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On May 19 2007 19:25 .kaz wrote:Hint at a website? Can anyone explain this to me? KEL(insert text)RIAN.COM The artists website? =/?
My best guess is that it says "KEL-MORIAN COMBINE", a Koprulu Terran subfaction.
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the kel morian combine is a terran faction in sc storyline i believe?
E: lol im on the starcraft mecca, i should've known someone would beat me to that
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Thanks for clearing that up, having watched Lost and being semi active in the "Lost Experiance" I have a habit of searching websites for things like this :O.
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I am thinking the current leagues will continue using SC BW... there is no reason for them to change the format, unless someone reproduces the exact unit movement dynamics and control of BW with better graphics. This new game is nothing like the original starcraft anymore, though might still be enjoyable to play it.
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i love how starcraft 2 consumes the top viewed for Youtube.com
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dont like it...dont buy it...save it for ppl that NEED IT
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I'm sure I'll buy the game. I like that they've focused on mp (a very wise decicion!), and not a crappy new gameplay like I feared. But seems to still be very true to the sc gameplay.
But watching the videos, I feel it looks way to much like C6C3 (I don't like it and it would be horrible) like those laser things with legs are vulnerable to air (like that's how they want them to be countered just like the similar units in C&C3), and I hope everything isn't supposed to be countered in ways like that. I wanna see some spell casting, we need to see some aoe spell like storm, swarm and EMP. We did see the hole that sucked everything in with the mothership, but that was a VERY lategame unit.
When I see some more spell casting and all units I'll be more excited than I am now.
However I am still very excited since it looks good, and it is sc2, and we don't know enough yet to have a real oppinion.
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On May 19 2007 16:32 EmS.Radagast wrote:Show nested quote + That ultraling one is actually a good argument for not allowing unlimited unit selection. A very, very good one.
No it's not! It means ultraling (or parhaps other races responses against it) needs to be rebalanced. Think about it for a minute plz. What you are saying is that the balance should hinge on the player's mechanical inability! And yet, usually in balance threads I see people always say that balance decisions should be made according to pro level play. Which one is it?
Mechanical ability is a huge part of the game and I don't think many people would want it to be otherwise. Being able to control many units well is just another skill that one needs to be good at starcraft, and having a selection limit just added another element to the gameplay. It wasn't some tedious detail that you had to learn, it was another part of play that you could improve upon.
Allowing unlimited unit selection isn't necessarily bad, because different groups of units in your army would still need to be given different orders for best efficiency, and this is what I'd imagine the better players would do. Allowing people to group structures would just mean that everyone has the same macro capabilities though. The bad part is that it has too many C&C implications, with people mindlessly roaming around with a huge mob of units, all of which can be controlled by a single click.
Can you imagine July or any other progamer zerg these days flying around in starcraft 1 with more than 12 stacked mutas? Cannons and turrets would die in a single 'dive'.
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i was very skeptical when i first saw the screenshots. But after watching the vids, it looked a lot better and seemed very well done for pre-alpha. im very pleased with what they have shown.
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yeh from what i've seen i am quite pleased with blizzard. ive been wanting a sc2 for a long time, but also thought it would just not happen coz the progaming scene is so strong with bw already and the expectations of the sc2 would be too high. The first time i watched the vids i was like wtf but second time i liked it (except i thought the planet in the background looked corny). The gameplay still seems similar to bw which is the most important thing for me (units dont take ages to die like w3)
Also i know its too early to be commenting on stuff but is it just me or does protoss seem very anti tank now - like zealots have their charge, immortals (dragoons) their shields, that air unit with the laser (warpray?, that u see pawning the battlecruiser and rax), the stalker (can blink).. anyway yeah thats the main thing i noticed when watching the vids ... maybe its coz i im a noob protoss and always get pawned by terran tanks T.T
Finally i think their will be shift from bw to sc2 in the programming scene because i see alot of potential for sc2 and what the pros can do with it. also i remember in an interview with boxer (like ages ago, awhile after he won his wcg) , he was asked if he will continue to play and he said something like he'll see and will have to move with the times ... that being said, he still continued to play bw <3
anyway thats just my thoughts - inevitably a lot will change by the time its released but nonetheless i'll still buy it
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On May 19 2007 11:24 zobz wrote:
by the way sports don't have sequels. in a true professional scene people don't have to learn a new game every 3-10 years to keep competitive. that's not what's best for e-sports. part of starcraft's uniqueness is that it has existed for a long time without needing a sequel.
