|
Sweden33719 Posts
http://www.battle.net/forums/thread.aspx?fn=sc-general&t=211792&p=1&#post211792 In stores on Wednesday, apparently subscribers have it already, german members of TL.net - it is your duty to get scans of this 12 page article :D!
EDIT: Partial scan (I'd imagine they had more than 2 pictures..):
There are many translations throughout this thread, I dunno which one I should quote tho Thanks to everyone who posted them.
As I said in the official forums, I'm not a subscriber to the magazine, so I won't get it till Wednesday. With 12 pages of content, there's gonna be a lot of stuff to translate although they will certainly have one or two screenshots filling whole pages. But hey, theres still 10 pages left... hard work But here's a rough translation of the short interview with Dustin Browder which is already available on the site: --------------------- Q: Dustin, Starcraft 2 isn't very innovative. Why are you orientating so much(correct english? ) on the original game and relinquish on innovation? A: Hey, don't be unfair. Right now, we are working on innovations which are not quite ready to talk about yet - for example on the campaign and Battle.net. Q: But the core of the game still stays the same, e.g. there is no fourth faction. Why? A: Because we instead try to further distinguish and deepen the differences of the 3 races, for the entirely different factions were one of the biggest innovations in the first Starcraft. We think we can further improve this strength. Q: How do you approach this? A: With the new units and special abilities. Just think of Warp-In which allows whole new strategies for the Protoss. Furthermore, the terrain plays a bigger role because some ground troops can climb cliffs without effort, for example the Protoss Colossus. Q: How do you decide which ideas will make it into the game? A: We don't integrate ideas at random but think whether they make sense. Then we test carefully - and remove things if we don't like them. Q: But with the Warcraft franchise Blizzard was more coureagous. Warcraft 3 really took a huge step forward and introduced heroes - among other things - which gain experience. Why does the Starcraft franchise take a smaller step? A: Because Starcraft 2 should keep the feel of its predecessor: the first game is a firstclass RTS and therefore an excellent fundament, so there is no need for radical innovations in order to create an entertaining successor. Q: The first Starcraft is downright adored in South Korea, TV stations even broadcast games live. Were you afraid of turning your back on the Korean fans with an all too uncommon and innovative successor? A: It has nothing to do with fear. And nothing with Korea either, at least not with them in particular: There are millions of Starcraft fans worldwide. They do not wish for a twisted successor but for a game which focuses on the classic virtues of Starcraft. But Starcraft 2 will be more than a simple remake of the first installment, with new unit types and talents(note: "talent" is a German word too and has the same meaning, I think the translator for the site actually meant "ability" ) we will refresh the game experience. The fans can finally figure out new tactics. Q: Starcraft will likely hit the shelves in 2008... A: ...Wait a sec, that's not what I said(note: lol nice try xD). We will release the game only when it's completely done. Q: Alright. But when it gets released, wouldn't it be technically antiquated? The graphics' polycount looks quite low by now. A: The technicians are currently refining the engine, for example with new light and shadow effects, bigger explosions and better lasers. So, what you can see on screenshots is not finished yet for a long time. I think that every customer will shout: "Oh, what a beautiful game!" ------------------ Ok, this was not a "rough" translation at all, I think it's quite accurate It's 0:30 AM here now, gotta get some -Chilischote
http://blizzforums.com/showthread.php?t=10363
|
|
I <3 Sweeds, Koreans, and now Germans, yay!
|
go go go go !! I need scans!!! gogogo!! OO and translation
|
Germany / USA16648 Posts
On July 20 2007 14:27 taktak wrote: gogo our beloved carnac I don't have a scanner, sorry and I certainly don't waste my money on any PC magazines
|
Canada9720 Posts
for a german you're pretty jew-like
|
Canada7170 Posts
On July 20 2007 14:35 CTStalker wrote: for a german you're pretty jew-like lol
|
Germany / USA16648 Posts
Lou, wanna go BGH or 2v2? And there are German Jews obviously
|
i hate gamestar,but i'm willing to sell some exemplars
|
|
On July 20 2007 14:34 Carnac wrote:I don't have a scanner, sorry and I certainly don't waste my money on any PC magazines Man, what a party-pooper =(
|
is awesome32247 Posts
On July 20 2007 14:35 CTStalker wrote: for a german you're pretty jew-like
hahah
|
Sweden33719 Posts
I'm sure there have been similiar showcases for american press, it's just a question of which ones have been leaked or not I'd imagine :O
|
LOL @ CTStalker
i hope someone will do the scans... thanx for the info FA, many great posts/threads you made.
|
On July 20 2007 16:09 IntoTheWow wrote:hahah
QFT
|
|
holy crap, someone translate? >_<!!!
|
I'm trying to translate it, give me some time I'll edit it to this post
|
I already translated the most interesting points:
- you can select all warp gates by pressing "W" - unit production from warp gates works like people guessed, i.e. no build time but cooldown (30s) - it seems that you have 6 workers at the start of the game - HTs can now cast stasis field - there are neutral buildings ("observatories") that reveal the map around them when you have a unit nearby - big plants block unit view, you can hide units beneath trees etc - Star Relics make units invisible only when not moving, can summon two illusions, has a special attack beam that loads for a few seconds before destroying a unit - the mothership costs 400/400 and 10 supply, 1000/1000 including all upgrades - radar dome shows enemy units as red dots on the minimap and in 3D view - battlecruisers have "plasmatorpedoes", area of effect weapon against ground units - reapers can place time bombs on enemy buildings, a red bar appears above the building indicating how much time is left until the bomb explodes. You have a chance to destroy them before they explode - Thors have no antiair, they have a special long range attack which deals large amounts of damage - ghosts have a "sharpshooting mode" which allows them to kill small units with one shot, but increases reload time
|
|
Always great with new info and screens
On July 21 2007 03:26 elTy_bbq wrote: - there are neutral buildings ("observatories") that reveal the map around them when you have a unit nearby
Oh no... neutral buildings. That's a box full of evil
|
true... I'm not sure I like that idea... Sounds like Blizzard are trying to come up with some new ideas to force gamers out of their base... to stop turtling in other words. So if someone turtles, the other person gets to go around taking the observatories and gold minerals etc.. this makes the turtler anxious and hence forces them out... could be good, could be bad. Don't know til we play
I am jealous of people who get to play it at blizzcon You guys are so lucky
|
On July 21 2007 03:26 elTy_bbq wrote: I already translated the most interesting points:
- Thors have no antiair, they have a special long range attack which deals large amounts of damage - ghosts have a "sharpshooting mode" which allows them to kill small units with one shot, but increases reload time
Neat, the ghost was always such a shitty unit with a lot of potential. It's like mini siege mode for ghosts.
