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Thread: More Gameplay Translations, IgroMir 2009 StarCraft II Coverage - Day 3

  1. #21

    Default Re: More Gameplay Translations, IgroMir 2009 StarCraft II Coverage - Day 3

    Quote Originally Posted by Nicol Bolas View Post
    No. I guess he was good 7 years ago. But that's like 50 years in other sports; they didn't even have macro fully down yet. So it's no surprise that he was finding SC2 macro to be less than ideal.
    So just to clarify you dont consider adolf a high end player? Or is it that you dont think he knows how to macro?
    Last edited by ArcherofAiur; 11-11-2009 at 11:51 AM.

  2. #22

    Default Re: More Gameplay Translations, IgroMir 2009 StarCraft II Coverage - Day 3

    Quote Originally Posted by Nicol Bolas View Post
    Which leads to my chief complaint about Terran upgrades: they screwed it up.

    At BlizzCon08, it was very clear how upgrades worked. The attack/defense upgrades were researched at Tech Labs. Everything else came from some other building.

    So back then, if you wanted Shields for your Marines, you needed a Merc Compound (or whatever they called it then). Stim came "for free." Siege Mode required an Armory. And so on.

    It did clutter up the Fusion Core a lot (Cloak + energy for Banshees, Nighthawk researches + energy, 3 BC researches + energy, and energy for Medivacs). But there were ways of solving that issue without breaking the design. Namely, making Banshees & Nighthawks come from a separate building.
    Well I think that part of the problem was
    Armory is too long to wait for Siege Tank upgrade
    Fusion core is too long to wait for Cloak upgrade

    As those abilities are vital to the units (or like cloak, rapidly decline in value)

    Also, except for Marauders, Stim is weakened by moving Inf. Healing up the Tech tree, so its not as big a Sacrifice for Marines not to get it without Merc Compound.. or wait to get it.

    It might be worth doing it Just for the Barracks Tech Labs...but that might get confusing

    Possibly making the Barracks Tech Labs ueless and putting Shield/D8/ and Stim all on the Merc Compound would work. (after all its not like there is a lot of need for the Tech Labs to be doing anything)

  3. #23
    Pandonetho's Avatar SC:L Addict
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    Default Re: More Gameplay Translations, IgroMir 2009 StarCraft II Coverage - Day 3

    I'm pretty sure that professionals will still have a mix of warpgates and gateways.

    They use queues and rally points... A LOT.

  4. #24

    Default Re: More Gameplay Translations, IgroMir 2009 StarCraft II Coverage - Day 3

    For the first time, we have confirmation that supply depots cannot lift when units are on top of them.

  5. #25

    Default Re: More Gameplay Translations, IgroMir 2009 StarCraft II Coverage - Day 3

    Quote Originally Posted by Blazur View Post
    For the first time, we have confirmation that supply depots cannot lift when units are on top of them.
    This is most definitely a good thing. I was curious as to what would happen. I suppose a part of me wished that spikes would rise and impale those above, but alas.
    Now we only need 'Meet the Special Infected' clips for L4D 2.
    Better to remain silent and be thought a fool than to speak out and remove all doubt.

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