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Battle Report 3 - Page 28

Forum Index > SC2 General
Post a Reply
Prev 1 26 27 28 29 30 37 Next All
Archerofaiur
Profile Joined August 2008
United States4101 Posts
June 21 2009 03:22 GMT
#541
On June 21 2009 10:39 CharlieMurphy wrote:
It's not a gold fish, It's probably a mini upkeep maintenance robot since immortals are like dragoons and have critically injured or killed/revived warriors in them. If you also notice its just basically the head of a protoss - no limbs.


Its a goldfish. Look at it in high def with full screen.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
Last Edited: 2009-06-21 03:29:35
June 21 2009 03:29 GMT
#542
I'm going to have to agree that it's a goldfish.

Or some kind of fish, whatever kind the protoss like.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
naventus
Profile Blog Joined February 2004
United States1339 Posts
June 21 2009 03:46 GMT
#543
goldfish makes sense - gets lonely in there.
hmm.
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
June 21 2009 04:40 GMT
#544
Haha, that's really cool actually. I like how the protoss guy kinda puts his hand near it ...

Definitely looks like a goldfish to me.
Probe.
Profile Joined May 2009
United States877 Posts
June 21 2009 04:49 GMT
#545
YES!!! Protoss can still 1a2a3a
meow
iMate
Profile Joined June 2009
Canada263 Posts
June 21 2009 05:02 GMT
#546
On June 21 2009 13:49 Probe. wrote:
YES!!! Protoss can still 1a2a3a



what game are you watching? one of the best units is the stalker.. and its simple micro but u still have to do it..
520
Profile Blog Joined April 2009
United States2822 Posts
June 21 2009 05:11 GMT
#547
On June 21 2009 13:49 Probe. wrote:
YES!!! Protoss can still 1a2a3a

More like 1a since there's infinite unit selection.
Writer
EximoSua
Profile Joined June 2009
171 Posts
June 21 2009 08:09 GMT
#548
I'm sure all this balance clamor is the reason this video wasn't chosen for release.
David Kim for Bonjwa
spkim1
Profile Joined April 2009
Canada286 Posts
June 21 2009 08:22 GMT
#549
amazing...picking up detail like that
yes, it's a goldfish, and the immortal salutes it, then communicates with it. Rumor says that space goldfish are known for their high intelligence and are valuable assistants to highly developped species like the protoss
"Anyone who has never made a mistake has never tried anything new" - Einstein, Albert
wiesel
Profile Joined September 2008
Germany727 Posts
June 21 2009 08:36 GMT
#550
Why all this talk about balance? The game will have countless changes in the first year anyways, pointless... not like broodwar was perfect when it came out, too.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
June 21 2009 08:45 GMT
#551
hmm maps have always made a big impact on balance, and I think the zerg losing has to be attributed to map imbalance. That third looks really hard to secure, and it looks like base-wise, the numbers will be similar in PvZ to BW (3 base Zerg needed vs 2 base Protoss). The Zerg simply couldn't keep up in econ :\

I hope the attacking and death animations and sounds are only temporary. They seem so.. uninspired compared to BW. The Zergling's attack and death sound in BW is so much better than it is in SC2, and the Dragoon's attack and death animation and sounds are so much cooler than the Stalker's.
Writerptrk
bdance
Profile Joined December 2006
Lithuania6 Posts
June 21 2009 09:11 GMT
#552
The same video but in better quality. gametrailers
yo
FirstBorn
Profile Blog Joined March 2007
Romania3955 Posts
June 21 2009 09:44 GMT
#553
On June 21 2009 17:45 ArvickHero wrote:
hmm maps have always made a big impact on balance, and I think the zerg losing has to be attributed to map imbalance. That third looks really hard to secure, and it looks like base-wise, the numbers will be similar in PvZ to BW (3 base Zerg needed vs 2 base Protoss). The Zerg simply couldn't keep up in econ :\

I hope the attacking and death animations and sounds are only temporary. They seem so.. uninspired compared to BW. The Zergling's attack and death sound in BW is so much better than it is in SC2, and the Dragoon's attack and death animation and sounds are so much cooler than the Stalker's.


The zerg was really bad too. He somehow managed to get delayed masivelly by a single probe and then stayed on 2 bases for too long.

