Tasteless - the interview - Page 2
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TS-Rupbar
Sweden1089 Posts
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konadora
Singapore66064 Posts
On April 27 2009 21:49 TS-Rupbar wrote: The phoenix for protoss is still there, no? That's kind of like a corsair... I thought they needed to active something in order to do splash damage? | ||
konadora
Singapore66064 Posts
I mentioned the muta-bomb on the previous page, so yeah, that's that. About the worker harassment issue, I think that it is not much of an issue IMO. The problem why gamers in Starcraft are able to so slow to react to HT/Reaver drops is not because they need to move them twice. It's because these drops tend to occur while you're not paying attention, like when you're engaged in a battle or something. So even if the shuttle is spotted on the minimap, if you're focusing on the battle, then the storm/reaver drop will still occur, and workers will still die. And on instances where they do react early, the protoss counter-reacts by dropping reavers on the path to the expo, hence killing workers while they are moving over. I don't really see the worker saving issue a big problem. ZvZ becoming roach vs roach I think will be something like how ZvZs always end up with lings vs lings or muta/scourge vs muta/scourge. As much as I would like to see SC2 ZvZs involving much more units, and possibly even hive tech, it is because of the restrictions that Artosis and Tasteless mentioned that it'll probably never even make it to muta tech. I don't really see how Blizzard can solve this though. Lastly, on that unlimited (?) unit selection, I think that it'll allow better unit micro during battle, but I heard Tasteless saying that it was really messy. This, we'll have to see more BRs with 200 vs 200 supply battles to see how the unlimited (?) unit selection will take place. | ||
minus_human
4784 Posts
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29 fps
United States5719 Posts
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Twilight Templar
99 Posts
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wiesel
Germany727 Posts
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Rekrul
Korea (South)17174 Posts
Lets discuss the dynamics of matchups in a game that hasn't come out! Sounds cool! Theorycrafting is great!!!! | ||
G5
United States2853 Posts
<3 Dan / Nick~ | ||
Rekrul
Korea (South)17174 Posts
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Megalisk
United States6095 Posts
On April 28 2009 09:32 Rekrul wrote: BIG SCARY MUTA BALLS BRINGING NEW MEANING TO THE WORD TEABAG | ||
Ingenol
United States1328 Posts
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AlwaysGG
Taiwan952 Posts
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RoieTRS
United States2569 Posts
You take me by the heart when you take me by the hand Oh Mickey, you're so pretty, can't you understand It's guys like you, Mickey Ooh what you do Mickey, do Mickey Don't break my heart, Mickey I personally thank scforall for the next 5 minutes of headaches I will be suffering. | ||
anderoo
Canada1876 Posts
edit: I agree 100% with tasteless' idea about the selection cap, that seems to make so much more sense | ||
latent
United States428 Posts
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Macavenger
United States1132 Posts
I wasn't sure Artosis could get much cooler before watching this interview, but apparently he can. Hear, hear. | ||
InfeSteD
United States4658 Posts
for some reason this shit made me lawl in real life so hard xD p.s. I posted on ur site daN! keep it up ur great~ | ||
Skeptic
United States89 Posts
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infinity2k9
United Kingdom2397 Posts
On April 28 2009 13:46 latent wrote: I think their problem analyzing SC 2 is that they see some sort of equivalent to everything in SC. Workers will be easier to pull, but perhaps the way the new harrassing units are used will create an entirely different dynamic. Muta balls will be dangerous, but perhaps even more dangerous units out on the field will change the way mutas are used. I don't think Blizzard wants to create Starcraft 1.5 after all. I'm hoping for an entirely different game in which strategies bear little resemblance to SC. Yeah i don't get this attitude. Why would we want the same mechanics. A whole new game to play with and make new strategies is the whole point isn't it? We don't need stacking mutas, and we dont need other unique SC strategies because this kind of thing will come naturally to a new set of units. If you want all the old features then just play SC... | ||
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