|
|
This article/translation seems way off. Reaper time bombs? Sensor Dome showing units in 3D view? We already know Radar Dome is an upgraded version of Sensor Dome and does only show them on minimap. The latter is a normal detector. Ghost sharpshooting mode?
Star Relic sounds useless... Cloakes still units? WTF?! Hopefully they'll be able to balance Gateway/Warp Gate cooldowns. I also hope you at least have to press the hotkey for every single unit you make (i.e. unlike WC3).
|
I guess I mixed up the names of the sensor/radar dome. However the article expressly says that enemy units are revealed in 3D view as well.
On July 21 2007 04:02 maybenexttime wrote: Star Relic sounds useless... Cloakes still units? What I meant is the star relic cannot move while cloaking units.
|
he meant sniper mode for the ghost
"Fortschritt: Laut Gamestar ist das Spiel zu 30% fertig. Protoss sind komplett spielbar, die wichtigsten Terranersachen sind fertig. und es gibt mehrere Geländegrafiken. Das Story-Gerüst steht und ist logischwerweise noch geheim."
The game is aroudn 30% finished. P is fully playable, most important T stuff is finished. There are already several tilesets. The singleplayer storyline is finished but secret.
|
There are more points not translated by elTy_bbq:
- Queue length is 5 like in sc. - The magazine reports an attack with 3dt that are warped in with a phase prism. - Forge does still exist (for upgrades) - cybercore is needed for immortals/stalker - HT can stasis/storm - Tarchon can only attack/move and has high hp/shields - shield battery is not in the game until test players want them - colossus has double cost of reaver - ramps can be blocked by destroyable rocks - star relic always visible when creating cloaking field (and it has to stand still) - star relic has halluzination (former ht ability)
- sensor dome detects invisible units - radar dome detects units in a wider range (under fog of war) but only reveals red dots. you cannont see which unit it is (minimap and 3D view) - cobra has anti ground and anti air - you can research one of the two abilities for the bc: yamato or new plasma thingie aoe - cc gun only anti ground units - ghosts can air drop 8 marines - medics are not in the game yet
- zerg are still in design phase, only ling/mutalisk finished (wrong statement obviously because we all saw the nydusworm!)
|
On July 21 2007 04:02 maybenexttime wrote: This article/translation seems way off. Reaper time bombs? Sensor Dome showing units in 3D view? We already know Radar Dome is an upgraded version of Sensor Dome and does only show them on minimap. The latter is a normal detector. Ghost sharpshooting mode?
Star Relic sounds useless... Cloakes still units? WTF?! Hopefully they'll be able to balance Gateway/Warp Gate cooldowns. I also hope you at least have to press the hotkey for every single unit you make (i.e. unlike WC3).
Think it's just timed bombs.
Sensor Dome shows units as red dots in the 3D view as well as on the minimap. This way you can see where a unit is, but not what unit it actually is. The radar worked like this in MechCommander, if you ever played that.
And I think the 'not moving' requirement points back to the Star Relic rather than the units it will cloak. When the Star Relic is stationary, all units around it will be cloaked.
|
Note: My english isn't that good if you find major faults please tell me
Starcraft 2 Report in Gamestar 09/2007 The mysterious reporter who played against the swedish guy probably belongs to the gamestar. In the current issue, there is a 12 sited article about Starcraft 2 where also the new units are introduced similar to SuperPlay.
Some new screens I found: http://img502.imageshack.us/img502/692/76189280al3.jpg http://img529.imageshack.us/img529/8110/46683175sl1.jpg
Furthermore some details from the text: -In the current version you can queue maximal 5 production orders. -If the Gateway is upgradet to the Warpgate. you can teleport every 30 seconds a unit in pylon range. -He discribed how he used a phase prism to warp 3 Dark Templar and pwn the swedish guy. -When the guy got an Observer and attacked the Dark Templar, they automatically defended themselve against the zealots. (Translators Note: Just like in broodwar when you just a-attacked) -Phase-prism dissapear if they leave pylon range in energyform. (Translators Note: makes no sense, I think he meant the Phase-cannon) -There are still the forges for upgrades -Stalker, Immortal and Soulhunter(NOT) are unlocked by cybernetics core. ( trans. note: What's with the twilight council? ) -High Templar can stasis enemy troops for 15 seconds. Also they have still their psi-storm -High plants hide the sight from all units. - There are "neutral observatories" which give a sightradius when captured - Twilight Archon doesn't have any special ability yet, just a strong attack and strong shields. -Browder quote about shield batteries: They don't exist yet, if the testers want them we implant them. - Collosi are about double as expensive as reavers. - Ramps can be blocked by destroyable rocks. - Star Relics are always visible when they create a cloaking field and they don't have to move. - Star Relics can use hallucination. - Star Relics got a "Detonate" ability: If a unit is aimned by a blue ray for several seconds, it explodes. The unit has to flee or to destroy the star relic. -The motherships current ressources are: 400 minerals, 400 gas and 10 supply. Both upgrades for it cost 300/300 each. So alltogether 1000/1000 which you can build 10 zealots and 5 reavers from. (?)
