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LastRomantic vs. Blizzard Dev - Page 2

Forum Index > SC2 General
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Fontong
Profile Blog Joined December 2007
United States6454 Posts
July 21 2009 07:19 GMT
#21
Haha, it looks like proclamations of protoss proxying stupidity will not be over once SC2 comes out.

Nice report!
[SECRET FONT] "Dragoon bunker"
starflash
Profile Blog Joined April 2009
190 Posts
July 21 2009 08:22 GMT
#22
On July 21 2009 12:25 pieisamazing wrote:
I'm pretty sure the tilde is used for emphasis and drawn out pronunciation of the last syllable of the word in question. See: Korean commentator's GG~



to me ~ replaces ~.~ or ~_~ and indicates cute, confused, an acknowledgement of an awkward or silly situation

eg

GG~.~ or GG~ might follow a rush, or be used when a player has obviously choked or done something silly

hi~ would be a greeting used following a silly or awkward game

it's similar to -_- or -.- or even T_t and visually represents a narrowing and rolling of eyes, or a slightly dazed expression


hth (yes i made all this up)
Boonbag
Profile Blog Joined March 2008
France3318 Posts
July 21 2009 08:43 GMT
#23
good
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
July 21 2009 11:50 GMT
#24
Regarding pylon-jumping; there's just no reason for why it should work so I hope too many weren't expecting that. I at least never saw it as a feature in SC.
Hello=)
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
July 21 2009 12:08 GMT
#25
Really nice writeup, with obelisk and all it seems early game has a bit more variation.

Also regarding ~ I always thought it was just prolonging the last letter or partially the word.
(ex. storm~ as in stormmm or stooormm) could be just me though.
dcttr66
Profile Joined October 2003
United States555 Posts
July 21 2009 14:50 GMT
#26
i know in dictionaries ~ replaces the entry word when demonstrating use of it or alternate word forms to save space. also thanks for the br.
ggnet)mOnion
Profile Joined June 2009
United States72 Posts
July 21 2009 15:31 GMT
#27
yay sc2 cheese! it's like epic future cheese...like cheese with lasers...ya
KINETICAAAAAAAAAA
EximoSua
Profile Joined June 2009
171 Posts
July 21 2009 17:43 GMT
#28
Any unit that kills another unit: cheese.
David Kim for Bonjwa
iMate
Profile Joined June 2009
Canada263 Posts
July 21 2009 18:13 GMT
#29
On July 21 2009 20:50 ParasitJonte wrote:
Regarding pylon-jumping; there's just no reason for why it should work so I hope too many weren't expecting that. I at least never saw it as a feature in SC.


watched the first battlereport.. and say someone builds a expo on a high ground with no entrance, early game u have to way to get up and take it out.. with pylon jumping from low to high ground.. u could easily just get up there and do some harassing.
emikochan
Profile Joined July 2009
United Kingdom232 Posts
Last Edited: 2009-07-22 01:14:21
July 22 2009 01:13 GMT
#30
Pylon jumping is so exploit.. I like muta stacking but that really shouldn't be in the game, it's like having a pawn take pieces straight ahead in chess -_-

Also I think most people just accidentally ~ when holding shift to make punctuation, and it's right next to enter, too easy to hit ;~)

lol at the cheese definition. Too true with the newbies, having trouble getting half my friends to play for fear for zerglings...

Thanks again for the nice reports, even though it described a pretty straightforward game it felt almost as if we are there :3 I'll chime in with... gief beta.
Probes need love too.
meathook
Profile Joined December 2007
1289 Posts
July 22 2009 01:43 GMT
#31
On July 21 2009 20:50 ParasitJonte wrote:
Regarding pylon-jumping; there's just no reason for why it should work so I hope too many weren't expecting that. I at least never saw it as a feature in SC.

It is not a feature, it is an accidental finding as a result of many games played throughout the years.. like muta stacking, patrol micro and all the other small tricks that have been discovered. It is a part of the game now, for better or worse. No reason to not have it in SC2.

If there is a trick that is completely imbalanced and ruins the game, it will be banned in league and tournament play and most likely be fixed eventually (see ground unit stacking in SCBW)
An ugly planet. A bug planet.
iMate
Profile Joined June 2009
Canada263 Posts
July 22 2009 01:45 GMT
#32
sorry if i confused some people.. im not talking about jumping with the pylon.. i was talking about morph units in thru a pylon.. but sending them to a highground from a pylon on the low ground
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
July 22 2009 04:17 GMT
#33
On July 22 2009 10:43 meathook wrote:
Show nested quote +
On July 21 2009 20:50 ParasitJonte wrote:
Regarding pylon-jumping; there's just no reason for why it should work so I hope too many weren't expecting that. I at least never saw it as a feature in SC.

It is not a feature, it is an accidental finding as a result of many games played throughout the years.. like muta stacking, patrol micro and all the other small tricks that have been discovered. It is a part of the game now, for better or worse. No reason to not have it in SC2.

If there is a trick that is completely imbalanced and ruins the game, it will be banned in league and tournament play and most likely be fixed eventually (see ground unit stacking in SCBW)


That's not really a good motivation: "It's in the first game so it should be included in the second game". Looking from the developers perspective, there's no reason why they should try to make a flawed physics engine just to incorporate a glitch that was present in the first game. It would probably be pretty hard and time consuming (relatively speaking) to get the desired effect as well. And that's why I suspect they haven't and they won't include it.
Hello=)
Last Romantic
Profile Blog Joined June 2006
United States20667 Posts
July 22 2009 18:21 GMT
#34
Regarding pylon-jumping, perhaps the function itself is not absolutely necessary.

However, in terms of game balance, some form of worker scouting - pylon/depot/minjumping in SC1 - needs to be duplicated in SC2. On island maps, to not have that would be to give Zerg an absurd scouting advantage. See Monty Hall, Plasma, Arkanoid, etc.

So in view of that, some form of worker glitching is necessary for us to have viable islands.

Regarding other bugs, such as muta-stacking, to not have it saddens me. What with marines being ever-so-strong, not requiring a range upgrade and adding a health upgrade to boot, weakened muta approach uselessness. But I digress.
ㅋㄲㅈㅁ
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
July 24 2009 20:53 GMT
#35
Every "bug" "Exploit" or whatever you want to call it in starcraft 1 should be incorporated into starcraft two. Excluding drone/templar float, drone stack attacking, and a few other extreme game changing glitches. Pylon jump is required on maps like outsider, and also mineral mining to get units throw things add an extra gameplay element that adds so much to the spectator sport of starcraft. Crowds love it.
Proud member of the LGA-1366 Core-i7 4Ghz Club
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2009-07-24 20:55:55
July 24 2009 20:55 GMT
#36
On July 25 2009 05:53 Phayze wrote:
Every "bug" "Exploit" or whatever you want to call it in starcraft 1 should be incorporated into starcraft two. Excluding drone/templar float, drone stack attacking, and a few other extreme game changing glitches. Pylon jump is required on maps like outsider, and also mineral mining to get units throw things add an extra gameplay element that adds so much to the spectator sport of starcraft. Crowds love it.


Or. You know. We could just wait for new maps for a new game that will probably require use of the new glitches that will be just as popular.
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