Some feed back about SC2 , july 24 event
Some info from picss , an player who attendet the july 24 event:)
""""Today, I went to demonstraion contest and played SC2.
It was amazing!! Everything that I worried are gone a way!!
Cuz I didn't satisfy the design of Zerg, I focused on design changed.
Here are some Information about Zerg design (there are no changes on other races)
1. Buildings aren't changed at all. It's little dark, so I sometimes confused with creep and player color.
2. All of Zerg unit's color tone is almost gray-yellow. In the past, It was violet and gray-yellow mixture.
3. No wing on Zergling anymore. Even they are speed up upgraded.
4. Lurker is slightly changed. but It's damm cooool!!
5. Roach's attack effect is more brighter than before like Baneling's explosion color.
6. Lurker's attack effect isn't cool. It's like rips.
7. Effect while construct Zerg building is fucking great!! In a building cocoon, there is something small arouning like a fishbowl.
8. No protraits on Zerg buildings. there are only Overload's on Zerg building. I think it's under making.
and some Information about gameplay
1. Minerals are damm abundunt. In 15 minutes after starting, I had about 3000 minerals
2. Venpen gases are scarce. I ran 4 Extractor and 2 mineral mines but, mineral : venpen gas ratio was about 5:1.
3. Hydra is very strong. Even It's low-tech unit.
4. Infester isn't high-tech unit. I can't remember exactly but, I think It's Lair-tech.
5. Ultra is unbelievable. But It cost 300 minerals and 200 gases. so you can't create that many.
6. Raven's turret is very good. hp is 150 and damage is 8. But it has time limit.
7. Xel'naga's tower is important. It shows you great range of map
8. MULE don't mine 15 minerals at once. Instead, It mines 5 minerals with one mining motion.
9. Nuke tech is so faster than before. If you construct Barrack and Ghost Academy and Factory, you can make nuke at Ghost Academy.
Even though I can't play Protoss so I don't know about Protoss, My friends say Protoss is the Best!!
You can turn your screen while you are an observer (when you zoom in). not in player (just can zoom in&out)
You can see siege tank's range by radius line.
When you are an observer, you can see player's APM, resorses, unit or building progress.
and when you change oberving mode, you can see also point that player clicks.
. """"
""""
I posted yesterday about Zerg, but I think someone want to know about Protoss.
so I'm posting some informations about Protoss in SC2, and this informations are from Korean SC2 cafe.
The original poster of this information played Protoss especially.
1. The hotkey of prove is E not p
2. Zealot fights very well. It's like an Gangster (but, someone says Zealot is a junk)
3. Stalker's damage is 12 (no more extra damege for heavy armor)
4. Colossus is fucking strong!! It's imfortant when you fight against mass enemy. the bonus damege is 2*2 when upgraded. (another people say, he won against about 28 hydra with 2 colossuses and 8 zeolots)
5. Phoenix is strong too. When 2 Phoenixes fight with 2 Mutas, It's like 2 Zealots vs 2 Zerglings
6. Void Ray is good too, but It's not good for main unit. for combi, It's good
7. Carrier is a junk... speed is slow and going out speed of Intercepter isn't fast. and If you move Carrier while Intercepter go out, Intercepter will not gp out. and It's hard to control. Intercepter will go in if you move.
8. The radius of pylon is wider than before. In SC1, you can construct 8 Gateway, but In SC2, you can build more.
9. Storm is more powerful! the effect and damage is cool
10. Immotal should upgrade Hardened-shield
11. Observer just need Robotics. It has no techtree
12. Phase prism can load just 1 colossus
13. Zealot's sword glows in player's color. If your color is red, It will glow in red.
""""
Note: The original poster is Korean, so some sentences might not make sense, but it's still a very nice feedback:)
Re: Some feed back about SC2 , july 24 event
...gangster's can't fight... :/
But great anyway. :)
Re: Some feed back about SC2 , july 24 event
Quote:
Originally Posted by
Perfecttear
Some info from picss , an player who attendet the july 24 event:)
3. No wing on Zergling anymore. Even they are speed up upgraded.
At last...
Quote:
Originally Posted by
Perfecttear
4. Lurker is slightly changed. but It's damm cooool!!
He must refer to it's in-game power, as the model was lame last time i seen it.
Quote:
Originally Posted by
Perfecttear
1. Minerals are damm abundunt. In 15 minutes after starting, I had about 3000 minerals
2. Venpen gases are scarce. I ran 4 Extractor and 2 mineral mines but, mineral : venpen gas ratio was about 5:1.
I think this is showing the effect of the macro mechanics. As they affect minerals only, they have lots more minerals than gas, which means you can macro with basic, or low-gas units. I don't know if that's good for the game...[/quote]
Quote:
Originally Posted by
Perfecttear
6. Raven's turret is very good. hp is 150 and damage is 8. But it has time limit.
Well, a time limit, that makes sense, unless you want all the map filled with them.
