Another question: Can you pass spine crawlers through a nydus worm, or can they be transported via Overlords? (I assume overlords can still transport with an upgrade)
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Another question: Can you pass spine crawlers through a nydus worm, or can they be transported via Overlords? (I assume overlords can still transport with an upgrade)
No.Quote:
Can you pass spine crawlers through a nydus worm, or can they be transported via Overlords?
It's still there, not that you'd ever research it.Quote:
I assume overlords can still transport with an upgrade
No; it's two separate upgrades again. Sucks.Quote:
Doesn't that upgrade also boost their speed?
At least Overlord speed is cheap (50/50). This upgrade also boosts Overseer speed, which wasn't exactly slow to begin with.
Do you feel the new Siege Tank is underpowered from the SC1 version? ( 70-85 damage versus 60 now )
Is there a range limit on the Nexus Chrono Boost?
Someone said that they were casting it on their partner's buildings in a 2v2 game. Can it be cast on any structure anywhere with no range issues?
If there is, it's pretty huge. You can certainly hit anything in your base with it.Quote:
Is there a range limit on the Nexus Chrono Boost?
I didn't play Beta, but I don't think so, since they are now doing 60 to everything they are more like of generalist. They now do a lot more damage to Zealots than they were doing in SC1, but now you will counter STs with Stalker's Blink and not with Zealot bombs. :p
There isn't, I saw Toss using Chrono Boost on Ally Hatchery and on Ally Barrack which is like whole map away -_-...
Yeah...I have kind of a dumb question.
Are Dark Templar still available in two different variants? I saw a picture in another thread showing some with one psi blade and some with psi staff.
If so, is production output random, or do they alternate?
when is wave 2 of beta keys comming out?
Are Banshees used or are they neglected?
Is ''Terran buildings will get burned to the ground when heavily damaged.'' thing from SC1 still in?
And how is shield regeneration for Protoss? Is it still like ''won't regenerate for a few seconds, and if you don't get attacked in that time, it'll recharge pretty fast.'' ?
Not so important but, Protoss still doesn't have any way to repair damaged buildings, right?
How do carriers stack up to air superiority fighters in SC2? Do they still have the same effectiveness as SC1? What is the production of Interceptors like now? Do they make all from scratch or do they start with 4 and build 4 more?
What does the Sentry feel like in-game? Is Force field used to any effectiveness? Is it easy to use, a smart design, etc?
Does the Phoenix go well with Gravitron beam?
Thx Hamshank!
Also I have a strategy question, what seems the best to counter an early Hellion rush as Zerg/Protoss?
I've never seen that, but I don't see how mass Roach would go amiss. Especially if you contain them with them.
They can get taken out pretty easily with vikings which imo are a weak anti air unit and the only terran anti air unit.
I believe they start with no interceptors, but there's an upgrade that either makes them launch out faster or makes them move faster or something in the fleet beacon. Haven't used sentry
Phoenix gravitron beam works pretty good, but the battlefield doesn't really permit it's use often, if you have phoenix in a fight you're using them to take on air not ground and they're going to be overwhelming before they can concentrate on it. Imo it's kind of weird, but maybe more experienced users have found a use for it.
They start with 4 intercepters, and have a max capacity of 8.
Air > Hellions, but as for ground units, stalkers, immortals and hydralisks do a pretty good job.
A queen, spine crawler and photon cannons are usually enough to handle a rush.
It's not quite as good because it's more expensive and takes 3 supply, rather than 2. However, the 60 base damage is more useful in my opinion, because light units like marines and zealots bunch up much more closely now. Therefore, the AOE does a full 60 damage to more units, which makes the siege tank more effective against light targets than before.
A couple other thoughts on terran:
- reapers rock. very, very powerful if u can take advantage of an unexpecting opponent.
- hellions, no matter how much I try to use them, are simply not worth it. they are extremely fragile, attack slowly, and have a weak attack until you upgrade it at the factory's tech center. 2 hellions vs 4 marines, the marines would probably win.
I've heard that the zealots now get +4 damage per upgrade , that is quite a lot :o , is that true?
Do zealots still have that "Charge" thing? I havent seen it in the streams ive watched so far..
saw that vid of the last part of that game it certainly LOOKED awsome. but havnt seen ennough of the thor to really judge it.. i still feel it might be great support for ligher units in dealing with bigger threats, like helping marines overwhelm tanks on open ground, or vs air - similar vs carriers...
most importantly. do the barrage skill seriously work vs air??
how is the thors GtA attack geared? 2 missiles vs one target goliath-style or hitting several targets?
Holy crap, Chrono Boost can be used on allies!
Of course it would be advantageous to attack in air mode, the viking is an ANTI AIR unit, meaning it specializes in anti air.Quote:
I'm referring specifically to damage. Consider the Viking is attacking a Colossus. Will it be advantageous to attack in one mode over the other or does it not matter?
Second, why attack the colossus in ground mode when it can retaliate?
I just played a 1v1 on LT. I was winning until he made mass vikings and went around the map destroying my naked expos on the islands.
I decided to give the thor another chance instead of playing Cat n Mouse with my own Viking fleet.
Vikings got WTFPWNED in either air or ground. It would be best to keep them in air mode if there are low # of thors. The thor's attack is a medium speed heavy damage attack. You could possibly micro your vikings away after one hit, etc.
Vikings in ground mode have a less than stellar ground attack. The Thor's heavy armor also comes into play.
Really, you shouldn't send vikings at thors at all. A couple of mauraders or a squad of marines with stim would fare better by folds.
This might be a useless question strategy wise, however I have been pondering for a while about it.
If you can mind controll two high templar, can you then merge them into an archon who will fight for your own cause? Or does the mind controll wear off on the archon?
Perhaps it isn't even possible to mind controll high templar, I haven't seen any awesome infestor plays from streams so far so I don't know.
Cheers.
How is the building spacing working out - is it more intuitive than SC1.
If not - they need to fix it.
Neural Parasite only lasts 10 seconds. Archons are also not listed as biological (I think). So even if you did MC/NP two HT or DT, and even if you did merge them, you would not get an Archon to control.
Very good question though.
Its grid based, and pretty clear. If you're not used to 3D graphics like in WC3 you might accidentally leave some holes between buildings like supply depots on your choke, but for the most part its very intuitive. If you create a choke, nothing slips through from any angle, wheras Zerglings could sometimes sneak in horizontally.
I'm not sure if this has already been asked, but can you reconnect games you disconnect from?
The Viking is an anti air unit. When you figure that out, maybe you'll realize how retarded your question was.Quote:
You're an idiot. It's an example...and the question at hand is which attack mode does more damage, if any.
And seriously, what's with da hate? I thought we wuz cool.
Can a burrowed roach get passed a supply depot that's not in it's erect form? Or does it have to unburrow and walk over?
Which is an interesting attention to detail if I do say so. I probably never would've thought about it as a designer, but the moment I saw roaches heading to a base the question popped into my mind.
Still, with only one row of depots, you can only protect against burrowed or unburrowed. When against Zerg, I think the best option is two rows of depots. One at the top and one at the bottom of the ramp. One will be burrowed, one not. Just something I thought of while watching a replay.
I'm sure a lot of people have all ready figured that out, LMAO. :p