Unit stats - Page 2
Forum Index > SC2 General |
nagash
Australia58 Posts
| ||
nagash
Australia58 Posts
| ||
SeBASTa
China1147 Posts
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? -_________- He said he didn't in the second line... | ||
BaconatedGrapefruit
41 Posts
For instance, the Immortals die faster to reapers than to sieged tanks. I don't think simply making it 'explosive damage on a small target' or whatever can account for such a weaker weapon killing something with so many hit points at a comparable rate. . | ||
Last Romantic
United States20661 Posts
It says "2 [zerg symbol]", but it doesn't actually cost you any psi, because you are also consuming two psi by losing your mutalisk. Similarly, an unmorphed psi prism takes up 2 psi. After morphing, your psi goes up by 2, but it also goes down by 2, resulting in net change of 0. | ||
Zironic
Sweden341 Posts
On May 22 2007 23:30 BaconatedGrapefruit wrote: I seriously doubt they will use the same damage types and armor types/sizes they did in Brood War. I think that was one of the big limitations of BW, and they probably agreed. For instance, the Immortals die faster to reapers than to sieged tanks. I don't think simply making it 'explosive damage on a small target' or whatever can account for such a weaker weapon killing something with so many hit points at a comparable rate. . Since the shield only has 100 hp and resisted THAT much damage I guess that the shield has either massive damage reduction or each shield hp counts as alot of normal hp. Once the shield went down though the Immortal took heavy damage from the siege tank. | ||
nagash
Australia58 Posts
On May 22 2007 23:34 LastRomantic wrote: The two psi is the same as like morphing a mutalisk into a guardian. It says "2 [zerg symbol]", but it doesn't actually cost you any psi, because you are also consuming two psi by losing your mutalisk. Similarly, an unmorphed psi prism takes up 2 psi. After morphing, your psi goes up by 2, but it also goes down by 2, resulting in net change of 0. Ah yeh, makes sense. | ||
nagash
Australia58 Posts
| ||
Zironic
Sweden341 Posts
On May 22 2007 23:42 nagash wrote: Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row. E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys. | ||
Insane
United States4991 Posts
On May 22 2007 23:44 Zironic wrote: E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys. I would be surprised if they didn't let people define their own hotkeys (I don't know about default hotkeys, but if you don't like default ones you can probably change them much easier than with BW) | ||
nagash
Australia58 Posts
On May 22 2007 23:44 Zironic wrote: E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys. Well, P will be taken by 'Patrol' I assume. Probably just be same as BW. | ||
iSTime
1579 Posts
| ||
oneofthem
Cayman Islands24199 Posts
| ||
red.venom
United States4651 Posts
On May 24 2007 11:49 oneofthem wrote: armor type will be closer to w3 system, at least in terms of what options are offered etc. maybe you can write yor own formulas in map editor. i dont think offering more options is that bad, good for custom map making. however, i been playing w3 for some years and still dont really understand teh way armor works there. How do you know this? WC3 armor is simply a % of reduction and different types of armor/damage types interact in different ways(Similar to SC, but instead of being halved/doubled there is some bonus amount). I find the WC3 armor system absolutely convoluted as hell. Im really hoping they stick with the SC system as it is pretty good(Though lent itself to be stilted towards weapon upgrades in the very late game as armor simply wasnt as useful vs anything with a 2 or more attack bonus). | ||
lololol
5198 Posts
On May 24 2007 11:56 red.venom wrote: How do you know this? WC3 armor is simply a % of reduction and different types of armor/damage types interact in different ways(Similar to SC, but instead of being halved/doubled there is some bonus amount). I find the WC3 armor system absolutely convoluted as hell. Im really hoping they stick with the SC system as it is pretty good(Though lent itself to be stilted towards weapon upgrades in the very late game as armor simply wasnt as useful vs anything with a 2 or more attack bonus). The armor/attack type table is just like in BW, but the damage varies between 35%(if we exclude divine armor type, which is campaign only and takes 5% from everything) and 200%, while in BW it's between 25% and 100%, but the armor effect is simply bland +6% hp effective increase against normal attacks, while for BW armor is effective against low damage/fast attacking units, while hp are more efficient against high damage/slow attacks. | ||
forb
Norway218 Posts
| ||
DrainX
Sweden3187 Posts
On May 24 2007 13:41 forbanus wrote: Maybe a bit off-topic, but, does anyone know for a fact that they're using speed below fastest in the gameplay-demo? I think I remember them saying so in some interview, cant remember where now though. They basicly said that to make a good gameplay video they didnt want to use the fastest speed setting. | ||
TheShizno
United States112 Posts
| ||
Zelniq
United States7166 Posts
On May 24 2007 13:48 DrainX wrote: I think I remember them saying so in some interview, cant remember where now though. They basicly said that to make a good gameplay video they didnt want to use the fastest speed setting. aye, it was the developer Q&A 'roundtable' discussion at WWI | ||
krikker
Afghanistan21 Posts
| ||
| ||