|
Sweden33719 Posts
On July 06 2008 05:17 Nyovne wrote: Oh little p.s. there is nothing wrong with EMP on the ghost. It's a vulnerable expensive unit, it should bring something to the table which it's currently doing. I have absolutely no beef with this unit at all.
The new gas costs and macro-techniques are probably to experiment with the impact of variable and certain resource management on gameflow. I sort of miss lockdown
I guess the ghost would be too stacked with that ability too tho..
On July 06 2008 05:25 Nyovne wrote:Show nested quote +On July 06 2008 05:21 xenero wrote: If you burrow a bunch of units in one spot, and you unburrow them, do they sort themselves out better? Or do you have to wait 5 secs before they stop moving like in SCBW? There is no unit "stacking" or "worker drilling" anymore in SC2. You cannot burrow units ontop of eachother and they are sorted out the second they spawn. The new pathing/clutter rules are insanely effective and make micro (if needed at all) almost an unbelievingly amount easier then in SC1. A programer or good player will control his units at this level anyway like in SCBW but for players with less control their units will turn out to be a whole lot more efficient then before due to this. p.s. burrow = teh s3xx0r.
Is this good or bad?
|
Netherlands19124 Posts
On July 06 2008 05:29 FrozenArbiter wrote:Show nested quote +On July 06 2008 05:17 Nyovne wrote: Oh little p.s. there is nothing wrong with EMP on the ghost. It's a vulnerable expensive unit, it should bring something to the table which it's currently doing. I have absolutely no beef with this unit at all.
The new gas costs and macro-techniques are probably to experiment with the impact of variable and certain resource management on gameflow. I sort of miss lockdown I guess the ghost would be too stacked with that ability too tho.. Show nested quote +On July 06 2008 05:25 Nyovne wrote:On July 06 2008 05:21 xenero wrote: If you burrow a bunch of units in one spot, and you unburrow them, do they sort themselves out better? Or do you have to wait 5 secs before they stop moving like in SCBW? There is no unit "stacking" or "worker drilling" anymore in SC2. You cannot burrow units ontop of eachother and they are sorted out the second they spawn. The new pathing/clutter rules are insanely effective and make micro (if needed at all) almost an unbelievingly amount easier then in SC1. A programer or good player will control his units at this level anyway like in SCBW but for players with less control their units will turn out to be a whole lot more efficient then before due to this. p.s. burrow = teh s3xx0r. Is this good or bad?
With earlier introduction of ghosts and smart casting the lockdown ability would have been just great in my opinion and I'd have love to have seen it. Sadly on the other side of that medal is the fact that blizzard has introduced a couple of really expensive and really influential mechanical units like the thor and the Collussus which are tier 3 or 3.5 and would be longdistance countered by a tier 2 unit's ability which is smart castable if you get my drift hehe >.
And good or bad? Neither or even good I think, it'll open up more play and less frustration for less skilled players (example chocking/unit pathing from golliaths and goons at ramps and certain mapobstacles) and it won't influence skilled players let alone progamers at all since they'll be ontop of that control anyway since it's a "nice" AI but far from what you can still get for bang for your buck if you manually micro that stuff in battle.
|
Netherlands19124 Posts
Oh btw, EMP + Snipe on ghost is just really really powerfull hehe.
If you can invest in a couple of those puppies (2-5), I'm sure they will be crazy influencial on gameplay/harass if you can control/place/conserve them well.
Ghosts with jetpacks would be the sickest thing ever to snipe/harass/nuke lol!
|
If they don't have ghosts with jetpacks on release, that's the first thing I'm going to do with the editor.
|
Netherlands19124 Posts
Btw people should be careful to call the ghost a harass unit. It's a very valuable unit that gets relatively more valuable with the time you keep it alive (more charged energy so more abilities to spend and overall the more time alive the more often its abilities are used).
For its cost I'd rather have a suicidal raiding like cracklings/speed vults for an "exess resource" (minerals compared to gas) then to risk gas heavy caster units like the ghost in SC2 (or to compare a science vessel in SCBW).
The dreaded storm or reaver drop obviously kills any argument I just made for gas heavy harass units but speed shuttles greatly increase their survivability (actually they 100.0% depend on it) and there are undescribable differences in spending pattern and cost/unit gameflow per race as for example Protoss vs Terran as is still there in SC2.
Just a thing I felt mentioning :p.
|
Did any attendee try to incorporate Nukes in battles? That'd be interesting, assuming it's possible. :D
|
Netherlands19124 Posts
Nukes are seriously rape. They are totally midgame accessible and as such ideal to bust any early to midgame turtling guy who overteched *if* you are using a ghost incorporating build which mostly will be a followup with tanks following fast after starting out with a 2 rax marine marauder built, pref while taking an expo if you can pressure will. (most likely vs toss)
Plus IIRC there is no more "nuclear launch detected" general warning for everyone t________t.
But I might be wrong on the last thing.
