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10-31-2009, 12:10 AM #1 | ![]() |
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In SC1, the High Templar cast this ability on any given unit and two hallucinations of the targeted unit appear. These hallucinations would have a lifetime of 180 seconds and would take twice the normal damage from attacks. Any special abilities cast on hallucinations would immediately destroy them.
According to most SC2 wikis, the Disruptor has the ability. It can only create hallucinations of Protoss units, but it can create them requiring neither the original unit as a target nor the tech level to create the original unit. With a single cast, the ability can create 2 Zealots, 2 Stalkers, 2 High Templar, 1 Immortal, 1, Colossus, 1 Archon, 1 Phoenix, 1 Warp Prism, or 1 Void Ray. It cannot create Dark Templar, Observers, Carriers, or Motherships. Whether the ability can or cannot create hallucinations of Probes or other Disruptors is not addressed. Hallucinations still take double damage from all weapons and still have a life of around two to three minutes (120s-180s). However, the instantaneous death by any spell seems to have changed. Only Psi Storm is listed on all of the wikis as being capable of this. Some questions: 1. How do you feel about this ability overall? 2. Do you think this ability will see more use than its SC1 counterpart? 3. Can the Disruptor create hallucinations of Probes or Disruptors? 4. Is Psi Storm the only ability that can instantly dispel hallucinations? 5. How would you feel if the Ghost's EMP could instantly dispel hallucinations? 6. How would you feel if Disruptors could "detect" enemy hallucinations? 7. Is any of this info wrong? |
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10-31-2009, 12:51 AM #2 | ![]() |
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Meh.
It seems to me that, if the Disruptor can Hallucinate probes, then it should create four of them with a life of thirty seconds. Would be a great counter to raids. Hallucinations should be instakillable by Psi Storm and EMP, nothing else... Although that gives the Zerg the shaft. And no, only detectors should be able to see Hallucinations. |
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10-31-2009, 12:57 AM #3 | ![]() |
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I'm annoyed by the fact that it can't hallucinate certain units. I'd rather duplicate any unit on my screen than be limited to a select few. Considering it still takes double damage, and casts as few as one duplicates of some units, it feels considerably weaker.
Either reinstate its original settings or cut it. |
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10-31-2009, 01:11 AM #4 | ![]() |
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No way man this new hallucination has so much more potential. It's all about the mind games you'll be able to play with your opponent - if you play your cards right when he scouts he'll have no idea what tech you're really going for. |
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10-31-2009, 01:45 AM #5 | ![]() |
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The reason I said Disruptors is because it makes sense for the unit that creates hallucinations to be able to discern between the real thing and the fake. There is probably something that gives it away. How else would a player be able to recognize friendly hallucinations?
Detectors have never been able to "see" hallucinations for both lore and gameplay reasons. |
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10-31-2009, 05:55 AM #6 | ![]() |
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The new Hallucination system has a ton of great potential. Before, you could only hallucinate things you already had, so the only "trick" involved you appearing to have more numbers than you did. Now you can trick opponents into thinking you're on a tech pattern you're not even close to having. Imagine hallucinating some Carriers and fooling the opponent into bulking up anti-air, only to find out (too late, of course), that you odn't even have a Stargate. The Dark Templar decimate his base. Oh my.
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10-31-2009, 09:13 AM #8 | ![]() |
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And IMO you shouldn't be able to copy another race's units. After all, won't people notice if they're zerg and you're protoss and they're being attacked by protoss? They'll see right through it, but will be frustrated because their own units aren't smart enough to figure it out. |
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10-31-2009, 09:20 AM #9 | ![]() |
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Hallucinating probes makes a lot of sense if there are zerglings in your mineral line, killing your doods. Hallucinating your disruptors makes sense if the other guy is tired of your damn hallucinations or force fields. Both times it helps divert damage from your real units.
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10-31-2009, 09:57 AM #10 | ![]() |
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One key improvement IŽd like to see would be complete fakeout - when Hallucinations die they just "pop", IŽd rather have them also fake the death animation. That way you arenŽt giving away that you use Hallucinations as quickly.
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