Terran preview in german magazine Gamestar - Page 5
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mahnini
United States6862 Posts
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Frits
11782 Posts
- cobra has anti ground and anti air sounds like the replacement of goliaths ? I have to say I liked the gollies more because they had an extremely intimidating and badass look / personality. While the cobra seems so generic to me. -cc gun only anti ground units Nice, thought for a second that air harass was gonna be easy mode to defend. -- sensor dome detects invisible units this sounds like easymode, the radius better be small as hell :p unless they removed detection from turrets perhaps, in which case it'd be a decent building Thor sounds so interesting, would really love to know how much hp it'll have. -High plants hide the sight from all units. That sounds fun for ambushing and stuff, I'm guessing once they start shooting (if it's a ranged unit) it'll be visible but there'll be a chance to miss ? Also would love to know more about the blocking ramps thing. Not that that will be a problem for toss with their stasis on HT now This sounds like a fun scenario: 10 or so gateways ready with cooldown, fly a phase prism in, warp 9 zeals and 1 ht (or 8 and 2 ht for an archon later), put 2 zeals on the ramp, stasis and demolish someone's main fairly soon ingame ! This game is gonna rock. | ||
Frits
11782 Posts
On July 21 2007 17:10 mahnini wrote: Radar Dome sounds really gay, it's pretty much maphack via minimap. Let's hope they go the way of the Soul Hunter. Surely not the whole map ? :S That would be SO easy for a dropship terran. | ||
Blacklizard
United States1194 Posts
Short version: Ghost's snipe better be in line with the cost of broodling for a queen. In other words, Ghosts need to cost more and the ability needs to cost 150 mana. Or dark templar, mutas, and high templar need to be medium sized to avoid its affects and you have to be alerted when they make a kill. Otherwise, we'll have a unit that costs very little and does damage like a dark templar, with the range and killing ability of a reaver with no scarab pathing or travel time!!!! Think about it... unless you have 20 cannons/sunkens in your base, the ghosts are going to drop out of range of your reasonably placed cannons and quietly snipe all your workers before you notice them missing. Totally insane. Nevermind the ridiculous marine summoning... that just sounds too goofy. And what's with giving Terran all the Protoss abilities... recall, dark templar worker kills, and "psi storm" on BCs?! Sounds absolutely crazy. | ||
Titanidis
Greece132 Posts
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. 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). I dont understand your point, how does it totally annihilates the rushes? (except maybe 4pool,5pool) I believe that the rushes in SC2 probably wont be the same as SC1, cause the timings will be different, but if you can see another aspect of this subject you re welcome to explain. | ||
Blacklizard
United States1194 Posts
BCs must cost even more than before and be impossible to get to in a normal 1v1. | ||
Blacklizard
United States1194 Posts
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Konni
Germany3044 Posts
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Liquid`Jinro
Sweden33719 Posts
So either they've made some huge fucking changes to what things cost (I mean that's cheaper than a BC..) or something is strange. | ||
useLess
United States4781 Posts
On July 21 2007 19:37 FrozenArbiter wrote: Konni, they said the Mothership will cost 400/400... -.-;; So either they've made some huge fucking changes to what things cost (I mean that's cheaper than a BC..) or something is strange. Probably means tech and research will be very high tier. Also, Thor looks like a massive SCV in one of the artwork. | ||
InRaged
1047 Posts
There is time for everything, everything is good in its season. If they try to balance in the middle of the designing they will end up with both bad balance and bad design. Adding each new unique unit will be a huge problem. Needless to say they merely started with zerg and even protoss isn't complete yet. In every work there is the basic rule - start with big strokes, end with tiny details. Units cost and build time, radar dome sight radius, Battle Cruisers' AoE damage - they're all tiny details that should be added only after big strokes. | ||
ggfobster
United States298 Posts
