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Thread: Giant Bunkers? How did we miss this?

  1. #11

    Default Re: Giant Bunkers? How did we miss this?

    Are upgraded bunkers still salvagable?
    "Wait.....no Gzhee-Gzhee.....?.....whu......Why no Ghzhee-Gzhee?!?!?!?!"


    RIP - Leslie Nielsen

  2. #12

    Default Re: Giant Bunkers? How did we miss this?

    Is it only bunkers that can be salvaged, or other buildings/units, too?
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

  3. #13

    Default Re: Giant Bunkers? How did we miss this?

    Yeah they are, but it doesn't change everything. It has hapened quite a few times to me, that i acidentaly completed my wall (2 supply depots 1 baracks) with a bunker rather that an supply depot ,since the icons look so similar , and you can easily miss them at fastest game speed
    And i always almost cried for doing so , yeah defences are that useless. It is always bether to build a supply depot wall than a bunker one.

  4. #14

    Default Re: Giant Bunkers? How did we miss this?

    Yeah, VoK, I thought that bunkers were in SP mode only; this was a surprise to me!

    I understand that resource optimizing is important and that getting bunkers in general, just like in sc1, is pretty pointless. BUT, my point was that in SC2, mutas are much much stronger than in SC1 and have the same mobility.

    2 Thors are bad vs 6-8mutas. Don't get me wrong, I know that Thors do good damage against similar numbers of mutas, but timing-wise, by the time u get the 2 thors, you already need to counter 6-8 mutas. The upgraded bunkers, placed in a strategic position near production buildings and in-between min line and production buildings (or to protect expos), could be a good deterrent, and seem much easier to get than Thors (from the stream I watched).

  5. #15

    Default Re: Giant Bunkers? How did we miss this?

    Is it only bunkers that can be salvaged, or other buildings/units, too?
    As far as I've heard, its just the bunker now - no more sensor tower, turrets, or support buildings.

    yeah defences are that useless.
    Thats too bad, I was hoping for all kinds of bunker-push shenanniganz - I was thinking 4 marine 2 maurader or 3 marine 2 maurader 1 Ghost combos - scvs for repair - apply stim (dont even have to leave the bunker anymore for that) then sell the rear bunkers, and build new forward bunkers.

    Damn, I really wish I had the beta now....

    You can still use abilities while in the bunker, correct? - if you hotkey a group of ghosts, say 5, and separate them each in different Bunkers, do they all stay hotkeyed?
    "Wait.....no Gzhee-Gzhee.....?.....whu......Why no Ghzhee-Gzhee?!?!?!?!"


    RIP - Leslie Nielsen

  6. #16

    Default Re: Giant Bunkers? How did we miss this?

    I have a replay you guys will want to see attached to my post.
    Platinum league
    Quote Originally Posted by DemolitionSquid View Post
    I want my name in bright yellow, to represent "Forum Douchebag."

  7. #17

    Default Re: Giant Bunkers? How did we miss this?

    I don't think how that can possibly be useless. 6 Marines shooting from a Bunker with 2 extra Armor should be good to contain someone.

  8. #18

    Default Re: Giant Bunkers? How did we miss this?

    Quote Originally Posted by Perfecttear View Post
    Yeah they are, but it doesn't change everything. It has hapened quite a few times to me, that i acidentaly completed my wall (2 supply depots 1 baracks) with a bunker rather that an supply depot ,since the icons look so similar , and you can easily miss them at fastest game speed
    And i always almost cried for doing so , yeah defences are that useless. It is always bether to build a supply depot wall than a bunker one.
    Actually, as the metagame evolves and harassing units are getting more and more under control, I think that static defenses are going to be used a lot more. Look at how much Protoss are using their photons now, and how Zerg are using sunkens at just the right moment to be able to boost their econ and gain an advantage.
    During the first week of beta people still didn't know how to defend against harassement (cliff jumping etc...) so static defenses were useless, but as we learn to place them at the right place/moment, they make more and more sense.

    I think it's only a matter of time before Terrans strat using static defenses more efficiently.

    @Caliban: Marauders take two slots in bunkers. And I know you can stim when you're in a bunker, but I'm not sure about ghost abilities.
    Last edited by Hammy; 03-07-2010 at 06:10 PM.

  9. #19

    Default Re: Giant Bunkers? How did we miss this?

    In my opinion they should boost all defences. Bunkers should alredy start with 6 slots and photon cannons ans spine crawlers should have 8 range instead of 7.
    It would improve the quality of the game in my mind, since people would feel more encouraged to expand early.

    It's nothing wrong with short games, but it would be kinda nice if i would have a game that would last more than 10 minutes. I haven't had a game that would last longer than that since i was put into the league, it's nothing but an insane rush fest 2 minutes into the game i'm alredy fighting for my life (damn roaches) an holding of atacks. I played about 30 games and i haven't managed to build a thor or a raven even once, not to mention a battlecruiser.
    Last edited by Perfecttear; 03-07-2010 at 06:31 PM.

  10. #20

    Default Re: Giant Bunkers? How did we miss this?

    Quote Originally Posted by Hammy View Post
    I think it's only a matter of time before Terrans strat using static defenses more efficiently.

    @Caliban: Marauders take two slots in bunkers. And I know you can stim when you're in a bunker, but I'm not sure about ghost abilities.
    Ah, two slots? - I guess thats fair - I always forget the Marauder is larger than normal.

    Well, unfortunately, I'm one of the few left behind here to theorycraft, while the majority of you gets to try all this neat stuff out fer realz.

    ....but I have to agree with you and Norfindel here. Between the upgrades, Salvage, and the easier use of unit abilities from inside, the bunker is just more interactive and versatile than it was in the SC version - I think in order to maximize, you have to take advantage of all these new mechanics. Honestly, I dont depend on a lot of automated stuff, but something about all this sounds pretty interesting - maybe used more offensively, there might be something here.

    As for the Ghost thing, I was thinking something like that could help a Protoss rush - Smarcast yourself a mess of EMP and Snipe at the oncoming forces from within Bunkers - then quickly remove and replace the ghosts with whatever is needed.

    ...So....if anyone has time, please see if you can hotkey 5 or so Ghosts, place each one in a separate Bunker, and see if they remain hotkeyed. - Also, (providing they do) if they can all be removed from the Bunkers at once without having to go to each bunker and remove manually. (?)

    Thanks

    Edit:

    photon cannons ans spine crawlers should have 8 range instead of 7.
    Actually wouldn't mind this - potentially even as an upgrade

    .
    Last edited by Caliban113; 03-07-2010 at 07:57 PM.
    "Wait.....no Gzhee-Gzhee.....?.....whu......Why no Ghzhee-Gzhee?!?!?!?!"


    RIP - Leslie Nielsen

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