Quote:
Originally Posted by
Perfecttear
7. Xel'naga's tower is important. It shows you great range of map
It doesn't show in the BR, good to know they aren't useless.
Quote:
Originally Posted by
Perfecttear
8. MULE don't mine 15 minerals at once. Instead, It mines 5 minerals with one mining motion.
That's strange. 5 minerals is the same the SCV gathers, doesn't makes sense.
Quote:
Originally Posted by
Perfecttear
9. Nuke tech is so faster than before. If you construct Barrack and Ghost Academy and Factory, you can make nuke at Ghost Academy.
Better you scouted and researched detectors if that happends.
Quote:
Originally Posted by
Perfecttear
2. Zealot fights very well. It's like an Gangster (but, someone says Zealot is a junk)
Mafia Zealots? :p LOL!!!
Quote:
Originally Posted by
Perfecttear
3. Stalker's damage is 12 (no more extra damege for heavy armor)
:confused: :confused: So, now they deal the same damage against all units? Maybe to boost them against Mutas, and differentiate them from the Immortals. Meh! i assume the price if this units also was tweaked.
Quote:
Originally Posted by
Perfecttear
4. Colossus is fucking strong!! It's imfortant when you fight against mass enemy. the bonus damege is 2*2 when upgraded. (another people say, he won against about 28 hydra with 2 colossuses and 8 zeolots).
Wow! 28 Hydra? He surely kept them very lined-up while fighting the Zealots, should had focused-fire on the Colossus.
Quote:
Originally Posted by
Perfecttear
5. Phoenix is strong too. When 2 Phoenixes fight with 2 Mutas, It's like 2 Zealots vs 2 Zerglings
That's a huge difference, but i think that the Zerg player should have used Corrupters. Dedicated AtA > AtA/AtG unit.
Quote:
Originally Posted by
Perfecttear
6. Void Ray is good too, but It's not good for main unit. for combi, It's good
Main unit? He means Marines, Zealots, etc?
Quote:
Originally Posted by
Perfecttear
7. Carrier is a junk... speed is slow and going out speed of Intercepter isn't fast. and If you move Carrier while Intercepter go out, Intercepter will not gp out. and It's hard to control. Intercepter will go in if you move.
That's too bad. They should had gotten how the Carrier/Interceptor combination worked in SC1. As long as there are enemy units in range of the Carrier+Interceptor range, they shouldn't return, no matter if you move or not, that's why they are separated units...
Quote:
Originally Posted by
Perfecttear
9. Storm is more powerful! the effect and damage is cool
Probably will be nerfed. I don't know how it can be more powerful and remain balanced...
Quote:
Originally Posted by
Perfecttear
10. Immotal should upgrade Hardened-shield
Yeah, that upgrade should say goodbye, as it's completely mandatory. For the unit cost, it doesn't make any sense to build it without the Hardener Shields. That's throwing money to the burner.
I think this is a good candidate to have a per-unit upgrade, as you cannot afford the full cost of the unit without the upgrade, but maybe it's too powerful to have the upgrade at the moment you can build it. You could make a flimsier Immortal (maybe even use another name), then upgrade it to the full Immortal, with Hardened Shields, when the time is right.
I know someone will rip his cothes away and cry "OMG!!! RACE DIVERSITY!!!", but it's a good mechanic, and i think it makes sense to use it in this case.
Quote:
Originally Posted by
Perfecttear
12. Phase prism can load just 1 colossus
Well, if they're so powerful now. Still, probably doesn't makes too much sense to transport them in most non-island maps.
Quote:
Originally Posted by
Perfecttear
The original poster is Korean, so some sentences don't make sense, but it's still a very nice feedback:)
Good indeed. Thanks!!!
Re: Some feed back about SC2 , july 24 event
Quote:
Originally Posted by
Norfindel
[Regarding MULES] That's strange. 5 minerals is the same the SCV gathers, doesn't makes sense.
If you look at the new footage from last night, you can see what he means by the MULE. It simply goes up *CHUNK* and turns around. It spends nearly no time at all at the minerals and merely just grabs and returns. I think it's an interesting idea.
Quote:
Originally Posted by
Norfindel
[Regarding COLOSSUS]Wow! 28 Hydra? He surely kept them very lined-up while fighting the Zealots, should had focused-fire on the Colossus.
This could also be related to terrain and range. I wouldn't be surprised to see them have the potential micro ability as shuttle+reaver fun. I would also suspect Charge having the ability to intercept and hold the hydra back sooner than normal, allowing for a better shield for a colossus. That is potentially 80ish damage volley of 2 colossus, so it's not unheard of.
