PC Gamer Magazine August Scan - Page 3
Forum Index > SC2 General |
Tusk
Canada427 Posts
| ||
Liquid`Jinro
Sweden33719 Posts
| ||
lololol
5198 Posts
| ||
ATeddyBear
Canada2843 Posts
| ||
maybenexttime
Poland5237 Posts
| ||
Cambium
United States16368 Posts
On June 15 2007 08:32 Dknight wrote: You see their Reaver description? The "new" version of the Reaver drop is...droping the Reaver in the middle of an enemy's workers. Amazing PCGamer. Not much knew information other than the Star Relic. =( Its target is the general populace (same with Blizzard), they couldn't care less about those few who are hardcore about SC. | ||
Aerox
Malaysia1213 Posts
| ||
tubster68
Canada59 Posts
| ||
CharlieMurphy
United States22895 Posts
Look at HT they are so crazy now They have a "freeze" move and a relic upgrade and shit. | ||
Blacklizard
United States1194 Posts
Definitely the Arbiter upgrade/replacement. [edited]. Blizzard gives at least one flying caster per race. The old arbiter cloak field that also cloaks buildings. Interesting. It must fly too just like an arbiter... it's floating over a planet in the picture (the two top right ships) if you ask me. Doesn't look half as cool as the Arbiter... maybe this model will change to have SOME resemblance to the cool old flying caster. This fusion beam sounds nice... I wonder just how slow it is. Well, it can't be a flying reaver... they threw that idea out with the valk in the BW alpha. Too powerful. So how will this fusion beam work? Similar to the WarpRay i guess... slow and wasted against tiny units. Will the explosion be the same regardless of what it hits? Probably so if it's a spell. Is this yet another supply depot killer? Interesting. Maybe a CC killer! Toss finally gets a "clean" way to take out a floating/running CC without going carriers or sacrificing 10 goons to tank fire. Too bad it's at the end of the tech tree. Oh right... the Warp Ray. Might work. | ||
artofmagic
United States1951 Posts
| ||
Blacklizard
United States1194 Posts
1. Awesome. New spells rock. 2. Is it just like stasis, but works on buildings too? Takes the place of stasis and disrupt web? If that's the case, as cool as it is I'm worried because even on a flying unit you didn't see disrupt web usable in most games. And stasis was also equally useful only with it on a flying unit. On a land unit, it will be much harder to use it effectively on offense unless it has ungodly range (I assure you it will not). I'm thinking vs Terran here. 3. If I'm right on #2, Sounds like it'll be a mostly defensive spell vs zergling swarms (create bottleneck) and the like... ok, but I want it to be as useful as disrupt web but in a much more techable unit (the high templar). Well, maybe it'll be decent vs Zerg and Protoss, but not vs Terran. Of coure that is where Protoss need the anti-siege weapon/anti-super defense stuff-- in SC1 at least. 4. If I'm wrong on #2 Vs. Terran, and I hope I am, maybe it will be used to take out more frequently(likely?) used bunkers and then the immortals will be able to get close enough to take out the tanks. I dunno. If marines take the place of vultures in SC2 (that's the impression so far, but could be totally wrong) then maybe bunkers will be used more to avoid psi storm. 5. Will we still see hallucination???! I hope so... it doesn't hurt to have more options, and I don't see it being overpowered as it was barely used competitively in SC1. More not that powerful options is fun. 6. While I'm at it, bring back the old SC beta attack on casters! High templar want that 15(?) concussive range attack back! It makes them actually usable and makes them AVOID walking into the melee with big battles b/c they stop and fire at a distance instead of walking in with your control group. Also makes them not such a huge waste when they are at 70 mana and the fight is going to be over with in 4 seconds. 15 concussive isn't much, but think of it like the probe + zealot thing vs zerglins... it's one less attack the zealots need to make to kill certain units. 7. Hell, let's see a cheap spell that's good vs. one unit on the High Templar if he can't have an attack. It's just a joke when someone can use a single lowly probe to chase away the mighty High Templar or force him to use a 75 mana storm on the probe and nearly kill himself. | ||
Aphelion
United States2720 Posts
On June 17 2007 07:23 Blacklizard wrote: Star Relic: Definitely the Arbiter upgrade/replacement. Don't forget that Templar drove the old Arbiters. The old arbiter cloak field that also cloaks buildings. Interesting. It must fly too just like an arbiter... it's floating over a planet in the picture (the two top right ships) if you ask me. Doesn't look half as cool as the Arbiter... maybe this model will change to have SOME resemblance to the cool old flying caster. This fusion beam sounds nice... I wonder just how slow it is. Well, it can't be a flying reaver... they threw that idea out with the valk in the BW alpha. Too powerful. So how will this fusion beam work? Similar to the WarpRay i guess... slow and wasted against tiny units. Will the explosion be the same regardless of what it hits? Probably so if it's a spell. Is this yet another supply depot killer? Interesting. Maybe a CC killer! Toss finally gets a "clean" way to take out a floating/running CC without going carriers or sacrificing 10 goons to tank fire. Too bad it's at the end of the tech tree. Oh right... the Warp Ray. Might work. The Arbiters were the Judicator caste. The Arbiters were the ONLY troops not operated by the Templar caste. | ||
fight_or_flight
United States3988 Posts
| ||
Blacklizard
United States1194 Posts
| ||
Blacklizard
United States1194 Posts
On June 17 2007 07:48 Aphelion wrote: The Arbiters were the Judicator caste. The Arbiters were the ONLY troops not operated by the Templar caste. Whoops! Thanks for the correction. I'll update my post. | ||
Blacklizard
United States1194 Posts
| ||
lololol
5198 Posts
On June 17 2007 08:17 Blacklizard wrote: One more thing. If you look at the new Blizzard bnet guy's icon, it seems to be a high templar... with THREE different casting animations. yeah, we should have at least three spells for our High Templar. Good. Wrong, they said before that units will have multiple animations for moving and casting, you can clearly see that the phase prisms have multiple animtions to form a pylon, it has NOTHING to do with the number of spells, they just use a random animation, so the armies don't look like they are just a bunch of clones. Most speculation comes from people not reading even the basic info provided. | ||
Blacklizard
United States1194 Posts
As a matter of fact, I still don't see any animation for the shield spell cast by the templar in the newer movie. Again, this makes me believe one animation per spell. Variety in the casting animations. Expected? Certainly not. BASIC info?... I doubt it. Show me this set in stone quote by Pardo, and I'll shut up. Either way, lose the attitude. | ||
coyote
Turkey4 Posts
http://limitedgaming.com/files/18/PCGamer/sc01.jpg http://limitedgaming.com/files/18/PCGamer/sc02.jpg http://limitedgaming.com/files/18/PCGamer/sc03.jpg http://limitedgaming.com/files/18/PCGamer/sc04.jpg http://limitedgaming.com/files/18/PCGamer/sc05.jpg http://limitedgaming.com/files/18/PCGamer/sc06.jpg http://limitedgaming.com/files/18/PCGamer/sc07.jpg http://limitedgaming.com/files/18/PCGamer/sc08.jpg http://limitedgaming.com/files/18/PCGamer/sc09.jpg | ||
| ||