Do you feel like team games are more fun?
How do you think FFAs will be?
( sorry if this has already been answered)
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Do you feel like team games are more fun?
How do you think FFAs will be?
( sorry if this has already been answered)
Have the Zerg aesthetics been updated much? For awhile I have always been hating the way the Zerg have looked, and they had been promising updates on them artistically. Did you notice much in that regard?
I think because of the different units and how come of them react to each other on a team ie Terran and Protoss units working together, that it will make team play even more of a co-ordinated game.
Free for alls will be just like SC1 imo, I didn't play them a whole in SC1 (mostly 1v1 and teams) but I think it comes down to who gets attacked less will win =P
Zerg looked fantastic imo. I think they looked the most like different than the other races and you really got that feel from them, I think mainly because of the creep and how the buildings an units look. I didn't have too many objections but I do think they still need a little more work, but they are shaping up very nicely.
I agree that the zerg are looking good now, though they did seem to blend in a bit too much with the Char tileset, but that may just be because I had not played on it enough (or with zerg too much) to spot everything immediately
From both having played and watched videos on the game, the game looks a like more crisp and clear when your actually playing it, even compared to the HD videos. Not to say that there wasn't time where I killed lots of Hellions quickly while micro focus firing on them with Stalkers, that I almost couldn't tell which ones were alive because of all the parts from the dead ones in the ground, but for the most part everything was pretty destiguishable. Even when a Thor had an animated death where it would stand for a good 2-3 seconds after being killed only to fall to the ground, you could easily tell it was dead w/o being fooled.
More general "I'm noob at playing SC" question about Immortals, I haven't found any detailed information, so...
How does playing with Immortals feel?
How strong they are(in differend situations)?
And, is there any effective tactics with the Immortals that you could try out or noticed? Or just, how do you use Immortals in general?
Immortals are very strong damage wise and defense wise, they are very hard counters for things like tanks and other hard hitting units. Harden shields takes any attack doing over 10 damage and reduces it to 10, so as it had 100 shield it takes at least 10 hits to get its shields down. But it's a ton more susceptible to units like Marines or Zerglings that have a lower damaging hit but attack faster.
SCQ: Viking/Ghost portraits. Existant? For Banshee, is it still the Desert Storm pilot (hope so) or have they updated it?
SCQ: have you ever seen Medivacs used primarily without Marines? IE, Marauder/Meds, Reaper/Meds? Are Reapers viable outside of their early/mid-game harassment role? What can they offer in late game?
SCQ: How useful are Ultralisks? Are they better as support units, or as an army of their own?
SCQ: Corruptors. Anything new on these guys? How are they doing?
SCQ: Burrow seems to really be coming into its own now that Detection is A) more spread out, and B) more expensive to purchase (gas prices ^). Have you seen it used to deadly effect as it was in BR#3, and if so, was it ever done with units other than Banelings? How long into the game can it usually go before detectors make it irrelevant? Have you seen any anti-Burrow tactics develop in the early/mid game, ie, troop placement, troop movement, etc?
DQ: What, if anything, makes the Witch Doctor stand out and not feel like a Necromancer clone? Do you feel that Blizz. are on the right track with this class, or that it might be conceptually/gameplay-wise stepping on its predecessor's toes a little too much? On that note, which class felt the most interesting/new, as far as gameplay goes?
DQ: Does your character speak at all when interacting with NPCs? I recall that the original presentation of speech bubbles gave us many questions to choose from; has that been followed up on, and if so are they voiced at all?
DQ: Has Blizz implemented any more "rare" animations yet? IE, when a character dies, certain monsters have a chance to kill them differently (like the Siege Breaker we saw). Is there anything else like it in combat?
As always thanks very much for sharing. :D
A1 SC: Everyone that I could tell had their own portrait, as for Banshee it is still the desert storm pilot.
A2 SC: I didn't really see medivacs getting a lot of use, just because they were expensive and couldn't heal each other and had to heal 1 at a time. Most of the time Terran would go right for a mech build. As for late game all they can really offer is carrying units. I very strongly believe they should bring back the Medic and make the Dropship normal again (current cost is 200m 100g)
A3 SC: Funny you should ask this really, as me and a buddy set up a 99 Zealots and as many Ultras as he could make in 20 mins fight, and the Ultras came on top easily. They have a TON of hp and hit buildings like trucks, as well as slaughtering lower tier units with cleave. An army of Ultras is prob best stopped by Carriers or a strong air unit like that ie Void Ray.