[Some descriptions what is allready known from SuperPlay] - With Radar Dome you can see all units with a red dot on the minimap and in the fog of war. But you can't which unit it is. -Cobras can attack air and ground. -Battlecruiser have Yamato-Gun and the new aoe-thing. Vicings can attack air and ground as mech but have lesser armor then in air form. -Banshees: This fast choppers can fire rapid firing laser blasts at ground units. -Reaper are able to attach a timebomb at units or buildings every 30 seconds. A sign and a red bar show where the bomb is and when it detonates the enemy can destroy the bomb. -It is not decided yet if the planetary fortress could attack air too. -Thor: His special ability is to perform an artilery strike: He uses his four cannons on his back to fire long-ranged projectiles. -He is helpless against air-strikes and he is very slow. He can be killed by a few cobras cause he only turns slowly. -Ghost: In snipermode they can kill lonely soldiers or lesser zerg units with a single hit. They can also call for a marinedrop with 8 Marines. Blizzard still debates if the medic is implented. Dustin Browder: "The Medic counts to the favoured features in Brood War. But we have to test if they fit to Starcraft 2 and don't mess up the balance." -Zerg are still in conception. -Heros in Singelplayer don't gain experience but they have more powerfull abilities.
Pogress according to gamestar: 30% Protoss are full playable, the core of terranstuff is finished and there are several terrain-graphics. The story is there and for sure secret.
To do: Balancing, Campagn, Battle-net, Zerg (Alleged there are only 2 units, Mutalisk and Zergling) AI, sounds, effects, textures, menu and so on.
|
On July 21 2007 03:26 elTy_bbq wrote: - you can select all warp gates by pressing "W"
more automation, guess this means no need to assign groups for buildings
|
|
Oh man, the Cobra looks sweet in the game
|
Apparently they are also upgrading the graphics engine its gotten quite old i guess, its from 2003 ^^
|
I LOVE everything, except the Ghost's reinforcement thingy and I think Thor looks weird and awkward in the game.
|
pretty neat.
giving hotkeys for productions buildings will free groups slots for units, at the cost of macro freedom (if you want to select only parts of your gates, you'd still have to dedicate a group to it)
Thor seems the ultimate siege unit, probably to fluidify the outcome of TvT stalemates and punish turtlers. And that makes it a juicy taget for BC, warprays and future zerg flying baddies.
Bc seems to have to choose between yamato and plasma... quite interesting, you'd have to use them as splatch artillery or "snipers". The question "where is the air support" at last has an answer ! >
Sniping for ghost really gives them the edge. We have yet to see how the "drop" thing works*, but it turns them really into the troublemakers they deserved to be. (BW ghosts had a to narrow niche to be widely used) (*the best way would be to make marines enter into a drop launch building, so it does'nt comes for "free" )
The cooldown for warpgates is really cool, meaning that phasing is a viable strategy if you bouild large amounts of them. And it further differenciates T, P, and Z production styles.
|
Far out... heaps of new info, thanks XythOs!
|
oups, I forgot, yes thanks very much for all translators
|
thor looks like 2 giant scvs melded together or something.;
|
On July 21 2007 05:14 Seelys wrote:The question "where is the air support" at last has an answer ! >
hahaha NICE
|
NOOOO~~~~ I hope they keep the medic!! =(
|
So there shoudl be a lurker like units, so it will be the same match up that is in BW I say NO to the medics.
|
Sweden33719 Posts
- there are neutral buildings ("observatories") that reveal the map around them when you have a unit nearby ...........
-High plants hide the sight from all units. AWESOME!
- Ramps can be blocked by destroyable rocks.
This is a good addition, opens up many map making possibilities :O
- With Radar Dome you can see all units with a red dot on the minimap and in the fog of war. But you can't which unit it is. Obviously I still hate this unit.
-Ghost: In snipermode they can kill lonely soldiers or lesser zerg units with a single hit. They can also call for a marinedrop with 8 Marines. Once again, this ability (the marine strike) makes me want to vomit.
Blizzard still debates if the medic is implented. Dustin Browder: "The Medic counts to the favoured features in Brood War. But we have to test if they fit to Starcraft 2 and don't mess up the balance." You god damn better well make it balanced if it does -.-;;.. what I mean is please don't remove the medic! 8[
(*the best way would be to make marines enter into a drop launch building, so it does'nt comes for "free" ) This is in reference to the ghost marine drop thing, I guess it could be non-horrible if done this way..
Anyway, thanks soooo much to everyone who translated stuff in this thread!
And about the "Select all Warpgates by pressing W", considering how they are used, it might be the only way to make them viable as you have to place your units too..
We'll see. As long as it doesn't extend to regular buildings..
|
Netherlands19124 Posts
On July 21 2007 08:21 FrozenArbiter wrote:Show nested quote +- 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.
|
On July 20 2007 14:35 CTStalker wrote: for a german you're pretty jew-like
Lolz!
|
Does anyone know ho the ghost marine-drop works? Does it just cost energy? Or does it cost minerals?
Cause if it just costs energy, ghosts can eventually replace barracks' as marine production lol
|
Could someone present the arguments against the observatories?
My first thought was: another strategic place in maps for which battles may take place like expos, hills, ramps and cliffs.
Idk havent played an rts with these kinds of buildings though, what do you think?
|
On July 21 2007 08:59 Titanidis wrote: Could someone present the arguments against the observatories?
My first thought was: another strategic place in maps for which battles may take place like expos, hills, ramps and cliffs.
Idk havent played an rts with these kinds of buildings though, what do you think?
I love the idea, and even if it were complete shit it's still great that they are giving this option to map makers. I don't know what the squeamish reactions some have shown is all about.
|
So I don't get it, will units hidden in bushes and under trees and shit not by visible on the mini map to the enemy, like cloaked units?
|
In SC1 units under doodad trees actually took 30% less damage, and it's been one of SC's best kept secret since few knew about it and even fewer used it. They're just making it more practical and easier to use now I guess.
Using large doodad as view blockers is an excellent idea IMO. Perhaps they'll also implement it with large buildings so you cant shoot over them? So you can kinda defend critical buildings by surrounding it with less important buildings...
Cobras look way better in game and zoomed out.
Reaper timed-bombs sound too much like NOD shadow team's detonate ability (only works on buildings but does instant damage).