I also agree that the aimations/sounds are dull. They really need to show viewers what's happening because when infesters come into battle you get battles where you really can't tell what's happening. And something I never liked in sc2 and hasn't changed by now is the fact the zerglings are hideous. The look quite un-natural, make silly sounds and the attack animations are really bad. But then again, it's only a beta, I'm hoping for the best.

Another thing is that all the protoss weapons seem to have been replaced with lasers. Like seriously, if protoss units aren't melee, they shoot lasers. Big lasers, small lasers, coloured lasers, but it too much lasers. I like starcraft not star wars. Even if lasers are the best weapons ever, perhaps they could sacrifice a little realism to diversify the attacks.

Yet another point that I hated are cooldowns. Like stalker, who has a cooldown for blink. I do agree that you need to somehow control the number of blinks a stalker can do, as good players would abuse that to hell, but cooldown's are not Starcraft-ish, they remind me of warcraft 3 and the stupid cooldwon's heroes have. You could just give the stalker a certain manapool and the possibility to do 2-3 blinks and then all it's mana is drained. It's easier and makes the game more dinamic.

Anyway, I'm hoping they'll fix most of the issues after the beta.
SonuvBob: Yes, the majority of TL is college-aged, and thus clearly stupid.
DeCoup
Profile Joined September 2006
Australia1933 Posts
June 21 2009 09:49 GMT
#554
You can see right from the start that the Zerg player personally is not as skilled at base management. His resourcing throughout the game was sub-par. With the exception of his initial natural denial he was not under much economy harrasement. He was just less skilled in macro. Maybe a wc3 player?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
maybenexttime
Profile Blog Joined November 2006
Poland5890 Posts
June 21 2009 10:36 GMT
#555
It's not a matter of taste. Cooldowns are not affected by EMP, and apparently this is what Blizzard intended for Blink...
Shade692003
Profile Joined August 2005
Canada702 Posts
Last Edited: 2009-06-21 11:00:00
June 21 2009 10:59 GMT
#556
On June 21 2009 18:44 FirstBorn wrote:
Show nested quote +
On June 21 2009 17:45 ArvickHero wrote:
hmm maps have always made a big impact on balance, and I think the zerg losing has to be attributed to map imbalance. That third looks really hard to secure, and it looks like base-wise, the numbers will be similar in PvZ to BW (3 base Zerg needed vs 2 base Protoss). The Zerg simply couldn't keep up in econ :\

I hope the attacking and death animations and sounds are only temporary. They seem so.. uninspired compared to BW. The Zergling's attack and death sound in BW is so much better than it is in SC2, and the Dragoon's attack and death animation and sounds are so much cooler than the Stalker's.


The zerg was really bad too. He somehow managed to get delayed masivelly by a single probe and then stayed on 2 bases for too long.

I also agree that the aimations/sounds are dull. They really need to show viewers what's happening because when infesters come into battle you get battles where you really can't tell what's happening. And something I never liked in sc2 and hasn't changed by now is the fact the zerglings are hideous. The look quite un-natural, make silly sounds and the attack animations are really bad. But then again, it's only a beta, I'm hoping for the best.

Another thing is that all the protoss weapons seem to have been replaced with lasers. Like seriously, if protoss units aren't melee, they shoot lasers. Big lasers, small lasers, coloured lasers, but it too much lasers. I like starcraft not star wars. Even if lasers are the best weapons ever, perhaps they could sacrifice a little realism to diversify the attacks.

Yet another point that I hated are cooldowns. Like stalker, who has a cooldown for blink. I do agree that you need to somehow control the number of blinks a stalker can do, as good players would abuse that to hell, but cooldown's are not Starcraft-ish, they remind me of warcraft 3 and the stupid cooldwon's heroes have. You could just give the stalker a certain manapool and the possibility to do 2-3 blinks and then all it's mana is drained. It's easier and makes the game more dinamic.

Anyway, I'm hoping they'll fix most of the issues after the beta.



Your idea of mana for blink is horrible. I don't want a toss to be able to blink 2-3 times back to back with full mana stalkers.