A4 SC: Corruptors only really come out when you desperitly need some anti air/fighting Colossus, again because Mutalisk get the job done so well, but when push comes to shove they will make the difference if you need the intense air support.
A5 SC: Burrow is strong early game, because if I saw correctly Zerg regains more HP faster while burrowed. Later game vs Protoss and Terran, Observers and Ravens become more prominent making burrow less effective, but it is still useful in mid-end game situations if there is no detection around especially with Ultras and air units. Burrow is a friend to Roaches.
A6 D3: The WD feels a lot more of a hard hitting/summoning/support class compared to the necro being a more quick attacker (spell wise) or hardcore summoner, which the WD doesn't rely on as heavily. To me personally I felt that the most different class was the Monk, it's a new approach of a kind of "evading" style of fighting, although he is mostly melee he has a lot of moves to help him not take hits, which I think is interesting.
A7 D3: The demo was mostly all action based, just to get the game play and feel of the game out there for people wondering how it is vs D2, which I can say was very close and much improved. If you are at all worried about the removing of potions and how that will effect that game, don't be, the "health orbs" are a very well worked mechanic and still keep the pace of battle effectively. So to actually answer your question, no I did not have a chance to interact with the NPCs from what I experienced, they could however be saving that for when it's more polished.
A8 D3: Not 100% sure on this because we didn't really fight any "big bosses" specifically, but from what I could tell I thought for sure there were animations from dieing to fire, lightning etc, so I would imagine there would be for bosses.
So you're saying that it needs to be cheaper. Like it was in previous builds (didn't have a gas cost).Quote:
I didn't really see medivacs getting a lot of use, just because they were expensive and couldn't heal each other and had to heal 1 at a time. Most of the time Terran would go right for a mech build. As for late game all they can really offer is carrying units. I very strongly believe they should bring back the Medic and make the Dropship normal again (current cost is 200m 100g)
SC2 Questions:
How powerful are Archons? Can they stand toe to toe with Ultralisks or do they get squashed?
How prominent are drops in SC2 compared to SC1? From the battles i've seen so far, it seems like fights are bigger and head to head.
Are Ghosts commonly used and how effective are their abilities?
Have you seen Battlecruisers using their new abilities (I might be outdated, but i thought they had energy shields and torpedoes) and how effective is that?
Is there any reason to get Protoss Starfighters since Stalkers seem more cost effective and quicker on the tech-tree?
Thank you :D
Well not just that. The fact that they cannot heal each other is a pain and you will have overall less of them because of how expensive they are, and how unrealistic it really is to over produce them. I feel Medics did a better job and were more game play friendly than the Medivacs. Although I would not change the cost of it other than possibly making it 200m 50g, to be more on par with the other carrying units for the other races, but I'll be mad if i have to pay minerals for Phase Prisms.
Drop can still be effective but we only got 20 minutes of play so I didn't really see much of that, although I am not a friend of the Medivac idea, it will be very interesting to see how the pros use them.
I have heard that the Ghost was very effective vs the Mutalisk but when I went to use them I painfully found they were 200g each so they are a very unrealistic unit imo. Because of the such high gas cost they only really came out in single numbers and just to launch nukes, which have much more flexibility.
Again because of time I didn't get to see a lot of BCs but the Defensive Matrix was pretty effective for protecting the BC for coming in quick for attacks w/o losing HP.
Stalkers imo are the most IMBA unit I've ever seen, there were many games where you could tech only Stalkers and beat just about every build out there. it probably didn't help that Protoss got a ton of minerals from PC and the gas cost was so low (125m 50g) to build them. but you could mass produce Stalkers easily, and their no push over unit either, think Dragoon with good pathing and Blink. Blink give HUGE mobility to Stalkers making Siege tank defenses completely useless.
I didn't see them used alot either, though i did go for them a few times early game, snipe can really decide a low-mid tier battle if you have even just a few ghosts, they aren't too bad against mutas and the like either, but they certainly don't work by themselves, they are more of a unit to shift the power in your favor in a battle than to outright win it for you, and emp is always useful, though i found myself picking snipe over it most times (with the large exception of stalker masses...), to me their low hp and high cost really stopped them from being used later in the game minus the nuke use mentioned above by supersonic (which was rather useful against zerg given how overlords are no longer detectors, though i suspect zerg players will adapt to that change quickly once beta starts)
Battlecruisers are pretty good, didn't play with them much, but defense matrix is very strong, saved quite a few battlecruisers from untimely deaths, yatamo is about the same as before, and I'm not really sure on the torpedos, it was rare to go against airforces against which that upgrade would be useful.Quote:
Have you seen Battlecruisers using their new abilities (I might be outdated, but i thought they had energy shields and torpedoes) and how effective is that?