IMO medics will be outta the game permanently. Makes marines' shield upgrade and stimpack micro more important. Perhaps thats why ghosts can call down marines also - further signify them as Terran's backbone. I've a feeling stimpacks may work abit differently though. Maybe it costs less health, or doesnt cost any health at all but a cooldown instead, or maybe after the short speed/rate burst, they become sluggish for abit.
Thors look way too big for a dropship, so maybe BCs will transport them?
|
Hm the Ghost abbility resembles the drop thing from dawn of war. Where dreadnought dropped on to the ground. It says "drop-capsule" in the original.
|
I kinda think the the ghost call down ability is an idea they had from sc:ghost they didnt get to use and now they just wanna throw it in there. If it works, thats cool. But I hope they're not trying to force it in there....
On July 21 2007 08:59 Titanidis wrote: Could someone present the arguments against the observatories?
My first thought was: another strategic place in maps for which battles may take place like expos, hills, ramps and cliffs.
Idk havent played an rts with these kinds of buildings though, what do you think?
I dont like it. I don't like the idea of having to "capture" a neutral building. The only thing I wanna worry about are my enemies...If you can destroy it, it might work. Otherwise, having to rush out of my base just to make sure my enemy doesnt capture this ghetto sensor dome so he can constantly scout this area for free is weak. I don't need the help of some building to scout my enemy, thanks.
|
On July 21 2007 09:18 Ziel wrote:Thors look way too big for a dropship, so maybe BCs will transport them?
thors look like they can carry a BC on each arm O_o.
btw I DON'T understand why theres so much hatred for the ghost marine drops. How is it not consistent with Starcraft? Its certainly consistent with the friggin unit. Its appropriate that a recon type unit like a ghost (and dont say hes not, cloak and snipe) would be able to call down a dropship "strike" in the same manner as a nuclear missile. If anything id say the nuclear missiles are LESS "starcraft" than the marine drops.
|
On July 21 2007 04:23 XythOs wrote:
- Star Relics got a "Detonate" ability: If a unit is aimned by a blue ray for several seconds, it explodes. The unit has to flee or to destroy the star relic.
since thor has no anti air implemented at the moment...these things would 1 hit kill a thor :D ...i'm pretty sure it'd be too big and slow to get away...
|
Observatory sounds weird for Zerg. *Pictures a hydra in a guard tower with binoculars* lol.
Everything else sounds good, still can't wait to see more on how T soldiers will be used.
|
On July 21 2007 10:17 Smoov wrote:I kinda think the the ghost call down ability is an idea they had from sc:ghost they didnt get to use and now they just wanna throw it in there. If it works, thats cool. But I hope they're not trying to force it in there.... Show nested quote +On July 21 2007 08:59 Titanidis wrote: Could someone present the arguments against the observatories?
My first thought was: another strategic place in maps for which battles may take place like expos, hills, ramps and cliffs.
Idk havent played an rts with these kinds of buildings though, what do you think?
I dont like it. I don't like the idea of having to "capture" a neutral building. The only thing I wanna worry about are my enemies...If you can destroy it, it might work. Otherwise, having to rush out of my base just to make sure my enemy doesnt capture this ghetto sensor dome so he can constantly scout this area for free is weak. I don't need the help of some building to scout my enemy, thanks.
Well in certain maps (peaks of baekdu?) (if not every map) in sc1 this is already happening for certain strategical places as hills, this is just another one. I agree with you it should be destroyable like " We cant keep it!Retreat! but you ll not have it either!"
|
- With Radar Dome you can see all units with a red dot on the minimap and in the fog of war. But you can't which unit it is.
This is something we actually need to bitch about. A lot.
|
On July 21 2007 10:52 quasi -QS- wrote:
This is something we actually need to bitch about. A lot. QFT gogo tl.net assault on bnet forums
|
I was a little confused about the observatories initially...I was thinking once u put a unit by it, it was yours. Meh, I guess its okay.
For the most part, I try not to complain when I see something I dont like. Everything sounds good on paper.
|
On July 21 2007 08:28 Nyovne wrote:Show nested quote +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.
Imo any addition to the game that makes the maps more interesting by adding more strategical points you will want to keep makes the game more interesting. Unlike many RTS games you need to control the map in BW if you want a chance to win. If both players just stay in their bases turtling and then finaly send out their armys to battle in the end then it doesnt realy matter what the map looks like. If there are constant skirmishes over the map and constant small battles for controll of smaller areas then the layout of the map will be much more important. Like someone said this will be the same thing as on peaks of baekdu where you would rather possition your army on a cliff than in a valley and conquering the next valley isnt that important but the next cliff is a strategical victory... only in a more extreme version. Also unlike cliffs you dont get a bonus for fightin from higher ground.
|
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..
|
Radar Dome sounds really gay, it's pretty much maphack via minimap. Let's hope they go the way of the Soul Hunter.
|
Man ghost sounds so much fun now, and finally useful. The new reaper bombs kinda make me think of Tanja from red alert but who gives a damn. Reapers were already my fav new unit from the start. Stasis on HT doesn't sound bad either, noone ever used hallucination anyway.
- 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.
|
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.
|
Well Damn it... I had a nice huge rant and my cat stepped on my keyboard and somehow erased it (f5?) before I could post.
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.
|
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.
|
Speaking of which, "psi storm" on BCs sounds too good as well. Putting an AOE on a hard to kill fighting unit is just plain wrong. And it's an air unit, which makes it even more BS b/c it can come from any angle and is invulerable to melee and all the other air unit benefits. So they force you to build air vs BCs... and BCs still attack air. And if they decide to research Yamato, then the Terrans will likely still be ahead in air to air. [edit, ok, this last sentence is probably going overboard... but I really hate air unit superiority units with few weaknesses in RTS games... takes away half of the strategy and tactics].