No it's not because WC3 had cooldowns that cooldowns are bad. Give wc3 a friggin rest already.
I hate the post below mine because it feels War3-ish.
shimmy
Profile Blog Joined May 2003
Poland997 Posts
June 21 2009 11:34 GMT
#557
Yeah I think cooldown works pretty well with the blink ability.
Hell hath no fury like the vast robot armies of a woman scorned.
FirstBorn
Profile Blog Joined March 2007
Romania3955 Posts
June 21 2009 11:48 GMT
#558
On June 21 2009 19:59 Shade692003 wrote:
Show nested quote +
On June 21 2009 18:44 FirstBorn wrote:
On June 21 2009 17:45 ArvickHero wrote:
hmm maps have always made a big impact on balance, and I think the zerg losing has to be attributed to map imbalance. That third looks really hard to secure, and it looks like base-wise, the numbers will be similar in PvZ to BW (3 base Zerg needed vs 2 base Protoss). The Zerg simply couldn't keep up in econ :\

I hope the attacking and death animations and sounds are only temporary. They seem so.. uninspired compared to BW. The Zergling's attack and death sound in BW is so much better than it is in SC2, and the Dragoon's attack and death animation and sounds are so much cooler than the Stalker's.


The zerg was really bad too. He somehow managed to get delayed masivelly by a single probe and then stayed on 2 bases for too long.

I also agree that the aimations/sounds are dull. They really need to show viewers what's happening because when infesters come into battle you get battles where you really can't tell what's happening. And something I never liked in sc2 and hasn't changed by now is the fact the zerglings are hideous. The look quite un-natural, make silly sounds and the attack animations are really bad. But then again, it's only a beta, I'm hoping for the best.

Another thing is that all the protoss weapons seem to have been replaced with lasers. Like seriously, if protoss units aren't melee, they shoot lasers. Big lasers, small lasers, coloured lasers, but it too much lasers. I like starcraft not star wars. Even if lasers are the best weapons ever, perhaps they could sacrifice a little realism to diversify the attacks.

Yet another point that I hated are cooldowns. Like stalker, who has a cooldown for blink. I do agree that you need to somehow control the number of blinks a stalker can do, as good players would abuse that to hell, but cooldown's are not Starcraft-ish, they remind me of warcraft 3 and the stupid cooldwon's heroes have. You could just give the stalker a certain manapool and the possibility to do 2-3 blinks and then all it's mana is drained. It's easier and makes the game more dinamic.

Anyway, I'm hoping they'll fix most of the issues after the beta.



Your idea of mana for blink is horrible. I don't want a toss to be able to blink 2-3 times back to back with full mana stalkers.

No it's not because WC3 had cooldowns that cooldowns are bad. Give wc3 a friggin rest already.


We don't really have a firm grasp about how the metagame is and until we do, we can only hail what we like and criticize what we don't. I'm merely concerned that introducing elements from a game micro-oriented game to a higly macro-oriented one might not work very well.
SonuvBob: Yes, the majority of TL is college-aged, and thus clearly stupid.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2009-06-21 12:13:55
June 21 2009 12:09 GMT
#559
I propose removing the cooldown mechanic from StarCraft II.

To fix the Stalker, give it 5~ energy then Blink costs 5~ energy.

EDIT:
If Fenix was still alive, he would have a piranha in his suit. Because only real protoss warriors keep a piranha in his immortal suit.
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
Last Edited: 2009-06-21 12:21:12
June 21 2009 12:19 GMT
#560
On June 21 2009 18:44 FirstBorn wrote:
Yet another point that I hated are cooldowns. Like stalker, who has a cooldown for blink. I do agree that you need to somehow control the number of blinks a stalker can do, as good players would abuse that to hell, but cooldown's are not Starcraft-ish, they remind me of warcraft 3 and the stupid cooldwon's heroes have. You could just give the stalker a certain manapool and the possibility to do 2-3 blinks and then all it's mana is drained. It's easier and makes the game more dinamic.

Anyway, I'm hoping they'll fix most of the issues after the beta.

I think giving it a mana pool will be better also, maximum of 2 blinks and maybe an upgrade for an extra one (or two? or maybe that's too much). Either way I think it will make users think more about when they are using their blinks. But I think Blizzard intended Stalkers to be cliff jumpers and unit chasers (in which case a mana pool isn't going to work)...

edit - LOL at the goldfish thing. Good catch, I didn't notice that, actually I didn't really look at their portraits (better go look now)
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
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