IIRC you can move as fast as the Hellion begins attacking, and the flame will continue his path to the enemy. That's strange, but it's microable.
02-25-2010, 03:33 PM
#11
IIRC you can move as fast as the Hellion begins attacking, and the flame will continue his path to the enemy. That's strange, but it's microable.
02-25-2010, 06:08 PM
#12
Perhaps it wasn't originally intended, but this "bug in the game engine" made Vultures far more effective than they would have otherwise been, especially in the hands of a skilled player.
I would prefer that unit animations be implemented in such a way that players with more skill can use them much more effectively than a lesser skilled player. I agree that a unit shouldn't need to be microed well just to be useful, but every unit should (ideally) have the potential to be a lot more effective if microed well; an attack delay stands in the way of that by artificially preventing micro in the same way that the "engine bug" artificially allowed it in SC1.
02-25-2010, 06:59 PM
#13
some of the unit audio and music que in's seem really half assed.
The zealots/marines had serious attitude/character in SC1. They're like...lame as shit now -_-. The voice actor/sound scape/atmosphere of the voices have gone from SC1/WC Calibre to Command and Conquer.
That's a really fucking bad thing.
02-25-2010, 07:03 PM
#14
And Hellions are REALLY freaking effective regardless of the delay. Their AoE attack and higher HP makes them quite a bit stronger than the vulture (also they don't need a speed upgrade). They can't attack on the move with the AoE attack, though, it wouldn't work.
Hellions take plenty of skill regardless. A player who moves them around and takes advantage of their speed will get a lot more out of them than somebody who doesn't. WHERE you stop and attack will also be important. That will take skill too.
The Mother of all Queens!
Thanks to Dynamik- for the signature!
02-25-2010, 07:10 PM
#15
You keep blaming "animations" as if that had anything to do with it. It doesn't.I would prefer that unit animations be implemented in such a way that players with more skill can use them much more effectively than a lesser skilled player.
There is a gameplay value for each unit that describes how long it takes them to fire, and how long after that it takes them to be able to move or act afterwards. This has nothing to do with how the unit animates (well, nothing directly). Many units can go from the tail end of their firing animation to moving virtually instantly; this causes the effect of cutting off the animation. Other units cannot. This is a gameplay issue, and thus is based on balance, not on what the unit looks like.
I would prefer that the game is implemented so that playing the game at any skill level would not require the use of arcane BS like using patrol instead of attack because it just so happens to work faster. This is how Blizzard has implemented the game.
If you can come up with some way to micro units that doesn't require arcane knowledge of the game to perform that allows more skilled players to micro better than less skilled players, fine. But Vulture micro isn't it, and neither is Muta-micro.
Besides, skill isn't about being able to micro a battle. It's about being able to do that while doing other things.
"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
02-25-2010, 08:43 PM
#16
The benefits of the bug exploitation should be integrated wholly into the system then. Instead of applying restrictive mobility/immobility timings and lowering the bar for impressive micro, they should loosen it up for the units that it works for. There'll be kids that can macro hard and micro like a madman. I want to see that dexterity realized to its full potential.
02-25-2010, 08:44 PM
#17
I thought the Vulture was used a lot largely because of spider mines?
02-25-2010, 08:46 PM
#18
And how do you do this without requiring arcane knowledge? The only reason Vulture and Mutalisk micro was hard was because it required using arcane commands to make work. If you just make their normal movement and attack commands work like that, then anyone would be able to Muta micro.The benefits of the bug exploitation should be integrated wholly into the system then.
"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
02-25-2010, 08:49 PM
#19
The Mother of all Queens!
Thanks to Dynamik- for the signature!
02-25-2010, 08:51 PM
#20