On June 21 2009 10:39 CharlieMurphy wrote: It's not a gold fish, It's probably a mini upkeep maintenance robot since immortals are like dragoons and have critically injured or killed/revived warriors in them. If you also notice its just basically the head of a protoss - no limbs.
Its a goldfish. Look at it in high def with full screen.
amazing...picking up detail like that yes, it's a goldfish, and the immortal salutes it, then communicates with it. Rumor says that space goldfish are known for their high intelligence and are valuable assistants to highly developped species like the protoss
Why all this talk about balance? The game will have countless changes in the first year anyways, pointless... not like broodwar was perfect when it came out, too.
hmm maps have always made a big impact on balance, and I think the zerg losing has to be attributed to map imbalance. That third looks really hard to secure, and it looks like base-wise, the numbers will be similar in PvZ to BW (3 base Zerg needed vs 2 base Protoss). The Zerg simply couldn't keep up in econ :\
I hope the attacking and death animations and sounds are only temporary. They seem so.. uninspired compared to BW. The Zergling's attack and death sound in BW is so much better than it is in SC2, and the Dragoon's attack and death animation and sounds are so much cooler than the Stalker's.
On June 21 2009 17:45 ArvickHero wrote: hmm maps have always made a big impact on balance, and I think the zerg losing has to be attributed to map imbalance. That third looks really hard to secure, and it looks like base-wise, the numbers will be similar in PvZ to BW (3 base Zerg needed vs 2 base Protoss). The Zerg simply couldn't keep up in econ :\
I hope the attacking and death animations and sounds are only temporary. They seem so.. uninspired compared to BW. The Zergling's attack and death sound in BW is so much better than it is in SC2, and the Dragoon's attack and death animation and sounds are so much cooler than the Stalker's.
The zerg was really bad too. He somehow managed to get delayed masivelly by a single probe and then stayed on 2 bases for too long.
I also agree that the aimations/sounds are dull. They really need to show viewers what's happening because when infesters come into battle you get battles where you really can't tell what's happening. And something I never liked in sc2 and hasn't changed by now is the fact the zerglings are hideous. The look quite un-natural, make silly sounds and the attack animations are really bad. But then again, it's only a beta, I'm hoping for the best.
Another thing is that all the protoss weapons seem to have been replaced with lasers. Like seriously, if protoss units aren't melee, they shoot lasers. Big lasers, small lasers, coloured lasers, but it too much lasers. I like starcraft not star wars. Even if lasers are the best weapons ever, perhaps they could sacrifice a little realism to diversify the attacks.
Yet another point that I hated are cooldowns. Like stalker, who has a cooldown for blink. I do agree that you need to somehow control the number of blinks a stalker can do, as good players would abuse that to hell, but cooldown's are not Starcraft-ish, they remind me of warcraft 3 and the stupid cooldwon's heroes have. You could just give the stalker a certain manapool and the possibility to do 2-3 blinks and then all it's mana is drained. It's easier and makes the game more dinamic.
Anyway, I'm hoping they'll fix most of the issues after the beta.
You can see right from the start that the Zerg player personally is not as skilled at base management. His resourcing throughout the game was sub-par. With the exception of his initial natural denial he was not under much economy harrasement. He was just less skilled in macro. Maybe a wc3 player?
On June 21 2009 17:45 ArvickHero wrote: hmm maps have always made a big impact on balance, and I think the zerg losing has to be attributed to map imbalance. That third looks really hard to secure, and it looks like base-wise, the numbers will be similar in PvZ to BW (3 base Zerg needed vs 2 base Protoss). The Zerg simply couldn't keep up in econ :\
I hope the attacking and death animations and sounds are only temporary. They seem so.. uninspired compared to BW. The Zergling's attack and death sound in BW is so much better than it is in SC2, and the Dragoon's attack and death animation and sounds are so much cooler than the Stalker's.
The zerg was really bad too. He somehow managed to get delayed masivelly by a single probe and then stayed on 2 bases for too long.
I also agree that the aimations/sounds are dull. They really need to show viewers what's happening because when infesters come into battle you get battles where you really can't tell what's happening. And something I never liked in sc2 and hasn't changed by now is the fact the zerglings are hideous. The look quite un-natural, make silly sounds and the attack animations are really bad. But then again, it's only a beta, I'm hoping for the best.
