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Thread: Why are SC2 units total pansies?

  1. #31

    Default Re: Why are SC2 units total pansies?

    I hate how the current zealot sounds like an orc, or maybe it's just me ><
    Find Humanity ... Assimilate ... Learn ... Evolve.

  2. #32

    Default Re: Why are SC2 units total pansies?

    Quote Originally Posted by Arkalis View Post
    Lets keep all this in perspective.

    Imagine being the most powerful race with the toughest warriors of the Sector.

    Then, in a couple of months, 1/2 and heck more of your race gets raped by weaklings that mass at the billions and keep breeding.

    I dont know...would you get scared? Or at least unnerved?

    Carrier: Our enemies are legions...and you still procrastinate?

    (procrastination: Great War)

    SC2 Carrier: Told ya.
    http://en.wikipedia.org/wiki/Procrastination

  3. #33
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    Default Re: Why are SC2 units total pansies?

    Quote Originally Posted by SpiderBrigade View Post
    Yes I want to know if my unit is attacked. That's sound gameplay.
    However I also agree with the notion that the actual quotes are completely out of proportion. The first time I heard "We cannot hold" in a replay I thought it was awesome but then I realized that they do this even if attacked by, yeah, one zergling vs your gigantic zealot/colossus army...

    seriously you can laugh at Wankey if you want but I think a lot of people are going to react this way. Protoss zealots should not be whiney. Is it a serious issue with the game? Hell no. Is it going to get fixed? Almost certainly not.
    they may not be very correct in some situations, but i can't see them being changed.
    Yeah, "we can't hold" seems a bit silly when 20 zealots are attacked by 1 scv, but the other option is to make unit quotes more generic, or put triggers to every unit combination as to what sound to produce, which is really time consuming and removes the randomness of it.

  4. #34
    TheEconomist's Avatar Lord of Economics
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    Default Re: Why are SC2 units total pansies?

    Quote Originally Posted by n00bonicPlague View Post
    What ever happened to: "OUR WARRIORS HAVE ENGAGED THE ENEMY!"
    But, yeah, I agree that this is a problem. I wouldn't think for a second that Blizzard did this on purpose so I assume it'll be fixed before release.

  5. #35
    Amph's Avatar Junior Member
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    Default Re: Why are SC2 units total pansies?

    the only decent zerg sound it's when a roach dies..

  6. #36
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    Default Re: Why are SC2 units total pansies?

    Quote Originally Posted by Norfindel View Post
    What is your point? Protoss don't procrastinate?

    I can tell you 3 living examples:

    -Zeratul
    -Aranis
    -Someone

  7. #37

    Default Re: Why are SC2 units total pansies?

    The "We cannot hold" is annoying as hell. Watching your 5 zealots fighting 3 zerglings, and saying this, is retarded.
    Waiting...

    The damned will return...

  8. #38
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    Default Re: Why are SC2 units total pansies?

    Quote Originally Posted by SoFool View Post
    I hate how the current zealot sounds like an orc, or maybe it's just me ><
    It isnt you. It has been since Starcraft 1....same voice actor from Warcraft. Fenix was a more clear example. I think Zealot is still voiced by the same dude, or they changed?

  9. #39

    Default Re: Why are SC2 units total pansies?

    Quote Originally Posted by Arkalis View Post
    It isnt you. It has been since Starcraft 1....same voice actor from Warcraft. Fenix was a more clear example. I think Zealot is still voiced by the same dude, or they changed?
    Bill Roper, whos no longer with Blizzard, use to voice Fenix (and I think the Zealot, but Im not sure), in SC1. I don't know who does it now.

    Regardless, Zealots always sounded a little bit like space orcs. I just think the voice needs a little more energy. It sounded better before.

  10. #40

    Default Re: Why are SC2 units total pansies?

    Quote Originally Posted by KadajSouba View Post
    The "We cannot hold" is annoying as hell. Watching your 5 zealots fighting 3 zerglings, and saying this, is retarded.
    I agree. Something more 'pro-active' would sound much better. Though personally, I think these alerts should be made by the advisor, along with pings on the mini-map. Moreover, they should come in two varieties; one where your forces are automatically engaging the enemy and one where your forces aren't/can't return fire (whether because they've been ordered to hold position or because they can't hit air/ground units). That way, it provides some useful information as to the response needed on top of notifying your where attention is needed.

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