Quote:
Originally Posted by
Norfindel
[Regarding WARP RAYS]Main unit? He means Marines, Zealots, etc?
Maybe he intended to say it wasn't a good "Massed" unit but works very well in combination with other units. In other words, it could be that they work well in the support role that people suspect it will play.
Quote:
Originally Posted by
Norfindel
[Regarding COLOSSUS TRANSPORT]Well, if they're so powerful now. Still, probably doesn't makes too much sense to transport them in most non-island maps.
I've thought about it a bit and think it's good that they allow it to be transported. Maps that use water for partial barriers on their naturals could involve good use of phase prism colossus drops with warp in support. I'm not saying it's going to be often useful, but the increased speed of a phase prism moving to an enemy base could be enough to warrant it.
*shrugs* I also think it's a solid balance to only allow 1 per instead of 2.
--------------------------------------------
The majority of thoughts have already been said by Norfindel.. There were just a few points to elaborate my thoughts on. I do have personal opinions on the early game nukes which I've already said in other threads that I'm going to explore specifically. I love the new nuke balance they're shifting to.
It's early, it's cheaper, it has no food cost in storage and ghosts are accessable and multipurpose against each race. I'll enjoy testing them out.
Re: Some feed back about SC2 , july 24 event
Quote:
No wing on Zergling anymore. Even they are speed up upgraded.
Er... what? Is this a bug or an old build? Or did they really just flat out remove them?
They're not even that intrusive.
Early nuke tech is still strange. Factory seems a little early. I think I'd rather have a tougher nuke and have it be starport tech instead.
Re: Some feed back about SC2 , july 24 event
Concerning MULEs, they're awesome anyways because they don't affect SCV saturation on a mineral line. That makes them "very" different from SCVs.
I guess it's pretty good that they don't seem to have any mining time either.
Re: Some feed back about SC2 , july 24 event
Quote:
He must refer to it's in-game power, as the model was lame last time i seen it.
Nope, read down later. He says the Lurker attack is lame.
Either he has bad taste (regarding the lurker's graphic) or it really has changed (which I doubt).
Quote:
Early nuke tech is still strange. Factory seems a little early. I think I'd rather have a tougher nuke and have it be starport tech instead.
300 damage will kill every unit except for the high HP units and tankers (battlecruisers, carriers, ultralisks, immortals, brood lord) so it's not that bad. And it only takes 2 nukes to kill most buildings (especially the important tech ones).
Quote:
6. Raven's turret is very good. hp is 150 and damage is 8. But it has time limit.
Ugh, I hate anything have to do with timed life (except for MULES as that's economy wise).
Also, I wonder what the reason is for making Immortal Hardened Shields a research.
As before research, no one would bother getting them because they're expensive and there are better units to get.
Maybe it's their solution to early game warpgate + immortal instant counter against siege tanks?
Re: Some feed back about SC2 , july 24 event
Quote:
Originally Posted by
Pandonetho
300 damage will kill every unit except for the high HP units and tankers (battlecruisers, carriers, ultralisks, immortals, brood lord) so it's not that bad. And it only takes 2 nukes to kill most buildings (especially the important tech ones).
You quoted the wrong thing. ;P
But yeah, I just think Nuke at Starport makes a bit more logistical sense, it has less to do with the power of the Nuke and more to do with an escalation in power thing. I mean teching to a Starport before your opponent gets detection can be done.
Quote:
Ugh, I hate anything have to do with timed life (except for MULES as that's economy wise).
You have to do it with summoned units. Anything that doesn't take supply needs to have a timed life. Or needs to be unique like the Mothership/Queen was/is.
Now Auto-turrets are stationary, so that's different. They should just cost minerals...
Re: Some feed back about SC2 , july 24 event
Quote:
You quoted the wrong thing. ;P
Woops lol
Quote:
But yeah, I just think Nuke at Starport makes a bit more logistical sense, it has less to do with the power of the Nuke and more to do with an escalation in power thing. I mean teching to a Starport before your opponent gets detection can be done.
Actually, it won't too be easy I imagine. Protoss just need a cyber core before getting a robotics facility and then an observer.
And Zerg, all they need is lair tech for overseers.
I think Factory tech fits in nicely.
Quote:
You have to do it with summoned units. Anything that doesn't take supply needs to have a timed life. Or needs to be unique like the Mothership/Queen was/is.
Yeah, it feels very WCish to me. MULES are fine, for offensive stuff I don't like having timed life, also mainly because as you mentioned, auto-turrets don't move.
Re: Some feed back about SC2 , july 24 event