Nukes at least "felt" really accessible in the few terran games I played.
|
Do they arrive faster? and really do 800dmg oO?
|
I think there should be a warning (and most probably is, for the enemy), but it should arrive faster so that you cannot just save all workers in every expo - you should be forced to choose, judge what is the most likely target and go save it immediately.
|
You can snipe/emp/nuke from a bunker right?
|
Netherlands19124 Posts
On July 06 2008 08:50 MrRammstein wrote: Do they arrive faster? and really do 800dmg oO? They don't arrive faster, I'd expected them to though. But they do more then 500 at least since they take out supply depots in one go without the 1 sec of burn damage like in SCBW and last that was said about them was that they did 800 dmg so Im expecting them to.
(they really do more then 500 now I think of it since they take out BCs and Collossi in 1 nuke as well.)
|
Netherlands19124 Posts
On July 06 2008 09:38 VIB wrote: You can snipe/emp/nuke from a bunker right? Affirmative.
|
On July 06 2008 08:27 Nyovne wrote: Nukes are seriously rape. They are totally midgame accessible and as such ideal to bust any early to midgame turtling guy who overteched *if* you are using a ghost incorporating build which mostly will be a followup with tanks following fast after starting out with a 2 rax marine marauder built, pref while taking an expo if you can pressure will. (most likely vs toss)
Plus IIRC there is no more "nuclear launch detected" general warning for everyone t________t.
But I might be wrong on the last thing.
Nukes at least "felt" really accessible in the few terran games I played.
No warning?That's seriously overpowered until a metagame develops and a pattern emerges. I've seen a video where ultralisks survive through a nuke, so how many hitpoints does an ultralisk have if a nuke does 800 damage?
|
What were the fastest units in the game? Are the new air units (phoenix/viking) as fast as the old ones (wraiths/corsairs)?
|
Netherlands19124 Posts
On July 06 2008 12:42 xenero wrote:Show nested quote +On July 06 2008 08:27 Nyovne wrote: Nukes are seriously rape. They are totally midgame accessible and as such ideal to bust any early to midgame turtling guy who overteched *if* you are using a ghost incorporating build which mostly will be a followup with tanks following fast after starting out with a 2 rax marine marauder built, pref while taking an expo if you can pressure will. (most likely vs toss)
Plus IIRC there is no more "nuclear launch detected" general warning for everyone t________t.
But I might be wrong on the last thing.
Nukes at least "felt" really accessible in the few terran games I played. No warning?That's seriously overpowered until a metagame develops and a pattern emerges. I've seen a video where ultralisks survive through a nuke, so how many hitpoints does an ultralisk have if a nuke does 800 damage? 600, with armor. Hmmmpff so no 800, good point there sir.
If we know with how much HP an ultra survives we know ^^.
|
Netherlands19124 Posts
On July 06 2008 12:45 Ideas wrote: What were the fastest units in the game? Are the new air units (phoenix/viking) as fast as the old ones (wraiths/corsairs)? Speed lings I guess. And dunno at the airspeed, really can't remember a feel about it just built two vikings (1 game) and 30 mutas (2games) orso during the two days of WWI.
I just remember the corruptor being too slow for my tastes for being the main air to air fighter for zerg.
|
It's official - the medivac is soooo misplaced! I reallllly don't see why that situation in the last game couldn't have been a medic+marine drop. Now we're just having a regular dropshop and a dropship with heal. or am I missing something?
|
If you mean Drop Pods as dropshop - they aren't in multi anymore and most likely won't come back.
|
Netherlands19124 Posts
On July 06 2008 20:04 GinNtoniC wrote: It's official - the medivac is soooo misplaced! I reallllly don't see why that situation in the last game couldn't have been a medic+marine drop. Now we're just having a regular dropshop and a dropship with heal. or am I missing something? No the normal dropship is now the medivac dropship, there aren't two different ones .
|
On July 06 2008 12:58 Nyovne wrote:Show nested quote +On July 06 2008 12:42 xenero wrote:On July 06 2008 08:27 Nyovne wrote: Nukes are seriously rape. They are totally midgame accessible and as such ideal to bust any early to midgame turtling guy who overteched *if* you are using a ghost incorporating build which mostly will be a followup with tanks following fast after starting out with a 2 rax marine marauder built, pref while taking an expo if you can pressure will. (most likely vs toss)
Plus IIRC there is no more "nuclear launch detected" general warning for everyone t________t.
But I might be wrong on the last thing.
Nukes at least "felt" really accessible in the few terran games I played. No warning?That's seriously overpowered until a metagame develops and a pattern emerges. I've seen a video where ultralisks survive through a nuke, so how many hitpoints does an ultralisk have if a nuke does 800 damage? 600, with armor. Hmmmpff so no 800, good point there sir. If we know with how much HP an ultra survives we know ^^.
The video is from an older build where the nuke does 500 damage.
|
|
|
|