Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
Just a question to discuss on the matter. IN SC1, the tank never turned, only the turrent did. It enabled it while out of siege mode to provide an interesting attack where the tank would "keep moving forward" while shooting backwards at a stop.
It's obvious that Blizzard has tried this, I'm sure something in it didn't feel right. I'm curious if any of you think that it would be a better animation than the spazmatic twisting effect when micro'd.
Thoughts?
Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
Quote:
Originally Posted by
emikochan
Personally the only unit that would match that movemtn would be some kind of spider, 4-6-8 legs with flamethrower on top, not bad, but not very terran..The hellion skitters more than drives.
Found one!
http://www.journaldugamer.com/images...mmander_06.jpg
Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
SC
erm by which i mean Supreme Commander
Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
Quote:
I think the immortal is fine, people keep forgetting how hard it hits, it shouldn't be invulnerable too!
And that it's got lots of health, even for a Protoss unit. 300 total Hp is nothing to write off, even without the Hardened shield.
Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
If I remember correctly, 4 Immortals in the Protoss announcement demo kicked plenty of reaper ass before being killed by them. And hell, they said Reapers were "good" against Immortals.
Sure, they're good, that doesn't automatically mean the Immortals are soft material.
Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
Quote:
Originally Posted by
Operatoring
Ok. It stops when it attacks, and in the BR reports no one has Patrol-Attacked with it. Seems to me like you just back up, and fire, back up and fire. Rinse and Repeat. Also no mines, less micro and usability in the mid to late game. Scrap it and come up with something more original and interesting and fun to play with and... better.
According to the latest article that is actually the WORST way to use the Hellion. The flamethrower apparently needs itīs time to deal full damage, using it like a Vulture minimises the damage. That way the firing animation makes sense.
No wonder itīs so unpopular, people try to pretend itīs the vulture.
Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
Quote:
According to the latest article that is actually the WORST way to use the Hellion.
David Kim seemed to do just fine with it. And since he has a bit more Hellion experience, I'm going to go with his idea of how Hellions work.
The main visual issue with that is that the tiny wisp of flame that the Hellion throws out is pathetic looking. It doesn't look like it should hurt things. The initial flame should be much faster and stronger looking.
Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
I assume that originally Adolf attempted to take even less time attacking, moving IMMEDIATELY after the burst comes out... from where Kim's usage is a "happy medium."
The attack does need to compensate for this. I mean, if this is what we're going to be seeing day-in, day-out as spectators of pro games, the graphics should correspond, especially if we know that's what's going to happen going in.
Re: IgroMir 2009: imba.Adolf[RA] reports his SC2 opinions
Quote:
Originally Posted by
Nicol Bolas
David Kim seemed to do just fine with it. And since he has a bit more Hellion experience, I'm going to go with his idea of how Hellions work.
The main visual issue with that is that the tiny wisp of flame that the Hellion throws out is pathetic looking. It doesn't look like it should hurt things. The initial flame should be much faster and stronger looking.
I remember it differently. Kim seemed to "park" them too long instead of moving them right behind the Probes. With the newly revealed damage mechanic that makes sense and so does the animation.
The tiny wisp of flame is ok since it hardly deals damage. The point is that the animation correctly reflects that only letting the Hellion shoot for a fraction of the animation deals only a fraction of the Damage.
Making the animation for the initial flame "stronger" is only consistent if the first flame also does more damage.