BCs must cost even more than before and be impossible to get to in a normal 1v1.
|
Radar dome for whole map = thumbs down unless the other races get equally powerful and easy to use scouting. Which is pretty much impossible unless they also get a radar dome.
|
It all sounds as if the new units were even more expensive then the old ones. I mean, Thor, Colossus, BC, Warp Ray, Mothership are all huge units with alot of firepower. How are you gonna build them without enough resources? In SC it's usually very risky to go for large/expensive units such as BC or Carrier. I wonder how everything will work out with the new units. Maybe you get minerals faster now with the new gold minerals and stuff.
|
Sweden33719 Posts
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.
|
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.
|
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.
|
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.
|
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
|
I don't mind everything but I agree that the Radar Dome is ridiculous... hiding expansions is so fun :D
|
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!
|
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
|
Ugh, I'm sick of all the whining over little things that are supposedly lame or imbalanced when we have no idea how they fit into the grand scheme of things until we actually play the game. How the fuck does anyone know if BC plasma bombs or radars or whatever are going to be imba in Starcraft 2 given that every race is getting tons of new stuff?
|
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)
|
|
One good thing nobody seems to notice:
NO MORE LASER BEAMS FOR TERRAN!!!
|
On July 21 2007 22:48 caution.slip wrote:Show nested quote +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
The way I read the article, they were saying 1000/1000 is the equivalent of 10 zealots OR 5 reavers, which is in line with BW costs (I imagine they just mean mineral wise, otherwise Zealots cost gas now...).
That said, my German isn't 100%.
|
Sweden33719 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. Lol I wasn't complaining :[ Even if all their numbers were completely wrong and BCs did 5000 damage and had 9000 hp it wouldn't make it through the beta so I don't care at all about that stuff.
|
This might have changed now but in the gameplay video the unit costs were almost exactly the same as in SC:BW.
Unit Stats
I think it will stay this way. But the cost of a unit like the mothership cant realy be compared to the costs of other units. Since you can only build one of them you might aswell add the cost for the building needed to produce it and all the tech costs for its spells.
|
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.
Well, for high tech units, I wouldn't get as worried just yet (although I am still concerned) about low costs. If I recall, Blizzard will reduce the cost of something high tech during testing to encourage a lot of usage... to then see if it's too good or just how expensive it should be. If they don't lower the cost, a lot of serious/better gamers probably staylow tech because it's less of a risk, etc.
And since the Mothership is a one unit only deal... it is probably less of a worry than balancing WarpRays, Tempests and BCs. Because if there is only one, then you know exactly what you'll need to counter it for the most part. It'll make testing it that much easier, I think, so they can get it right.
Or Blizzard is smoking crack and the Mothership is going to be ridiculous.
|
On July 21 2007 15:32 CharlieMurphy wrote: -snip-
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.
-snip-
Since vulture mines are apparently out (I'm going to miss 'em a lot from the Terran perspective... I'm going to not miss them as much from the Protoss perspective), I don't totally mind seeing Halluc going to a later tech unit because late game is when the spell was used the most. Plus, yeah, it was really hard to give up Storm for some Hallucs when using High Templar.
Stasis on High Templar... 15 seconds... depending on the mana cost this could be intersting, but I have the feeling Storm is going to be better in so many situations. Let's see. On expo defense, the stasis will probably be better to block your expo choke against mass lings/ultras while waiting for reinforcements. It makes sense to use it on bunkers as in the video, but only if bunkers are used. But I don't see stasis on ground units with likely short range casting being as useful vs siege tanks as stasis on arbiters.
|
The real stats-balancing is going to happen after the release anyway, and also with the expansion. Thousands of hours of play is needed to find out what is strong and what's not. Of course blizz will try to approximate the correct stats before release but it will all change anyway.
|
On July 21 2007 10:24 fig_newbie wrote:Show nested quote +On July 21 2007 09:18 Ziel wrote:Thors look way too big for a dropship, so maybe BCs will transport them? thors look like they can carry a BC on each arm O_o. btw I DON'T understand why theres so much hatred for the ghost marine drops. How is it not consistent with Starcraft? Its certainly consistent with the friggin unit. Its appropriate that a recon type unit like a ghost (and dont say hes not, cloak and snipe) would be able to call down a dropship "strike" in the same manner as a nuclear missile. If anything id say the nuclear missiles are LESS "starcraft" than the marine drops.
One reason for me, is that you already have dropships and marines. Why don't you just drop them yourself with a dropship? Summoning marines is just so awkward. Whereas, a Nuke can only be done with a Ghost.
It'd be kind of like a zerg defiler casting "send 4 overlords over with zerglings" where the overlords and zerglings disappear (?) and reappear next to the defiler, bypassing turrets. It just sounds like something I can do with a little effort, so why make it an ability that bypasses the normal confines of the game?
On the flip side, if this is the only way Blizzard is going to keep dropships from carrying 8 marines, then I'll certainly deal with it. I still have the feeling 8 marines in a dropship is just a little too good vs Zerg's thinly spread expos, especially in mid-game.
|
Sweden33719 Posts
On July 22 2007 07:25 DrainX wrote:This might have changed now but in the gameplay video the unit costs were almost exactly the same as in SC:BW. Unit StatsI think it will stay this way. But the cost of a unit like the mothership cant realy be compared to the costs of other units. Since you can only build one of them you might aswell add the cost for the building needed to produce it and all the tech costs for its spells. Ah yes that's a good point, I didn't really think of how since you can only have 1 at a time the first time you get it it will cost 1000/1000 instead.
Btw, the more I think about it the more I hate the cobra. I mean what they've done is taken out the vulture (one of the most fun units for terran imo) and replaced it with a super generic 'rail-gun hover thing' that has no special abilities (that we know of).
Then they take the spider mines - what other game has running mines - and make them into some kind of demolition pack for reapers -_-? I don't mind change I just dislike when you take something good and change it just because you want to change.. and the new thing is less interesting.
I mean come on, so many art moments with spider mines: NaDa vs Reach on forbidden zone, when that 1 mine blew up all of reach's probes.
Reach vs iloveoov on requiem when his zealot bombs obliterated oov's army.
Reach vs Silent_control on Nostalgia, boom, zealot drop
And all the cool shuttle vs mines micro, ie dropping a unit and picking it up as the mine explodes so you kill the mine but take no damage.