Woah, my friend said the EXACT same thing. When he played, he said Stalkers pretty much own everything.Quote:
Stalkers imo are the most IMBA unit I've ever seen, there were many games where you could tech only Stalkers and beat just about every build out there. it probably didn't help that Protoss got a ton of minerals from PC and the gas cost was so low (125m 50g) to build them. but you could mass produce Stalkers easily, and their no push over unit either, think Dragoon with good pathing and Blink. Blink give HUGE mobility to Stalkers making Siege tank defenses completely useless.
Medics were too good in SC1. It's no surprise the Medivac is easier to counter. It's designed to have easier counters unlike medics who are small, heal each other and generally harder to counter aside from using AoE. The Medivac is like that so it's a meaningful choice to target the healers this time around. In SC1 there really wasn't any reason to target the medics. Most of the time only medics will survive in an M&M combo. I also didn't like how marines and medics were tied together by the ankle and how medics are basically the same tier as marines, making them a must have in all infantry situations. I say just give the medivac an upgrade to do small AoE healing, and it will be more formidable.
Worse, Medics were effectivly a upgrade on 2 legs. Adding Medics to Marines made them better, definetly but they didnīt change the matchup - what counters Marines counters M&M the same just maybe not as effective.
It also made stimpacks a nobrainer. Instead of a tradeoff between firepower and survivability it imposes a Medicqouta.
The biggest advantage of Medivacs gameplay wise is that the enemy can effectivly deny the Terran infantry their Healing, if only by scaring the Medivacs off.
Could they solve the issue (partly at least) by making all the Terran units Mechanical/Biological (SCV is), renaming the Medic as Engineer, and allowing it to repair mechanical units?
One thing i'm a little curious about is the issue with tons of Minerals and little Gas.
What is causing the lack of Gas? Are minerals just mined too quickly or are units more Gas heavy so they eat it up quickly?
Also, I might have missed it, but I was wondering if there was anything special about Archons or if they're same ol?
Thanks :D
Because pathing is better in SC2, right now workers gather 5 minerals per trip, but only 4 gas. Add that to the fact the races macro mechanics are mineral focused, and you end up with a very large disparity between minerals and gas accumulated. Its because Blizzard wants gas to be more important, which is why they tried all those mechanics last year. But I'm convinced there must be a better way to make gas more meaningful other than limiting it so severely.
Did the Raven or Planetary Fortress see any use to you?
Also, how do you feel with Immortals in the Rbay?
Yeah the Raven saw a lot of use because of it being a mobile detector and some abilities were used on and off. Planetary Fortress saw a LOT less use because people wanted to get mule call down because getting minerals for Terran was slow enough as it is.
Immortals felt fine in the Robo, mainly because being able to warp in Immortals with the 12+ Gateways you had would make mech builds highly useless vs Protoss, +Immortals are pretty strong.
Is it true that the Dark Templars were cheaper? What's their cost?
i knew it stalkers are imba and 99% of the time will be played by any toss players. they are just like the dragoons in sc1 but better with blink. yeh they have lower hp but it doesn't seem like it. and whats the hype with the blink ability, its a noob ability even noobs can use it effectively.
I say nerf this unit and make it as fragile as possible like it get destroyed easily by just 2 siege tank blast (making the new tanks useful as well). Also nerf the blink cooldown or energy cost its annoying really.
yeh just like i said. blizzard should do something about the stalkers before it becomes the next hydralisk and dragoon in sc1.
there should be a mass lockdown ability for the terran to destroy this annoyingly blinking units. :D
Can't Marauders take them down? Especially once Medivacs come into play (and with Blink being pushed up, this should be roughly around the same time).
I mean, sure they can Blink around your army to take down the Medivac, but if you're quick on your feet you'll get it out of harm's way fast enough, and now they'll have wasted their Blinks, too.
How often did the "yellow" minerals come into play.
Do you like the double gas thing at each base. Is only using 1 early viable?
Do you feel like there should be "yellow" gas?
Any Funny/successful cheese builds that you saw/did?
( once again sorry if these have been asked, im just sitting on the last page thinking outloud)
Damage over time effects would rock stalkers.
Acid/plague damage for Zerg and burning Fire damage for Terrans could be interesting counters.