08-25-2009, 02:00 PM
#21
08-25-2009, 02:21 PM
#22
I wholeheartedly agree with the Marauder's ugly ass animations.
08-25-2009, 02:59 PM
#23
Great article (the Joneagle_X one). Lots of relevant details plus a review of the overall impressions.
One thing I didn't really like though, is that in the body of each paragraph he would go into a really good even-handed analysis of the strengths and weaknesses of the unit - what was good, what needs to be changed, etc. But then it seemed like the grade at the end would just be a very subjective decision based on one thing he liked or not.
The Spider Brigade has disabled your radio gauge
08-25-2009, 03:16 PM
#24
I agree with most of Joneagle said. I didn't care for the grading scale, but everything he described was right on.
I couldn't help it, I had to answer his questions about the Immortal.
[CENTER]
08-25-2009, 03:21 PM
#25
The new Overseer ability sounds awesome. I think I'd kinda prefer if they made it just a plague-like AoE rather than an irradiate and gave it to the Infestor, but it works on either. And of course make it factor-based rather than percentage maybe.
Still haven't heard how useful Spore Cloud is... =\
The Mother of all Queens!
Thanks to Dynamik- for the signature!
08-25-2009, 03:22 PM
#26
Yeah, I think they removed spore cloud in favour of that new ability so...
08-25-2009, 03:22 PM
#27
08-25-2009, 03:24 PM
#28
Because overseers only have 2 abilities, not 3.
And my friend also played the game at Blizzcon, he says he only remembers it had 2 abilities, changeling, and the new one that's being described in this thread.
08-25-2009, 03:24 PM
#29
That's because it isn't in the game. Nobody's mentioned it, and they mentioned this new Overseer ability which looks suspiciously like something that replaced Spore Cloud.Still haven't heard how useful Spore Cloud is
My concern with the new ability is this: not enough Zerg AoE. Mutalisks aren't strong enough to really capitalize on it when the enemy has decent GtA. And Banelings already 1-shot lots of stuff.
Sure, making Zerglings do more damage is nice, but if they can't survive getting close enough...
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
08-25-2009, 03:28 PM
#30
That's strange. Why would they remove one of the better Zerg abilities from the game...?
Sort of feels like one step forward two steps back I guess. Er... not to bitch, just loved the sound of that ability.
Well. I think Mutalisks are mostly enough AoE for it. They worked all right with the Devourer's Acid Spores in the original game.My concern with the new ability is this: not enough Zerg AoE. Mutalisks aren't strong enough to really capitalize on it when the enemy has decent GtA. And Banelings already 1-shot lots of stuff.
And there's the Lurker and Ultralisk too. Later tech, but still handy. Plus Hydralisks too, up their DPS quite a bit.
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