I hope the cobra is interesting but it's definitely one of the units I dislike the most the more I think about it, assuming we are correct in that it replaces the vulture.
I love the reaper, I love the Thor (although I could have thought of much more interesting attacks than heavy artillery, like.. oversized claw or a gigantic welder! *grumbles*), I like the Viking, I don't mind the Banshee, etcetcetcetc because they are all interesting.
Maybe there's something about the cobra we dunno that makes it super cool (turbo boost? :D). Maybe it still lays mines.
|
Now you are making me miss Vultures even more. Mines were really fun and unique.
And with Cobras hitting land and air on the move (on the move was taken away from goliaths and tanks in the old beta b/c it was deeded too good)... what the heck is their weakness going to be? Reavers and tanks? Lurkers? Maybe their damage type is very specific or they are going to have terrible hitpoints. And yeah, they need some interesting special, for sure.
So I wonder... are all Terran units except tanks and banshees going to be able to hit air? Wow.
|
Sweden33719 Posts
I'm still holding out for the reaper weapon change from pistols to flamethrowers One of my favorite terran moves in the past was to make a proxy rax outside their base and lift it in, produce firebats and run for the probes. Tried to do it every chance I got.
|
So, fire comin' out their jetpacks and fire coming out their weapon? You know how much fuel you'd have to carry? Haha.
Also, I see a lot of neat possibilities with the Ghost call down ability. A small (possibly) cloaked unit can get in places drop ships can't. Also, if you haven't noticed, the new drop ships have to land first before they can deploy their load. The Ghost's call down is (most likely) instant. I don't think it hurts the game, since it's only six marines and if ghosts still maintain their place on the tech tree, they're all the way up it.
|
I agree. The Vulture was the best designed unit in starcraft imo. It was cheap but if used right and given enough care it was worth 10x its cost. It realy was a model for how I think units should be. Sad to see it gone. Not that we know much about the cobra yet.. maybe they are realy fun to micro or something.. id want to see them in a gameplay video or play the game myself before I make up my mind. But I am sad to see the vulture go if that final =(
|
On July 22 2007 09:29 Blacklizard wrote: Now you are making me miss Vultures even more. Mines were really fun and unique.
And with Cobras hitting land and air on the move (on the move was taken away from goliaths and tanks in the old beta b/c it was deeded too good)... what the heck is their weakness going to be? Reavers and tanks? Lurkers? Maybe their damage type is very specific or they are going to have terrible hitpoints. And yeah, they need some interesting special, for sure.
So I wonder... are all Terran units except tanks and banshees going to be able to hit air? Wow.
They've already said that Thor will have no anti-air as well.
|
Sweden33719 Posts
On July 22 2007 10:24 quasi -QS- wrote: So, fire comin\' out their jetpacks and fire coming out their weapon? You know how much fuel you\'d have to carry? Haha.
Also, I see a lot of neat possibilities with the Ghost call down ability. A small (possibly) cloaked unit can get in places drop ships can\'t. Also, if you haven\'t noticed, the new drop ships have to land first before they can deploy their load. The Ghost\'s call down is (most likely) instant. I don\'t think it hurts the game, since it\'s only six marines and if ghosts still maintain their place on the tech tree, they\'re all the way up it. Pff, fuck realism :D Flaaaaaaaaaaaaaaaaamethrowah
|
Thor should have giant razors to make mincemeat out of zerglings, or there should be a terran razor tank, it would make things interesting ^_^
|
I would be cool if you could built the Viking mech form in factories and the air fighter form in starports and the transformation upgrade would be high tech.
btw I also dont like the Cobra. Its so "generic" blah
|
On July 22 2007 11:23 Senix wrote: I would be cool if you could built the Viking mech form in factories and the air fighter form in starports and the transformation upgrade would be high tech.
btw I also dont like the Cobra. Its so "generic" blah The reason the cobra sound so generic might be that we have so little info on it so far... or that blizzard arnt done with it yet. Lets wait and see how it turns out ?
|
Its just like a marine, only it can move and shoot, and it probably moves faster, although it will cost more and take up more space in a drop ship.
hmm..but can humans invent transforming mechs in that duration of time? I guess tanks already transform
|
Vultures and Marines are the things that I like the most about Terran. I think they could just redesign the Vulture (but keep the same basic structure) and change its main weapon a bit and it would be good. Maybe give it some new ability. Definitely must keep Spider Mines! And keep the name Vulture. Vulture>>>>Cobra.
I don't know about it being able to attack air, it sort of loses some of its charm for some reason.
I'm really not sure about the Thor. It's just so boring for terran to have a big ass robot filled with weapons. I think they just need to tone it down a little. Make it more like a buffed up GoliathX3.
Bashee is really interesting although it could use some tweaks in the design (and the name). I've said this before but one thing that bothers me about it is that it feels to me like it doesn't belong in the Terran army. Terran has extremely powerful ground-to-ground units as well as ground-to-air and air-to-air. It feels out of place to give it a powerful air-to-ground unit. Guardians are one of the things that makes Zerg unique, now we have this Bashee stealing Zerg's thunder T__T
|
well, if it's really the sole unit designed to fire "on the move" (others would do with micromanagement) it will have some kind of uniqueness. I'm wondering whether Blizzard wants to allow for fire on the move because this way they can tweak more easily units stats knowing that both average players and gosu will use it on the move (think of it : vultures were designed not to be cost effective against zealoths if not micromanaged, but sure were in the hands of a good micro player).
Perhaps the cobra won't be cost effective if it stands still while fighting, but in open space it may kite ennemies with ease.
|
well, if it's really the sole unit designed to fire "on the move" (others would do with micromanagement) it will have some kind of uniqueness. I'm wondering whether Blizzard wants to allow for fire on the move because this way they can tweak more easily units stats knowing that both average players and gosu will use it on the move (think of it : vultures were designed not to be cost effective against zealoths if not micromanaged, but sure were in the hands of a good micro player).
