Battle Report 3 - Page 17
Forum Index > SC2 General |
Tsagacity
United States2124 Posts
| ||
thopol
Japan4560 Posts
On June 20 2009 03:38 Amarxist wrote: Did you purposely mispell more(moar?) or something? That's not how it's spelled! It's spelled "more". If you use Firefox it comes with a built-in spell checker. The more you know! /facepalm | ||
Augury
United States758 Posts
| ||
Railz
United States1449 Posts
I like how the 4am crew at the first 5 pages loved the BR, then after that was just "IMBA" "ANNOUNCERS SUX LOL" "PLAYERS SUCK" So annoying. | ||
danieldrsa
Brazil522 Posts
On June 20 2009 03:52 Tsagacity wrote: A lot of people keep bringing up "manner forcefields," but I can't seem to see that being particularly dangerous. If the disruptors can get to your worker line then you should probably be a lot more worried about having your workers trapped and killed. Disruptors seem pretty good at killing workers quickly one at a time like vultures, and a forcefield only seems to last like 10-15 seconds. i agree the biggest issue is the possibility to close a bridge so early in the game and not being able to do nothing, imo But without the beta we dont even are close to know for sure its too early to judge balance as some ppl did here | ||
Klive5ive
United Kingdom6056 Posts
My first impression is that force field will be shown to be imbalanced. Once a good player gets hold of that it could get nasty. I don't like the mind control because I think it's too gimmicky so I hope that goes also. Obviously they are still working on the mutas, gonna be cool when they come in. Oh... and Zerglings still suck. They still don't look anything like as cool as the old ones. | ||
Count9
China10928 Posts
| ||
GGTeMpLaR
United States7226 Posts
On June 20 2009 04:01 Railz wrote: A lot of people don't even release how much changes in an RTS beta. You know that in the SC beta firebats could burn trees, marines could throw spider mines, etc.. I like how the 4am crew at the first 5 pages loved the BR, then after that was just "IMBA" "ANNOUNCERS SUX LOL" "PLAYERS SUCK" So annoying. not true =p I gave it positive reviews | ||
Ancestral
United States3230 Posts
On June 20 2009 03:38 Amarxist wrote: Did you purposely mispell more(moar?) or something? That's not how it's spelled! It's spelled "more". If you use Firefox it comes with a built-in spell checker. The more you know! Incredible, it's like your brain is broken or something. Your trolling attempts are so obvious and unfunny. Guess I was wrong about D-Nasty, he really is first SC2 Bonjwa. | ||
Shizuru~
Malaysia1676 Posts
| ||
maybenexttime
Poland5231 Posts
| ||
Husky
United States3362 Posts
I really hope they go back to that | ||
Doctorasul
Romania1145 Posts
| ||
Doctorasul
Romania1145 Posts
| ||
Liquid`Jinro
Sweden33719 Posts
On June 20 2009 04:21 HuskyTheHusky wrote: One thing Im not a huge fan of is units that have 'cool downs'. That just screams wc3/wow. The only limiting factor in BW is the amount of energy your unit has, so if something isnt meant to be used twice back to back it costs a ton of energy. I really hope they go back to that Mehh, it doesn't really matter. The stalker could have a mana-pool of 10, that way it'd work EXACTLY the same as the 10 second cooldown (except it's vulnerable to emp). That's how AoX did it. Anyway, I don't care eitherway, I don't see what's wrong with cooldowns, I doubt it's on every spell. | ||
Shizuru~
Malaysia1676 Posts
On June 20 2009 04:21 HuskyTheHusky wrote: One thing Im not a huge fan of is units that have 'cool downs'. That just screams wc3/wow. The only limiting factor in BW is the amount of energy your unit has, so if something isnt meant to be used twice back to back it costs a ton of energy. I really hope they go back to that Agreed, one of the example is Stalkers blink, the cooldown should not be cooldown based but instead based on energy... like give them 200 energy and make the blink cost 105 energy, u can't blink twice right away, and assuming energy regen rate is at 1 per second u get ur 10 second "cooldown" period. this makes blinking a much more critical decision and doesn't get abuse too much... + imagine a a ghost emp into a bunch of stalkers as they attempt to do the blinking dance, that would be fun to watch. who the heck is that lee yeon-ho guy? -.-|| | ||
Husky
United States3362 Posts
On June 20 2009 04:21 Doctorasul wrote: The Colossus just can't get a break can it? First it's damage is crap so that it can't kill a single SCV when let loose for 5-10 seconds on them, then it's shooting animation is buggy, then it gets dropped right where it can be surrounded, then it gets sniped by hydras, then by marauders.. and just when they give it some decent damage, it gets mind controlled. I lol'd On June 20 2009 04:28 FrozenArbiter wrote: Mehh, it doesn't really matter. The stalker could have a mana-pool of 10, that way it'd work EXACTLY the same as the 10 second cooldown (except it's vulnerable to emp). That's how AoX did it. Anyway, I don't care eitherway, I don't see what's wrong with cooldowns, I doubt it's on every spell. Yeah thats true... I'm just getting nightmares of the wc3 heroes and how their spells worked. I personally want SC2 to be as distinctly different from wc3 as possible (not that i dont love wc3, played it for a very long time). Then again a new game comes with new mechanics | ||
danieldrsa
Brazil522 Posts
New mechanics could and should be implemented,as long as they prove good. And the blink costing 110 energy is unreal. Blink does more damage than psy storm? Why should cost so much more? The question is the cooldown time. Edit: there is a FISH inside the immortal jelly, with the protoss. I loled, but the portrait is very cool, the protoss look so badass. | ||
breathKILL
Croatia43 Posts
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA NEURAL PARASITUUUUUUUUUUUUUUUUUUUUU!!!! | ||
Shizuru~
Malaysia1676 Posts
| ||
| ||