Another thing is that all the protoss weapons seem to have been replaced with lasers. Like seriously, if protoss units aren't melee, they shoot lasers. Big lasers, small lasers, coloured lasers, but it too much lasers. I like starcraft not star wars. Even if lasers are the best weapons ever, perhaps they could sacrifice a little realism to diversify the attacks.
Yet another point that I hated are cooldowns. Like stalker, who has a cooldown for blink. I do agree that you need to somehow control the number of blinks a stalker can do, as good players would abuse that to hell, but cooldown's are not Starcraft-ish, they remind me of warcraft 3 and the stupid cooldwon's heroes have. You could just give the stalker a certain manapool and the possibility to do 2-3 blinks and then all it's mana is drained. It's easier and makes the game more dinamic.
Anyway, I'm hoping they'll fix most of the issues after the beta.
Your idea of mana for blink is horrible. I don't want a toss to be able to blink 2-3 times back to back with full mana stalkers.
No it's not because WC3 had cooldowns that cooldowns are bad. Give wc3 a friggin rest already.
On June 21 2009 17:45 ArvickHero wrote: hmm maps have always made a big impact on balance, and I think the zerg losing has to be attributed to map imbalance. That third looks really hard to secure, and it looks like base-wise, the numbers will be similar in PvZ to BW (3 base Zerg needed vs 2 base Protoss). The Zerg simply couldn't keep up in econ :\
I hope the attacking and death animations and sounds are only temporary. They seem so.. uninspired compared to BW. The Zergling's attack and death sound in BW is so much better than it is in SC2, and the Dragoon's attack and death animation and sounds are so much cooler than the Stalker's.
The zerg was really bad too. He somehow managed to get delayed masivelly by a single probe and then stayed on 2 bases for too long.
I also agree that the aimations/sounds are dull. They really need to show viewers what's happening because when infesters come into battle you get battles where you really can't tell what's happening. And something I never liked in sc2 and hasn't changed by now is the fact the zerglings are hideous. The look quite un-natural, make silly sounds and the attack animations are really bad. But then again, it's only a beta, I'm hoping for the best.
Another thing is that all the protoss weapons seem to have been replaced with lasers. Like seriously, if protoss units aren't melee, they shoot lasers. Big lasers, small lasers, coloured lasers, but it too much lasers. I like starcraft not star wars. Even if lasers are the best weapons ever, perhaps they could sacrifice a little realism to diversify the attacks.
Yet another point that I hated are cooldowns. Like stalker, who has a cooldown for blink. I do agree that you need to somehow control the number of blinks a stalker can do, as good players would abuse that to hell, but cooldown's are not Starcraft-ish, they remind me of warcraft 3 and the stupid cooldwon's heroes have. You could just give the stalker a certain manapool and the possibility to do 2-3 blinks and then all it's mana is drained. It's easier and makes the game more dinamic.
Anyway, I'm hoping they'll fix most of the issues after the beta.
Your idea of mana for blink is horrible. I don't want a toss to be able to blink 2-3 times back to back with full mana stalkers.
No it's not because WC3 had cooldowns that cooldowns are bad. Give wc3 a friggin rest already.
We don't really have a firm grasp about how the metagame is and until we do, we can only hail what we like and criticize what we don't. I'm merely concerned that introducing elements from a game micro-oriented game to a higly macro-oriented one might not work very well.
On June 21 2009 18:44 FirstBorn wrote: Yet another point that I hated are cooldowns. Like stalker, who has a cooldown for blink. I do agree that you need to somehow control the number of blinks a stalker can do, as good players would abuse that to hell, but cooldown's are not Starcraft-ish, they remind me of warcraft 3 and the stupid cooldwon's heroes have. You could just give the stalker a certain manapool and the possibility to do 2-3 blinks and then all it's mana is drained. It's easier and makes the game more dinamic.
Anyway, I'm hoping they'll fix most of the issues after the beta.
I think giving it a mana pool will be better also, maximum of 2 blinks and maybe an upgrade for an extra one (or two? or maybe that's too much). Either way I think it will make users think more about when they are using their blinks. But I think Blizzard intended Stalkers to be cliff jumpers and unit chasers (in which case a mana pool isn't going to work)...
edit - LOL at the goldfish thing. Good catch, I didn't notice that, actually I didn't really look at their portraits (better go look now)