On July 21 2007 21:22 InRaged wrote: The "strange" is they didn't step yet into balance tweak phase. Is it so hard to understand? There is time for everything, everything is good in its season. If they try to balance in the middle of the designing they will end up with both bad balance and bad design. Adding each new unique unit will be a huge problem. Needless to say they merely started with zerg and even protoss isn't complete yet. In every work there is the basic rule - start with big strokes, end with tiny details. Units cost and build time, radar dome sight radius, Battle Cruisers' AoE damage - they're all tiny details that should be added only after big strokes. I agree, I find it discouraging that they've barely touched Zerg at this point. The broad strokes, then the tiny details is exactly the way to balance this game. I thought this game was so far along and fully playable in multi. That's the impression I got when it was first announced, and I think Blizzard even said it was. | ||
caution.slip
United States775 Posts
On July 21 2007 17:53 Frits wrote: That sounds fun for ambushing and stuff, I'm guessing once they start shooting (if it's a ranged unit) it'll be visible but there'll be a chance to miss ? They said that when units fire form high ground to low ground people, the low ground people won't be revealed, iirc BC might be huge but look how fast a warpray killed one From what i understand of what they're doing with SC2, its going to be more units on screen, faster deployment of units (warpgate, building 2 marines at once), better unit mobility. That means units are going to cost less. They said 1000/1000 was 10 zealots and 5 reavers? Obviously a zealot isint going to be 100 minerals anymore | ||
SoleSteeler
Canada5281 Posts
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malkavian47
Croatia114 Posts
All the bullshit about "4 workers > 6 workers"... incredible. Also, I'm sure you have to do some tech before you can make a radar dome. I don't see how it eliminates "hiding expansions" and all.. example: in sc original you have observers.. they are invisible, flying and detect. Perfect. - do people still make hidden expansions? - YES. So, stop bitching and post something constructive. We have no clue about the gameplay itself and saying "this is imba, that is imba" is just plain stupid. I don't care how much you all whine, I think blizz is doing a great job. Can't wait for the game to be done so you all stop talking nonsense and bullshit. If you don't like it, play sc1. Easy. p.s. thanks a lot for those translations! | ||
fuglyfrog
United States521 Posts
On July 22 2007 00:59 malkavian47 wrote: Stop bitching! All the bullshit about "4 workers > 6 workers"... incredible. Also, I'm sure you have to do some tech before you can make a radar dome. I don't see how it eliminates "hiding expansions" and all.. example: in sc original you have observers.. they are invisible, flying and detect. Perfect. - do people still make hidden expansions? - YES. So, stop bitching and post something constructive. We have no clue about the gameplay itself and saying "this is imba, that is imba" is just plain stupid. I don't care how much you all whine, I think blizz is doing a great job. Can't wait for the game to be done so you all stop talking nonsense and bullshit. If you don't like it, play sc1. Easy. p.s. thanks a lot for those translations! "I encourage folks to make posts about what they do and dont like. We do look at these boards (and at lots of others). Our community managers do collect a lot of feedback for us from these boards. We will definitely be taking note when the community doesnt like something and see what we can do. We still have a lot of time left to make this game so dont panic if you see something you dont like, but DO post about it. We want to hear what you think." -Dustin Browder, Lead Designer of Starcraft II | ||
gravity
Australia1721 Posts
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Seelys
France104 Posts
Ghost's snipe better be in line with the cost of broodling for a queen. In other words, Ghosts need to cost more and the ability needs to cost 150 mana. Or dark templar, mutas, and high templar need to be medium sized to avoid its affects and you have to be alerted when they make a kill. Otherwise, we'll have a unit that costs very little and does damage like a dark templar, with the range and killing ability of a reaver with no scarab pathing or travel time!!!! Think about it... unless you have 20 cannons/sunkens in your base, the ghosts are going to drop out of range of your reasonably placed cannons and quietly snipe all your workers before you notice them missing. Totally insane. I don't think it will be much troublesome. Ghost will most probably have a hightened cost than their BW counterparts. They are high tech, and can deal this kind of damage only to little units (we don't know yet if protoss infantry count as, maybe the snipe could take off only an half of their lives ?) And if sniping revels itself to be too powerful against workers, maybe they will forbid it against them (same way all workers hovers and don't trigger mines) | ||
Seelys
France104 Posts
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MindCrusher
Romania236 Posts
NO MORE LASER BEAMS FOR TERRAN!!! | ||
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