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Mines in SC 2 - Page 3
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sluggaslamoo
Australia4494 Posts
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AntiHack
Switzerland552 Posts
On January 07 2010 04:08 yarders wrote: I may be wrong but I haven't seen anything on spider mines in SC2. I know the reapers have some sort of time bomb mines but I haven't seen anything like the classic spider mine. Starcraft wouldn't be the same without spider mines. They fit in so well with the Terran race and game plan. I would go so far as to say there one of the major elements which defines the whole race. In Brood War mines have provided fantastic entertainment and so many classic moments. There also used extensively in all 3 match ups. As a Terran player I can't imagine playing any Starcraft game without them. What does everyone else think? If there not in the SC2 I think this is something which must be changed asap. I miss a lot reaver too. I think SC2 have lost a lot of funny removing reaver. Reaver is a funny-micro unit, pretty entertainment to watch and also really hard to master. | ||
AntiHack
Switzerland552 Posts
On January 07 2010 05:23 TeWy wrote: Spider mines really make no-sense, why don't they explode on certain type of units ? how do they recognize which are the ennemy ones ? why are they invisible if they're just dropped and not launched underground ? LOL to answer these questions would be enough a kid or a sci-fi book of Twenties. The only good question might be: why mines are so stupid to burst near friendly units? With the apparition of real 3D and better graphisms, Blizzard had to get rid of all the things which weren't making any sense (another example would be darksworm). Why darksworm are making any sense? | ||
DorF
Sweden961 Posts
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horang3
United States261 Posts
On January 07 2010 04:08 yarders wrote: In Brood War mines have provided fantastic entertainment and so many classic moments. There also used extensively in all 3 match ups. I wouldn't say that mines are used extensively in tvz. | ||
old times sake
165 Posts
On January 07 2010 04:11 Chill wrote: Good, I don't want Starcraft to be the same. I wish less units were reoccuring. Get over it imo, this is a new game. Yeah I would love for them to focus on the game being good like SC and less trying to cater to people who expect it to be closer to an super-expansion with a new graphics engine. I feel like a lot of people are really missing the point (though it's only my guess) when they wish the Reaver, for instance, would be in SC2. Even if it was in SC2 it won't be like the SC one. The micro is all going to be completely new because it's more like War3's engine (improved though, I hope, to feel/work more similar to SC, although I haven't really seen signs of this yet). So if a Reaver was in SC2, it can't possibly (IMO) be cute in the same way as SC. It might be cute in a new way, but most likely it will simply be a totally uncute version of the Reaver. Like if you put a Reaver into a War3 map. You could make it look like a reaver, shoot scarabs which explode, crawl slowly and need a shuttle to get around, but the "magic" is going to be random and from scratch (IMO), unlikely to be anything but alien to its SC counterpart. | ||
beetlelisk
Poland2276 Posts
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Neobick
Sweden208 Posts
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Ruthless
United States492 Posts
On January 07 2010 05:23 TeWy wrote: Spider mines really make no-sense, why don't they explode on certain type of units ? how do they recognize which are the ennemy ones ? why are they invisible if they're just dropped and not launched underground ? With the apparition of real 3D and better graphisms, Blizzard had to get rid of all the things which weren't making any sense (another example would be darksworm). The idea i think is that light units dont set off the trigger (vultures and workers). Also they are robotic so they burrow underground when layed. The enemy ones you can pick any fun sci-fi thing like imbedded signals in all ally units they are sent out to make them invisible to spider mines. It makes sense Darkswarm also makes sense lol its a cloud, its hard to shoot into fog and hit something. | ||
sluggaslamoo
Australia4494 Posts
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Zoler
Sweden6339 Posts
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789
United States959 Posts
Edit: still doesn't really explain why units inside the swarm can see units outside it if going by strict lore. Oh well. | ||
Shizuru~
Malaysia1676 Posts
On January 08 2010 00:15 789 wrote: IIRC the bugs don't block the ranged fire, but clouds their ability to see and acquire targets. If it doesn't work that way it should, tiny bugs blocking gunfire and the like would be silly. Imagine shooting an assault rifle into a locust swarm; I'm pretty sure the bullet would get through just fine. At this point I'm really just nitpicking and it doesn't matter. Edit: still doesn't really explain why units inside the swarm can see units outside it if going by strict lore. Oh well. because its the explaination of these trivial things that made starcraft such a great game instead of its gameplay elements and mechanics right? wtf r u terrans complaining about in sc2? u guys get an aerial reaver shot that doesn't dud retardedly , u guys get reaper that jump through cliffs and hands out candy that blows up building as well... its called Starcraft 2 for a reason u know... | ||
789
United States959 Posts
On January 08 2010 00:32 Shizuru~ wrote: because its the explaination of these trivial things that made starcraft such a great game instead of its gameplay elements and mechanics right? wtf r u terrans complaining about in sc2? u guys get an aerial reaver shot that doesn't dud retardedly , u guys get reaper that jump through cliffs and hands out candy that blows up building as well... its called Starcraft 2 for a reason u know... There might have been a reason I said it was just nit picking and didn't actually matter. I also don't really equate people saying they will miss spider mines to complaining about the state of terrans in sc2. Note, I wasn't one of them. I'm on the glad to see changes since it is a new game side of the fence. Also, the HSM is on a timer, so yes it can dud if it doesn't reach the target in time. | ||
Stratos_speAr
United States6959 Posts
And to everyone who says we should have the Reaver back as well, that's just ridiculous. Like people keep saying, we want a NEW game, not SC 1.5. Bringing back one of the most fundamental units to Protoss strategy in the original Starcraft would keep Protoss strategy far too similar when they've already got the High Templar and a couple other returning units. It's a new game , units shudnt at all be reapearing actually. I've played the blizzcon version and the game felt good ,yet not as good but that had nothing to do with the units themselfs it was due to the fact there was barely any sc-like micro for instance the muta/vult micro Uh, you know how long it took to develop those micro strategies, right? | ||
SquashMonster
United States7 Posts
On January 07 2010 06:13 789 wrote:Not necessarily. Think about marines, lore wise their guns are magnetic gauss rifles. In game their guns act like standard powder based rifles. There is flames when they shoot and that classic assault rifle chatter is heard. It doesn't make sense logically when you think of the lore and the type of guns they use, but in the game we understand "oh that marine is shooting." Nitpicking here, but magnetic weapons can have flames coming out of their barrels too. Here's a video of a Navy railgun test. Then again, you still have a point. Mutalisks flap their wings in space, and people don't really mind, for example. | ||
Zanno
United States1484 Posts
On January 07 2010 04:11 Chill wrote: While I agree with you general, I think there are certain "core" units that deserve to return, and something as indispensible to TvP as vultures+spider mines should be on this list, not ghosts.Good, I don't want Starcraft to be the same. I wish less units were reoccuring. Get over it imo, this is a new game. | ||
DeCoup
Australia1933 Posts
On January 08 2010 11:10 Zanno wrote: While I agree with you general, I think there are certain "core" units that deserve to return, and something as indispensible to TvP as vultures+spider mines should be on this list, not ghosts. indispensible against SC1 Protoss. For all we know they would be next to useless with the new units and mechanic. | ||
Thegilaboy
United States2018 Posts
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Stratos_speAr
United States6959 Posts
On January 08 2010 11:10 Zanno wrote: While I agree with you general, I think there are certain "core" units that deserve to return, and something as indispensible to TvP as vultures+spider mines should be on this list, not ghosts. Except that if you go with that attitude the MU's wouldn't change, and that's what we want with SC2, a NEW GAME. | ||
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