, it doesnt look too different than any other games like age of empire: looks cool but gets boring after a day or two #9 the yellow minerals... if player gets early advantage, expanding there will cement the game. that could ruin suspense. #10 jumping off cliffs and trees blocking views are all good. #11 zoom out a bit and speed it up. #12 terran building... make it look serious. make it a bit more simple. #13 because of stim/ tanks/ repair, terran could defend even in really bad situations. in this game, w/o stim/ tanks, both race have similar # of units and just boring w/ different skin is all... | ||
Sadistx
Zimbabwe5568 Posts
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Hyde
Australia14568 Posts
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ManWithCheese
Canada246 Posts
On April 17 2009 16:03 adelarge wrote: 1. I'm basing my opinion on Terran early game from the game Blizzard chose to present to public to show how awesome SC2 is. Don't you agree that they definitely tried to choose one of their best games? It makes you wonder how their worse game must looked like. Also Karune answer to question "what can Terran do early game against Zerg without medic" was something along the lines "they can hide in their base behind supply depot and bunkrers and tech up". And now we are presented with game which exactly demostrate this, the impotence of early Terran unit in the field. 3. Point taken, my bad forgeting that. On the other hand, how many scanners do you think Terran will have with the danger of banelings popping out of ground anywhere in the middle of your army? Imagine playing against hold lurkers from tier 1. 4. How can I enjoy SC2 gameplay, if the game looks very boring for my favourite race? I don't care Terran won both BR, I would rather see them raped both times while looking fun to play than this ![]() 1. Yes and no, games have to fit certain guild lines to be considered and unfortunately they can't wait forever for the "perfect" game to show off so it doesn't mean their other games are worse they could just not fit the guild lines. Its unfortunate that thats what terran is reduced to early game with zerg but I doubt that will be the only option after beta. 3. 1 option for the terrain player to do until he gets other forms of detection is to build towards the enemy with turrets to provide permanent detection while he could use a scan initially to make sure that area is clear. 4. My advice would be to ignore the battle reports then and wait for the replays from the beta to start coming out from better players and you gotta remember even starcraft isn't exactly exciting to watch every game from a couple of average players. | ||
rally_point
Canada458 Posts
about the performance of the players: what're their jobs? If all they've been doing is play sc2 every day for 8 hours to test the game, then i wouldn't be surprised that they dont try that hard each game (ie. not micro as much). baner's look hilarious & great | ||
pzea469
United States1520 Posts
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Hammy
France828 Posts
On April 18 2009 02:23 Assault_1 wrote: 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? Yeah they work exactly like sunkens except you can uproot and root them. They can even walk over non-creep areas (but they walk very slowly there). The animation is also pretty much the same as the sunken animation (but much less impressive because the spine si tiny compared to a sunken). The spine crawler is made directly by the drone though, there's no intermediate (like the creep colony in BW). Manwithcheese wrote: 3. 1 option for the terrain player to do until he gets other forms of detection is to build towards the enemy with turrets to provide permanent detection while he could use a scan initially to make sure that area is clear. Am I the only one who's surprised that the turrets now serve as detectors? For a very long time the turrets were no longer detectors but the sensor tower did that instead, and also gave detection to turrets in it's range iirc. I wonder if the sensor tower is still there (remember that thing that gave red ( ! ) in the fog of war? pzea469 wrote: wait, does anyone know if the banelings actually get a speed upgrade that lets them roll? cuz im gonna miss that. Well the walking banelings are completely new so we'll have to wait for an update I guess :s (unless someone has some blizzard inside information ![]() | ||
Assault_1
Canada1950 Posts
On April 18 2009 04:37 Hammy wrote: Yeah they work exactly like sunkens except you can uproot and root them. They can even walk over non-creep areas (but they walk very slowly there). The animation is also pretty much the same as the sunken animation (but much less impressive because the spine si tiny compared to a sunken). The spine crawler is made directly by the drone though, there's no intermediate (like the creep colony in BW). thanks for filling me in I think those are an excellent idea I noticed they move slowly and take a few seconds to root back in, which is good (ie. you can't micro or treat them as normal units) I wonder what the equivalent of a spore colony is.. | ||
Hammy
France828 Posts
I wonder what the equivalent of a spore colony is.. Exact same thing. The drone can build a spore colony (which is smaller than the old one but pretty much has the same stats) that can uproot and root exactly like the spine crawler. Unless things changed drastically, besides the uproot/root stuff, the main difference is that the creep colony, sunken colony and spore colony are no longer related. Creep colony is made by the queen and is burrowed at all times, and the sunken and spore colonies are made by drones and can move when uprooted, but iirc they have pretty much the same stats as in BW. | ||
InterWill
Sweden117 Posts
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koreasilver
9109 Posts
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ramen247
United States1256 Posts
On April 18 2009 03:39 hyde wrote: Does anyone know if you can target D8 charges? I mean it would at least give you a chance to defend yourself, especially when they're planted onto tech buildings yes you can target them. the nighthawks arent imbalanced at all... saying it is imbalanced is like saying reavershuttle is imbalanced. it just looks cool. | ||
Tsagacity
United States2124 Posts
On April 18 2009 05:19 ramen247 wrote: yes you can target them. the nighthawks arent imbalanced at all... saying it is imbalanced is like saying reavershuttle is imbalanced. it just looks cool. Not going to comment on balance, but it is kind of lame that you don't have to unload anything to get the shot off :s | ||
ManWithCheese
Canada246 Posts
On April 18 2009 04:37 Hammy wrote: Yeah they work exactly like sunkens except you can uproot and root them. They can even walk over non-creep areas (but they walk very slowly there). The animation is also pretty much the same as the sunken animation (but much less impressive because the spine si tiny compared to a sunken). The spine crawler is made directly by the drone though, there's no intermediate (like the creep colony in BW). Am I the only one who's surprised that the turrets now serve as detectors? For a very long time the turrets were no longer detectors but the sensor tower did that instead, and also gave detection to turrets in it's range iirc. I wonder if the sensor tower is still there (remember that thing that gave red ( ! ) in the fog of war? Well the walking banelings are completely new so we'll have to wait for an update I guess :s (unless someone has some blizzard inside information ![]() I completely forgot about that and I don't know if turrets are detectors but you would just build sensor towers instead of turrets. | ||
Assault_1
Canada1950 Posts
Can terran's sensor towers detect cloak units? (would make sense if they did) Can Xel'Naga see cloaked units? (hopefully not) | ||
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