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Some stats from the gameplay video. All damage calculations are made without considering damage types. Please feel free to discuss or add any other stats if you find new sources
If there is any info lacking like a unit psicost but no mineral or gas cost that doesnt mean the unit is free. It means that there is no info yet.
PROTOSS:
Probe (Ground) cost: ? hp: 20 shields: 20 built from: Nexus abilities: Gather minerals and gas, Warp in buildings damage: ?
Zealot (Ground) cost: 100 2 hp: 100 shields: 60 built from: Gateway/Warpgate abilities: Charge damage: With no upgrades kills marines in 3 hits. If marines still hav 40 armor that is between 14 and 19 damage per hit. They also kill the barracks in around 40-45 hits which would place the rax at around 550-800 hp.
Immortal (Ground) cost: 3 hp: 240 shields: 100 build from: Gateway/Warpgate abilities: Harden Shield (Passive) damage: Kills tanks in 6 hits. If tanks still have 150 hp that puts the immortals damage around 25. But with immortals 340 added hp and shields compared to the old goons total 180, maybe tanks also have their hp raised?
Stalker (Ground) cost: 125 50 2 hp: 120 shields: 60 built from: Gateway/Warpgate abilitys: Blink damage: The cooldown on the blink is 8 sec. Kills reapers in 4 shots and zerglings in 3. Guessing reapers have 40 hp and zerglings 35 that would put their damage around 12-13.
High Templar (Ground) cost: ? hp: ? shields: ? build from: Gateway/Warpgate Abilities: Psionic Storm, Stasis Field, Merge any combination of 2 HT/DT to make a Twilight Archon. damage: ?
Dark Templar (Ground) cost: ? hp: ? shields: ? build from: Gateway/Warpgate Abilities: Invisibility, Merge any combination of 2 HT/DT to make a Twilight Archon. damage: Propebly high
Twilight Archon (Ground) cost: ? hp: ? shields: ? build from: Merging two templar. damage: Propebly high with a nice splash
Phase Prism (Ground) cost: 2 hp: 100 shields: 40 build from: Robotics Facility damage: none
Colossus (Ground) cost: 6 hp: 400 shields: 325 built from: Robotics Facility abilities: Cliff Walking damage: Hard to judge from the video since its a beam but it looks like it does around 50-100 damage per second to those lings while the beam is on.
Reaver (Ground) cost: ? hp: ? shields: ? built from: Robitics Facility abilities: Produces and fires splash damage scarabs. damage: high(?)
Observer (Air) cost: ? hp: ? sheilds: ? built from: Robotics Facility abilities: Invisibility, Detector damage: none
Phase Prism (Air) cost: hp: 100 sheilds: 40 built from: Robotics Facility abilities: Phasing Mode(Mimics a pylon), Transportation damage: none
Phoenix (Air) cost: 2 hp: 120 shields: 80 build from: ? damage: Again hard to judge from the video. Doesnt look like the single target attack does much damage but the special ability sure does.
Warp Ray (Air) cost: 3 hp: 125 shields: 75 built from: ? damage: Increases by time if the ray isnt broken.
Star Relic (Air) cost: ? hp: ? shields: ? built from: Stargate abilities: Cloaking field damage: ?
Tempest (Air) cost: ? hp: ? shields: ? built from: Stargate abilities: Holds and launches interceptors. damage: ?
Mothership (Air) cost: 400 400 8 hp: 850 shields: 350 built from: ? abilities: Time Bomb, 75 Energy Planet Cracker, 100 Energy Black Hole, 150 Energy damage: a lot O_O
Remember that nothing so far is final and all of these stats will propebly change.
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You still collect minerals and gas 8 at a time.
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what'd you expect? Re-Invention of the wheel? ^_^;
Thanks for doing the math though. Make sure to update it once we get to see some more videos!
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Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.
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On May 21 2007 13:31 useless wrote: Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.
Thats probably from a trigger. Thats pretty tech if that campaign editor can do shit like that.
Condition If shields are X.
Action Make Energy Y.
Preserve trigger!
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On May 21 2007 13:38 CharlieMurphy wrote:Show nested quote +On May 21 2007 13:31 useless wrote: Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200. Thats probably from a trigger. Thats pretty tech if that campaign editor can do shit like that. Condition If shields are X. Action Make Energy Y. Preserve trigger!
Quote from Blizzard:
"In a real game the mothership would be out of energy and out of shields..."
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United States7166 Posts
On May 21 2007 12:29 DrainX wrote:
Stalker hp: 120 shields: 60 psi:2 damage: The cooldown on the blink is 8 sec. Kills reapers in 4 shots and zerglings in 3. Guessing reapers have 40 hp and zerglings 35 that would put their damage around 12-13.
Colossus hp: 400 shields: 325 psi: 6 damage: Hard to judge from the video since its a beam but it looks like it does around 50-100 damage per second to those lings while the beam is on.
remember these are seconds in a demo that is being played on a speed slower than the Fastest speed setting
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On May 21 2007 13:31 useless wrote: Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.
yeah, the voice over explained that. its unrealistic and trigger based
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Canada9720 Posts
how much supply they take
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On May 21 2007 13:45 il0seonpurpose wrote: What is the psi?
Psi is the number of units the Protoss has, Psi used/psi Available.
Same goes for Terran but it's called Supply, and for Zerg.....I can't remember keke T_T;
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Did you also count different amour types and how they would take damage from different attack types? -_________-
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On May 21 2007 13:49 funKie wrote:Psi is the number of units the Protoss has, Psi used/psi Available. Same goes for Terran but it's called Supply, and for Zerg.....I can't remember keke T_T;
For Zerg it's called Control.
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On May 21 2007 13:51 Jyvblamo wrote:Show nested quote +On May 21 2007 13:49 funKie wrote:On May 21 2007 13:45 il0seonpurpose wrote: What is the psi? Psi is the number of units the Protoss has, Psi used/psi Available. Same goes for Terran but it's called Supply, and for Zerg.....I can't remember keke T_T; For Zerg it's called Control.
I always call it farms.
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On May 21 2007 13:51 nitram wrote: Did you also count different amour types and how they would take damage from different attack types? -_________- "All damage calculations are made without considering damage types."
Since we dont know anything about damage/armor types yet or if its even implemented yet I did not no.
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I wonder if they'll implement the Wacraft 3 armor system or not, the starcraft one didn't scale very well (not noticable in competetive play but very noticable in customs when you had 200 armor upgrades).
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*Updated with unit costs on Zealot and Stalker*
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Netherlands19124 Posts
since stalkers prolly do explosive like goons and reapers and lings are both small, it doesnt matter. If they keep that the same at least which seems likely, its a good system imho.
Really dislike the WC3 one, its all about getting right dmg vs right armor or your fucked along with BO importance.
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On May 21 2007 14:12 Zironic wrote: I wonder if they'll implement the Wacraft 3 armor system or not, the starcraft one didn't scale very well (not noticable in competetive play but very noticable in customs when you had 200 armor upgrades). the starcraft armor system was superior in that it created another method in which a unit can be countered (1 armor is a lot vs a 6 damage marine but not a 70 damage tank)
war3 armor was essentially free hp except vs spells...they could have used it to a great effect but they didn't
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