On January 19 2010 07:19 Saturnize wrote:
No.
No.
^
Haha I wish I had awesome dreams like that :/
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China13814 Posts
On January 19 2010 07:19 Saturnize wrote: No. ^ Haha I wish I had awesome dreams like that :/ | ||
White_Raven
Australia178 Posts
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Broodie
Canada832 Posts
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m4gdelen4
United States416 Posts
On January 19 2010 07:19 Saturnize wrote: No. | ||
ComradeDover
Bulgaria758 Posts
I don't see any good reason to make any other structures burrowable. You would just burrow tech structures like Hydra Dens and never call them back up. Creep Tumors are already perma-burrowed and spine crawlers can move around. | ||
Archerofaiur
United States4101 Posts
On January 19 2010 14:41 White_Raven wrote: Whats with the C&C 4 post? C&C4 has burrowing buildings. | ||
Noev
United States1105 Posts
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Dr Insaniack
United States5 Posts
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weltraumMonster
Germany62 Posts
Starcrafts winning condition is to kill all buildings. So if one player would be able to hide his buildings in away that the other player needs detection to kill it, it would lead to a lot more draw games. (Which are very seldom at the moment) For example P1 (Zerg) fast techs to have burrowed buildings, at the same time he harrases P2 (terran or toss) and kills all his workers... Now P2 still has a bunch of fighting units and fights off P1 and kills all his workers too... The game would end in a draw, because P2 has no way to find P1s last building (because of the lack of workers he can't get detection)... The only way to overcome this would be a stupid mechanic like in WC3 where your last buildings show up in the sight of your enemy when you are not fighting and minig for a while... | ||
Leviance
Germany4079 Posts
On February 15 2010 20:59 weltraumMonster wrote: The only way to overcome this would be a stupid mechanic like in WC3 where your last buildings show up in the sight of your enemy when you are not fighting and minig for a while... This is actually in the game, at least it was in the latest playable builds. If a player lost all his main buildings, he would be revealed to the opponent. | ||
ProoM
Lithuania1741 Posts
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Frolossus
United States4779 Posts
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Shiladie
Canada1631 Posts
On February 15 2010 23:02 ProoM wrote: Just no... agreed | ||
Artisan
United States336 Posts
I would like to focus on the lurker As it stands right now the zerg lurker in teir 3 is pretty much useless seeing as how every race will have detectors out by the time lurkers even make an appearance. The unit is very lackluster atm and needs something new to give it an advantage on the battlefield. My suggestion is to allow the lurker to be able to scale cliffs. Alright now before you freak out and say not every race needs to have a cliff scaling unit hear me out. 1. It would allow the lurker to become more mobile and and give it an ability to easily set up ambushes among all types of terrain. 2. Allow the lurker to play the role of base raider. An uncareful opponent could easily find their worker line wiped out or production buildings under attack. 3. Invoking fear into the hearts of their enemies. Come on creepy 6 legged spiders crawling up your natural expansion walls doesn't freak you out? Cliff scaling also fits the lurker model very well =D Of course this ability would give lurkers a much different fighting style and role then in the original starcraft so tell me what you think. | ||
Achromic
773 Posts
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Toads
Canada1795 Posts
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cgrinker
United States3824 Posts
Boss | ||
Knee_of_Justice
United States388 Posts
It would give the roach a dark swarm aura thing (no wc3 comments plz) in a short radius around it which would encourage you to mix them with lings and hydras. It's original role was as a meatshield unit so this makes sense. The actual buff would only block splash attacks, not regular attacks (opposite of swarm). So stuf like storm and tanks wouldn't be effective. The downside is that it wouldn't affect the roach (forces players to snipe roaches), their original purpose. You can see how with good positioning, a swarm of zerglings and roaches could waltz into a Templar defended base. | ||
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