Perhaps the cobra won't be cost effective if it stands still while fighting, but in open space it may kite ennemies with ease.
|
Sweden33719 Posts
On July 22 2007 11:02 lololol wrote: Thor should have giant razors to make mincemeat out of zerglings, or there should be a terran razor tank, it would make things interesting ^_^ Or a god damn chainsaw ;D I don't care if it's a rip from Warhammer, chainsaw vs zergling = good idea.
|
On July 22 2007 13:28 FrozenArbiter wrote:Show nested quote +On July 22 2007 11:02 lololol wrote: Thor should have giant razors to make mincemeat out of zerglings, or there should be a terran razor tank, it would make things interesting ^_^ Or a god damn chainsaw ;D I don't care if it's a rip from Warhammer, chainsaw vs zergling = good idea.
I had a giant razor in mind, which is placed like the propellers on the banshee(i.e. rotating left/right+forward/backward, not top/bottom+forward/backward like a chainsaw, I hope you understand what I mean, lol), but in the front and MUCH BIGGER.
|
On July 22 2007 13:28 FrozenArbiter wrote:Show nested quote +On July 22 2007 11:02 lololol wrote: Thor should have giant razors to make mincemeat out of zerglings, or there should be a terran razor tank, it would make things interesting ^_^ Or a god damn chainsaw ;D I don't care if it's a rip from Warhammer, chainsaw vs zergling = good idea.
Then you would have some people saying: Thor = Terran Archon
|
I think it would be interesting if it costs minerals or gas to move thor....add a new element to gameplay.
|
Sweden33719 Posts
On July 22 2007 14:51 lololol wrote:Show nested quote +On July 22 2007 13:28 FrozenArbiter wrote:On July 22 2007 11:02 lololol wrote: Thor should have giant razors to make mincemeat out of zerglings, or there should be a terran razor tank, it would make things interesting ^_^ Or a god damn chainsaw ;D I don't care if it's a rip from Warhammer, chainsaw vs zergling = good idea. I had a giant razor in mind, which is placed like the propellers on the banshee(i.e. rotating left/right+forward/backward, not top/bottom+forward/backward like a chainsaw, I hope you understand what I mean, lol), but in the front and MUCH BIGGER. BWAHAHA Brilliant!!! I hope blizzard listens :D
|
or maybe artillery strike will cost minerals like scarabs
|
radar dome sounds superrrrrr horrible, worse every time i hear it confirmed
marine drop-down sounds semi-horrible
high templar with stasis and storm is LOLL awesome warpgates are fine, ghost snipe is fine, new terrain is great, costs are w/e in general the rest of it is excellent
i'd like to see medic introduced (probably after they develop zerg and see the need for great MM stuff!) and radar dome removed, still waiting on details for ghost calling marines though
|
Ugh the ghost summoning an 8 marines drop is kinda >_>. I hope you have to actually make the marines beforehand. Even if it costs money, it would be like instant 8 marines. Imagine like: make 20 ghosts, drop them into opponent's main, cast stupid marine spell, instant max out, gg
|
I think the 8 marine drop might be a bit better if they were some 'specialized' marines... like call in a commando squad or something >_<
Cheesy to just summon regular marines.
(Sorry if this has been posted, haven't read whole thread)
|
On July 22 2007 21:12 FrozenArbiter wrote:Show nested quote +On July 22 2007 14:51 lololol wrote:On July 22 2007 13:28 FrozenArbiter wrote:On July 22 2007 11:02 lololol wrote: Thor should have giant razors to make mincemeat out of zerglings, or there should be a terran razor tank, it would make things interesting ^_^ Or a god damn chainsaw ;D I don't care if it's a rip from Warhammer, chainsaw vs zergling = good idea. I had a giant razor in mind, which is placed like the propellers on the banshee(i.e. rotating left/right+forward/backward, not top/bottom+forward/backward like a chainsaw, I hope you understand what I mean, lol), but in the front and MUCH BIGGER. BWAHAHA Brilliant!!! I hope blizzard listens :D
me 2, that would be really cool They already have razor interceptors, so why not
|
Sweden33719 Posts
I wonder if it would be over the top to let it use its propeller/razor thing to fly short distances (say jump down a cliff or something).
Lol maybe I'm getting ahead of myself here, I have a thing for crazily huge robots that look like they were made by a lunatic using parts from the local car dump.
|
The marine will work like this, you will make a "capsule" that includes 8 marines inside then u cast "lauch capsule" with the ghost like it was a nuclear bomb. Summoning isn't the correct work.
|
and then shenron the dragon will come out of nowhere and grant you any wish you desire! And bulma will throw a capsule at the marines and they'll all go back into the capsule for easy transportation
|
confirmed or supposed ? I anticipate it to work this way from Blizzard, but a confirmation would be neat and may stop the rants.
|
Anyone found a full translation?
|
Thougths about ghosts:
* Sniping could probably be like the activated abilities in WCIII where each shot takes a certain ammount of mana (as well as being slower) or it just takes longer and instakills small units but does normal damage to larger ones.
* It's entirely possible that Calldown actually costs minerals, that would be the easiest way to solve things. There's no reason for the ability to actually be free. Example: Calldown, brings down 8 marines, costs 400 minerals and 100 mana (or something) I doubt they would get there through dropships (at least that can be shot down) though, that defeats the purpose.
* Nuke works as before.
I'm guessing calldown will take energy because otherwise the ghost would have no active abilities that actually used energy.
|
Invisibility consumes energy, so they can make the others cost nothing But there are still no news about the razor tank being able to jump cliffs when using his razor as a propeller, just wtf, aren't Blizz listetning to their fans
|
GameStar hits the shelves on Wedensday, right? So is anybody able to post some scans/translations if they're willing to do the community a favour and buy the magazine?
|
Sweden33719 Posts
On July 24 2007 15:04 lololol wrote:Invisibility consumes energy, so they can make the others cost nothing But there are still no news about the razor tank being able to jump cliffs when using his razor as a propeller, just wtf, aren't Blizz listetning to their fans ;D Yes, it's probably better if they don't listen to me when I talk about gigantic robots!
|
I read this last page and see" Razor tank". I go WTF! and read all 7 pages. I see no razor tank. I hate the world.
|
On July 24 2007 16:31 FrozenArbiter wrote:Show nested quote +On July 24 2007 15:04 lololol wrote:Invisibility consumes energy, so they can make the others cost nothing But there are still no news about the razor tank being able to jump cliffs when using his razor as a propeller, just wtf, aren't Blizz listetning to their fans ;D Yes, it's probably better if they don't listen to me when I talk about gigantic robots!
