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Thread: Supersonic SC2 Q&A

  1. #21

    Default Re: Supersonic SC2 Q&A

    Supersonic, as flying units go besides the muta can you tell us how it felt...ive noticed from some of hte gameplay videos they dont seem to be able to fire and swing away as fast as sc1? confirm?

  2. #22

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by hiru View Post
    Whats the CD on Time Space Transit?
    It's about 10~ seconds

    Quote Originally Posted by Norfindel View Post
    I'm thinking about the macro mechanics, and the scarce gas, and i completely agree that this will be a loooong beta, and it's very likely we are going to see drastic changes.
    Yes, every game I went into and I wanted to go a higher tier I would think of how painful it is to get gas lol. You need at least 2 expansions to keep a steady production of gas heavy(er) units, it was very annoying because as Protoss I had 2k minerals and 300 gas, so you end up making a million Zealots and some stalkers every game.

    Quote Originally Posted by ArcherofAiur View Post
    Supersonic, thanks for the feedback. Can you tell us whether casting PC felt repetitve or felt like an APM sink?

    Was it hard to place the target?

    Did you make other obelisks for shield/energy recharge?

    Did you ever use your PC obelisk for shield/energy recharge?
    At no time did it feel like it was a pain or something like a APM sink, just because of the fact that it felt like what I was doing made a difference in the minerals I was receiving. As for energy and shields I never specifically made any for that, but there was a couple of times where I used them to recharge my Colossus shields, because they drop like ROCKS if you don't micro them correctly/get hit by anti air units. It didn't seem all that useful though because it was only 200 shields and then I didn't have PC, so for sure they made it a choice IF your in the situation that your being attacked in your base right next to it, that's really the only time you would use it.

    The reason that you wouldn't use them with your "proxy pylon" is because they took what felt like 2 mins to build, they cost 200 minerals, and once you used them their out of energy and your opponent would have caught on and focused on it soon after.

  3. #23

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by supersonic View Post
    At no time did it feel like it was a pain or something like a APM sink, just because of the fact that it felt like what I was doing made a difference in the minerals I was receiving.

    Very interesting....

  4. #24

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by Islandsnake View Post
    Supersonic, as flying units go besides the muta can you tell us how it felt...ive noticed from some of hte gameplay videos they dont seem to be able to fire and swing away as fast as sc1? confirm?
    Anyone with fears of any units speed of reaction from intense micro and turning around, I can say that all of the units I micro'd with, with the exception of the hellion (which is like wtf? because they have a good 1-2 second delay before they attack =S) felt as sharp as SC1. Specifically with the Mutalisk because of how fast they are and their strength in numbers. As for the other air units they responded very quickly, Carriers, Phoenixes, Viking, Banshee etc respond on the fly.

  5. #25

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by ArcherofAiur View Post
    Very interesting....
    Yes but the Mule felt like I was doing it because it made a slight almost none existent difference to my minerals, which made it feel like a APM sink, just to get you to do it because it helped a little.. I wasn't something I was exactly keen on doing after a while, because you had to specifically click on a mineral field which got bothersome in the heat of play/battle, as for the PC it was a quick 1, R, click in the middle of your mineral probes and its done, which felt very refreshing and precise.

  6. #26
    Pandonetho's Avatar SC:L Addict
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    Default Re: Supersonic SC2 Q&A

    Thanks Supersonic, much appreciated.

  7. #27

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by Pandonetho View Post
    Thanks Supersonic, much appreciated.
    No problem! If anyone has any questions I'll be working all day so I can answer all day long! So please ask away =]

  8. #28

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by supersonic View Post
    Yes but the Mule felt like I was doing it because it made a slight almost none existent difference to my minerals, which made it feel like a APM sink, just to get you to do it because it helped a little.. I wasn't something I was exactly keen on doing after a while, because you had to specifically click on a mineral field which got bothersome in the heat of play/battle, as for the PC it was a quick 1, R, click in the middle of your mineral probes and its done, which felt very refreshing and precise.
    The plot thickens

    So the ability that mimics manual worker mining but has decision-making still felt like an APM sink.

    Meanwhile the ability that does not have decision-making but has a large reward/task ratio did not feel like an APM sink.


    I may have underestimated the reward/task ratio.


    If your up for more questions can you tell us about the infestor and overseer.

  9. #29

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by ArcherofAiur View Post
    The plot thickens

    So the ability that mimics manual worker mining but has decision-making still felt like an APM sink.

    Meanwhile the ability that does not have decision-making but has a large reward/task ratio did not feel like an APM sink.


    I may have underestimated the reward/task ratio.


    If your up for more questions can you tell us about the infestor and overseer.
    Yes it felt like I should have gotten the Mules amount of minerals for PC and the PC amount of minerals for Mule because it was more of a thinking task than just placing PC. Although it doesn't feel like "just a task" because you feel rewarded for doing it.

    lol the infestor is great, although without the "moves faster while burrowed" upgrade it moves as fast as the Mothership when it's burrowed (DEAD slow). The abilities were good although you could see some exploitation with Zerg getting Protoss and PC, because of the fact that you can FP a probe and build a nexus simple as that. For battle field perspectives depending on the fight the infestor makes the difference, if you using units that you need to maximize burrow use or someones just going to pound on the hunter seeker missile, you can just FP the raven and send some missiles back at the opponent (samething works well with tanks, stops them for hitting you and gives you good fire power). They are a lot more realistic than the Dark archon. I didn't use a lot of the other abilities however.

    For the overseer, the unit is great, it still hold the supply although it can no longer carry units. The problem with this unit is the gas, it costs 50m 100g, so you really need to think so you want mobile detection of do you want more Mutas lol. A lot of the time you can spare it because Zerg gets bases up on the fly, but it's still a choice. Changling is AWESOME, you spawn it right under the Overseer and its like a blob with arms and a head, 5hp and when it gets close to a marine, zealot, ling, it changes into it. What makes it so great it that if you opponent isn't looking out for it and you move it strategically you can have a scout in their base for a while w/o them noticing. The other ability is something that adds 5 damage per attack to who ever you put it on (that's 5 damage receiving, very good for killing BCs and larger units like Thor).

    Just a note, the 50+ max energy upgrades have all been changed to 25+ energy they spawn with. Same thing for all units with energy and that type of upgrade.

    Sorry if I'm rambling on some answers ^^;

  10. #30
    Pandonetho's Avatar SC:L Addict
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    Default Re: Supersonic SC2 Q&A

    I'm thinking the MULE isn't actually supposed to be used one at a time.

    It'll probably be more beneficial to save up energy for scans, and when you hit maxium energy with your orbital commands, quickly drop down multiple MULES to get a huge boost in economic gain, or just to set up an expansion.

    Calling down 1 MULE at a time is just like building 2 temporary SCVs at a time.

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