Hellions <3
Vultures <3
A combo I think is what we need! <3
03-03-2010, 07:33 PM
#61
03-03-2010, 07:55 PM
#62
Vultures spider mines are irreplaceable. It's the ultimate defense combo with siege
03-03-2010, 08:16 PM
#63
Um, so? The former statement does not necessitate the latter. Indeed, the latter statement sounds suspiciously like a reason to keep them gone.Vultures spider mines are irreplaceable. It's the ultimate defense combo with siege
"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
03-03-2010, 09:22 PM
#64
That Vultures over creep lore does not compute. How can a hovering unit lose traction over anything, let alone creep? It doesn't have any traction to lose - it's HOVERING.
03-03-2010, 10:52 PM
#65
Apparently, in the SC universe, whatever magic that allows Vultures to work doesn't work over a liquid. Or something.That Vultures over creep lore does not compute. How can a hovering unit lose traction over anything, let alone creep? It doesn't have any traction to lose - it's HOVERING.
"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
03-04-2010, 08:45 AM
#66
It's funny, because they mention some "transducer coils" losing traction over Creep. Coils produce electromagnetic fields, so i wonder what effect could them have on the ground, why it works on different kinds of terrain, and how some organic matter over the ground makes any difference.
Clearly, the guy that written it had no clue wtf he was talking about. Greatest sin in sci-fi. No details are much better than bullshit details.
The worst of it all, is that it was absolutely no need for that scene at all. It would be the same for someone to say: "Crap! We are moving over Creep!".
03-04-2010, 09:38 AM
#67
03-04-2010, 03:12 PM
#68
03-04-2010, 03:22 PM
#69
Maybe the minerals in the ground have special magnetic properties that Vultures rely on (similar to how the BW manual says that Corsairs' Disruption Web is drawn towards the magnetic resonance found in ores and minerals)
03-04-2010, 03:43 PM
#70
The hover issue reminded me of that scene from Back To The Future Part II, (Boards don't work on water! Unless you've got POWER!) but those hoverboards ran on magnetic rails. (They're real btw, check the DVD bonus features)
And while Gradius' idea could make sense, it doesn't explain how in other comics, Vultures can fly.