They already have gigantic robots, Thor is the prime example, so they like them, too
|
Can someone post all 12 pages? And some translation? THX!
|
You know what I think would be fun? Being high and surfing TLnet at 9am and thinking about Terran.
Also, a ground cloaked mech for Terran. I mean, if I was a terran engineer, first thing I'd do is install Wraith Cloak engines on everything. lol ~_~. Tanks, Vultures, Thors, etc, but since that's imba -_-;;
I personally think the Ghost ability would be best to mimic siege tank. Like the ghost lays down and gets ready to snipe. It could be useful against Zerg later on? And would allow for other ways of map control like preventing expos ALL DAY. ~_~ Be like, suckadrone.. you ain't no sucka, you a dead drone! PLAOW, hatchery denied -_-;;
And so many Terran units seem "Attack move" oriented so far. I wish they would show more terran special ability... like Reapers have stim? Do they fly 2x faster if they do? lol ~_~ Jet Packs are stimoholics too? Does the cobra only run and shoot? Can Thor survive a nuke?? Can the mothership?!?! Agh.. later today Terran news comes out?
|
On July 23 2007 00:18 lololol wrote:Show nested quote +On July 22 2007 21:12 FrozenArbiter wrote:On July 22 2007 14:51 lololol wrote:On July 22 2007 13:28 FrozenArbiter wrote:On July 22 2007 11:02 lololol wrote: Thor should have giant razors to make mincemeat out of zerglings, or there should be a terran razor tank, it would make things interesting ^_^ Or a god damn chainsaw ;D I don't care if it's a rip from Warhammer, chainsaw vs zergling = good idea. I had a giant razor in mind, which is placed like the propellers on the banshee(i.e. rotating left/right+forward/backward, not top/bottom+forward/backward like a chainsaw, I hope you understand what I mean, lol), but in the front and MUCH BIGGER. BWAHAHA Brilliant!!! I hope blizzard listens :D me 2, that would be really cool They already have razor interceptors, so why not
The unique ability for those flying edgy DVDs should be flying RIGHT INTO THE MIDDLE OF THE FREAKIN' ZERGLINGS and slice them to mincemeat.
|
|
Sweden33719 Posts
I'm liking the graphics more and more I guess they've grown on me.
|
Sweden33719 Posts
Not sure if this was posted already, I dont remember seeing it before tho.
As I said in the official forums, I'm not a subscriber to the magazine, so I won't get it till Wednesday. With 12 pages of content, there's gonna be a lot of stuff to translate although they will certainly have one or two screenshots filling whole pages. But hey, theres still 10 pages left... hard work But here's a rough translation of the short interview with Dustin Browder which is already available on the site: --------------------- Q: Dustin, Starcraft 2 isn't very innovative. Why are you orientating so much(correct english? ) on the original game and relinquish on innovation? A: Hey, don't be unfair. Right now, we are working on innovations which are not quite ready to talk about yet - for example on the campaign and Battle.net. Q: But the core of the game still stays the same, e.g. there is no fourth faction. Why? A: Because we instead try to further distinguish and deepen the differences of the 3 races, for the entirely different factions were one of the biggest innovations in the first Starcraft. We think we can further improve this strength. Q: How do you approach this? A: With the new units and special abilities. Just think of Warp-In which allows whole new strategies for the Protoss. Furthermore, the terrain plays a bigger role because some ground troops can climb cliffs without effort, for example the Protoss Colossus. Q: How do you decide which ideas will make it into the game? A: We don't integrate ideas at random but think whether they make sense. Then we test carefully - and remove things if we don't like them. Q: But with the Warcraft franchise Blizzard was more coureagous. Warcraft 3 really took a huge step forward and introduced heroes - among other things - which gain experience. Why does the Starcraft franchise take a smaller step? A: Because Starcraft 2 should keep the feel of its predecessor: the first game is a firstclass RTS and therefore an excellent fundament, so there is no need for radical innovations in order to create an entertaining successor. Q: The first Starcraft is downright adored in South Korea, TV stations even broadcast games live. Were you afraid of turning your back on the Korean fans with an all too uncommon and innovative successor? A: It has nothing to do with fear. And nothing with Korea either, at least not with them in particular: There are millions of Starcraft fans worldwide. They do not wish for a twisted successor but for a game which focuses on the classic virtues of Starcraft. But Starcraft 2 will be more than a simple remake of the first installment, with new unit types and talents(note: "talent" is a German word too and has the same meaning, I think the translator for the site actually meant "ability" ) we will refresh the game experience. The fans can finally figure out new tactics. Q: Starcraft will likely hit the shelves in 2008... A: ...Wait a sec, that's not what I said(note: lol nice try xD). We will release the game only when it's completely done. Q: Alright. But when it gets released, wouldn't it be technically antiquated? The graphics' polycount looks quite low by now. A: The technicians are currently refining the engine, for example with new light and shadow effects, bigger explosions and better lasers. So, what you can see on screenshots is not finished yet for a long time. I think that every customer will shout: "Oh, what a beautiful game!" ------------------ Ok, this was not a "rough" translation at all, I think it's quite accurate It's 0:30 AM here now, gotta get some -Chilischote
http://blizzforums.com/showthread.php?t=10363
|
Q: Alright. But when it gets released, wouldn't it be technically antiquated? The graphics' polycount looks quite low by now. A: The technicians are currently refining the engine, for example with new light and shadow effects, bigger explosions and better lasers. So, what you can see on screenshots is not finished yet for a long time. I think that every customer will shout: "Oh, what a beautiful game!"
OMG beautiful lasers makes me wanna cry
|
|
|
|