|
On July 21 2007 11:46 DrainX wrote:Show nested quote +On July 21 2007 08:28 Nyovne wrote:On July 21 2007 08:21 FrozenArbiter wrote:- there are neutral buildings ("observatories") that reveal the map around them when you have a unit nearby ........... ^ What the man said, and the drop thing from ghosts sounds not SC like. Radar domes make me cringe and should just be changed into stand alone scanners with a high energy cost like 150 per scan so you'd have to build quite alot of them to get nonstop scanning power. Who cares if it isnt SC like? If we only added things you have seen in SC then whats the point of making a sequel? Whats important is if the effect of of adding it into the game on the gameplay will be good or bad. We cant know for sure if it is yet but we could speculate. Can you tell me how ghosts being able to drop marines will make the SC2 a shittier game? About observertories, isnt it a good thing to enable more features for the map makers? If observertorys suck then no one will make maps with them. If they are a fun addition to the game and add strategical depth by creating more factors changing the value of different parts of the map other than minerals then they might be used. I dont see how you can whine about a feature like this since it cant be enforced the way changing a unit can. And just because neutral buildings were boring in wc3 doesnt mean that they have to be implemented the same way in SC2.
QFT
|
What's the problem with neutral buildings? Real maps won't have 'em! (for a while - see the last trend of orig SC1 maps )
|
Man, it'd be so awesome watching a colossus do battle with a Thor ;P
|
It's much more awesome to watch Warp Rays MELT THE FRIGGIN' THOR TO OBLIVION.
|
|
Six workers is great, gets to the action even quicker.
|
ye much more skill required, now you have to clone SIX workers instead of 4
|
And if the workers stack, 5 of your workers die, and your CC shuts down due to the shrapnel from the SCV mech suits.
So, you'll just sit there and die. Newbs can't play Sc2.
|
im glad to see that there isin't a lot of bitching about "w" selecting all warp gates
and i'm pretty sure it applies only to warp gates, you dont need to only select a few warp gates anyways. Its most efficient to select them all and then keep building until you don't want to anymore/can't
on a sidenote, i wonder if you can queue with a warp gate, late game it might be better to have some gateways too eh? Just so you don't have to go nuts summoning however many warpgates you have amount of units every 30 seconds
poor (z)ealot immor(t)al, and stalke(r)
|
forgive my lack of knowledge, what was meant with this "clone" the workers ?
I still thinks if the marines actually had to be produced first, the strike ability would be a very nice one, turning ghost into the ultimate recon/troublemakers : get him somewhere, he can scout, snipe some units, lock some nasty positionned tank (or thor ^^) and call in reinforcements... or a nuke. In BW these guys suffered because they had no fighting value and lock was highly situational. They still have highly situationnal abilities, but a large bunch of them.
For the radar dome an energy demanding scan or at least only a discrete scan (every few seconds...) instead of a continuous one may prevent it from being imba. Methink the terrans won't have the high mobilities of protoss and zergs. A few templars can lay waste for incoming drops, zergs will have improved nydus transportations and other yet unknown things. Blizzard could be testing the radar to give Terrans a chance to react with their less mobile armies (you'd have to unsiege tanks, send marines into bunkers etc). We'll see.
|
...NO 5POOL???????????
And it sounds like there's lots of lame concepts that must be flamed, blizzcon will be a explosion of criticism. I hope..
|
I think starting with 6 workers is a good thing. That first minute of the game before you build your first pylon could easily be removed from most matches without changing them much. Take the first minute of the game in BW now and compare that minute to all the other minutes in that match. Compare the skill needed and the amount of choices you need to make during that minute with the other minutes. If the average game length is kept the same and that minute is used for something else in the average match I think it would be a better game Is it realy worth it having to play through that minute in every game just for the sake of keeping a cheese strat that one race can perform?
|
Sweden33719 Posts
I don't mind 6 workers.
If the marines have to be produced before being dropped it is 'ok' since then it's more like a recall but for terran.. But I really, really, really don't want the CoH/CnC 'special abilities that cost points but not resources' :[
And I just dislike the idea of neutral buildings but as someone said, if they suck they wont be used, if I'm wrong and they are good, they will be used. So I guess it doesnt hurt to have them there.
|
I think having such a costless ability would'nt fit at all Blizzard RTS spirit : see WC3, all invocations have a defined lifespan or strictly restricted number. And in a game were (at least in BS) some units actually pay for firing it would be illogical. That's why I'm rather confident about it
|
hm is it confirmed yet that marines get stimpacks`?
|
On July 20 2007 14:38 mikeymoo wrote:lol OMFG LMAO
|
6 workers start off is gay , totally annihilates the threat of rush strats, thats a huge aspect of the game. Now when you rush there is not as big of an economic hit to you. I like the fact that most rush strats were do-or-die, all-in. Its just another thing to keep you on your toes. Its a good way to separate the weak players from the good. Its a basic strat that any noobie can learn and a basis for learning other strats from there on (Trial and error).
Rocks covering ramps is bad IMO. Need more ellaboration on this before I can bitch about it. How much HP do the rocks have? Do they stay forver? etc.
Ghost drop doesn't sound too bad, needs more ellaboration though.
Medics/Batteries are a must IMO.
The neutral Observatories doesn't sound too bad, If people don't like them they can keep them off the maps (sorta like the yellow crystal Idea). Or even If they have HP people can kill them and its not such a big deal.
I think its cool how they took the best abilities of some of the lesser used units and combined them into 1 unit. Arby/Darkon/HT etc.
Blizzard, if you are reading this, PLEASE INCLUDE (4)BLOODBATH IN THE MAPS. THANK YOU
PS- what the fuck only lings and mutas? They already showed nydus worms, mutas, lings, and banelings. thats 4. There will obviously be drones, hydras, and overlords. so thats 7.
Also there will obviously be hatcheries, so unless zerg buildings got a complete overhaul into 1 building that does all (like dark colony) there would also be spawning pool, hydra den, evo chamber, and spire.
|
blizzard said that they are already testing all races ingame and it wouldnt make sense (especially for the balance) to finish t and p before doing z. Gamestar just speculated there and knows only as much as we do (the z units which were seen on screen/videos).
|
On July 21 2007 15:32 CharlieMurphy wrote: 6 workers start off is gay , totally annihilates the threat of rush strats, thats a huge aspect of the game.
What are you talking about? If you are going to rush as a protoss you will still build your first pylon with your 7th probe, as a terran you could easily preform a rush without building a barracks before your 6th worker. Only zerg will be affected much by this change. But that is only if zerg early game BOs function exactly like they do in BW.. This is a new game and maybe the zerg BOs will be completly changed anyway. Maybe a 4pool isnt viable in sc2 even if you did start with 4 workers. Point is you can still perform a rush with any race even if you start with 6 workers.
|
I dont think it's worth changing 4 workers to 6..
|
|
|
|