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Thread: Aura abilities in SC2

  1. #31

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Kknewkles View Post
    I doubt anyone is interested in my opinion. I'm sure Flabortast will want to kick me for this. But I have to say it.
    To hell with auras!!! People, do you want to merge WC and SC or what? Those who adore auras can play WC, but, please, do not mix it to where it's not suppose to be! It is not necessary, it is not needed, it does not fit. Phew.
    To be against a mechanic just because WC3 uses it isn't reasonable. In fact, it was even on SC1 (Arbiter).

  2. #32

    Default Re: Aura abilities in SC2

    I just said, I can't consider Cloaking Field to be aura. Maybe some sort of, or what may be called an aura as a slang expression, but not really aura.

  3. #33

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Kknewkles View Post
    I just said, I can't consider Cloaking Field to be aura. Maybe some sort of, or what may be called an aura as a slang expression, but not really aura.
    No cloaking field/aura is definitely an aura..
    Sonic: [dressed as a cop] Let me speak to the driver.
    Grounder: I'm not driving. He is!
    Scratch: No I'm not.
    Sonic: Driving without a driver? Now you're really in for it.

    Sonic: You know? I sure have fun.

  4. #34

    Default Re: Aura abilities in SC2

    Hm... well... yeah, according to definition of aura it is something like it...
    Maybe my main point is that Arbiter uses technology to make units invisible, and what I got used to consider as aura is usually a magical power of some characters, like the Unholy Aura of the Death Knight. Guys, do you see what I was thinking now? Do you get me?

    Hm... and what if Zeratul can make units around him invisible? Maybe auras should be in SC2?

  5. #35

    Default Re: Aura abilities in SC2

    circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because [ad infinitum]

  6. #36

    Default Re: Aura abilities in SC2

    Quote Originally Posted by DemolitionSquid View Post
    circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because circular logic works because
    Eighteenth "because" is not needed.
    And yeah, after all those... circulars my head's... wizzy... oh.

  7. #37

    Default Re: Aura abilities in SC2

    You're too caught up in the semantics and not the mechanics.

    Aura is just a name for a passive ability that radiates around a unit.

  8. #38

    Default Re: Aura abilities in SC2

    Ok, I accept my defeat.
    But still, lorewise aura is something more like an effect of living things, various heroes; machines cannot have auras... they can't, right?...

    But ok, if you wan't to put a random term on a passive - feel free. Seriously, no offence.
    Last edited by Kknewkles; 09-18-2009 at 03:55 PM.

  9. #39

    Default Re: Aura abilities in SC2

    There's nothing that says auras are generated from living things. If you're worried about lore explanations, then it's irrelevant, because it can be explained by anything.

    If you can accept shield generators, medivac healing beams and teleportation, you can accept a vehicle with technology that enhances surrounding troops. I could even bullshit an explanation, like a short-ranged psi-emitter that stimulates brain activity and enhances reflexes of troops, or a magnetic field generator that helps deflects damage of ranged projectiles.

  10. #40

    Default Re: Aura abilities in SC2

    Doesn't Irradiate technically count as an aura? It gives a unit an aura (temporary though it may be), and with the Eraser technique, can even be used on itself.
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