Not true. Formula One Grand Prix is considered a sport, and I think it's one of a new brand of sports that are very much like computer games.
Basically, they are about the interaction between man, machine and environment. The environment can be changed (different race tracks, different routes in sailing etc.) Unfortunately, The "machine" part always returns to haunt us. How do you place a cap on the technology used so that there is a somewhat level playing field, yet not remove the whole strategy element of designing the best car/boat/motorcycle/whatever?
Eventually, either audience expectations overtake the technology cap, or you hit the limit and the audience just gets tired of seeing the same thing over and over again. Fewer and fewer revolutionary new strategies, just like with Starcraft. It's getting tough to fill out a pimpest plays list! That's what happened with F1, and the only solution was the change the rules. To F1 fans, it was devastating. It destroyed what was the essence of F1 to them and ended Ferrari's endless domination on the field. The teams were forced to learn what was almost a totally different sport. But the counter argument to that was that that was the price of survival.
It remains to be seen what the eventual fate of F1 will be, but I'm going to be watching it closely to guess at what will happen to SC2.
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by the time you have enough mutas to kill a turret in a single dive, good luck against irradiate. How about maelstrom+storm or arch. ggnore.
I don't see the problem in allowing people to mindlessly mass and throw units, it's largely what I do in PvT's past the 15 minutes mark, Z do it in late game ZvP. If you controlled 30 hyds in bw against toss -- as a single group -- with "c&c style" bad micro as you call it, they would get completely destroyed by three well-placed storms and some zlot/goon mopping up. The ONLY micro maneuvers that benefits from mass select are "charge with all units" and "retreat with all units". That's it. If you want to do anything more clever than that, it makes no difference at all. I guess mass move/shoot is more effective as well, but it cancels out with the easier retreating on the other side.
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I never said that having that many stacked mutas was an argument against having the unlimited selection thing, it was just an unrelated thought that came to me.
I guess what you say is true, but I'd still prefer a selection limit. Small as its effect is, it's still a step towards making the game more newbie friendly. Being able to all-in quickly was a skill. And if what they say about the multiple building selection is true, then a huge chunk of the skill in Starcraft will be left out. Having unlimited selection on units I don't mind too much, but this I really hope they leave out.
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I used to share your opinion on the matter, in the last two years I slowly changed my mind. I still play only bw, I still think it's the best RTS so far, and I'm far better at macro now than I was two years ago. Despite all that, I have realized the UI limitations do more harm than good. They stunt the players' ability to execute strategies properly, and they penalize micro-intensive strategies such as sair/reaver. I believe it's the number one reason why even the pro Zerg players can't afford to incorporate Queens into their play. If fixing the UI deminishes the range of possible skill levels then so be it. It is provably possible for strategy games to have a huge range of skills despite requiring no mechanical skills whatsoever (chess is a good example), so I strongly believe that it is possible to find new clever ways to make the strategical or macro aspects of the game more demanding. See, imagine if you will what would a pro Dune2 match would look like:
He is moving his 10 sonic tanks to attack!! all of them moved almost at once ZOMG boxer micro!!111 meanwhile hes spamming on harvesters to get spice faster! He must be pushing 400 apm!! I can hear the Korean commentators AHHH SONAH TANQUE
I bet they would ask you where is the skill in a game where you can select all the tanks and tell them to ATTACK MOVE without even needing to tell them to start attacking when they see their enemy.
Though one counterargument that I'm willing to accept is experimenting in high level of automation should perhaps be best left to titles other than Starcraft. It's just that sc has these awesome dynamics, tech and unit design...
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