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Thread: Campaign Heroes — your thoughts and hopes?

  1. #1

    Question Campaign Heroes — your thoughts and hopes?

    I was just looking at this thread and wanted to address a subtopic more directly in this subforum. Most SC campaign players usually left heroes in some secluded section of their base in order to prevent them from getting killed and thus cause them lose the mission. What are some ways that this can be reversed? How would you make the campaign hero units so that they see more use?
    __________________________________________________ ______________

    Personally, I believe that the heroes need some basic things:
    — more health
    — more armor
    — more firepower
    — more abilities (passive and active)
    — a unique appearance
    The two heroes that were used the most in SC were Zeratul and Infested Kerrigan. This was because Zeratul had an immensely powerful attack (100!) and Kerrigan had a unique look and more abilities than any other unit in the game (personnel cloaking, ensnare, psionic storm, and consume). These examples should be followed in the future.

  2. #2

    Default Re: Campaign Heroes — your thoughts and hopes?

    Pretty simple solutions here.

    First of all, yes, beef them up, but don't just put them in any old mission. The missions where you have a squad and you're exploring are fine, because you're gonna need the firepower. There were missions (especially in the Terran Vanilla campaign) where the heroes have no purpose related to the objective. Give them some unique abilities that are required for completing the mission, or perhaps set side missions for them.

    Say if Raynor killed X units, you get more money at the end of the mission, or have achievements related to using a hero more. Or make them more like WC3 heroes, where they grant bonuses to surrounding units, so they're on the battlefield.

    And we already know Heroes will have unique models, so yeah, they'll be way better in SC2.

  3. #3

    Default Re: Campaign Heroes — your thoughts and hopes?

    Looking at the spell button pictures i saw one that looked like a stalker blink with a line through it and i checked the name and it was called Zeratul Blink. If zeratul really does have blink, thatd be sexyyy

  4. #4

    Default Re: Campaign Heroes — your thoughts and hopes?

    Quote Originally Posted by Brutaxilos View Post
    Looking at the spell button pictures i saw one that looked like a stalker blink with a line through it and i checked the name and it was called Zeratul Blink. If zeratul really does have blink, thatd be sexyyy
    Oh thats so ninja. He can play some mind games with that (he the kind of guy that would get inside your head).

  5. #5

    Default Re: Campaign Heroes — your thoughts and hopes?

    Meh.
    I /liked/ the 'This unit must live' heroes. I mean, sure, Zeratul and the Queen of Blades got the most use, but Sarah Kerrigan was useful in the early missions where you couldn't get Ghosts, Jim Raynor could just 'bout one-hit-kill Zerglings and lay mines when you couldn't build Vultures, and if you weren't using Samir Duran to lock down Carriers and Reavers when you were trying to abduct Raz'gal...

    You were an idiot.

    Hero units should come with a skillset (Read: Abilities) that make them superior to units that you can build, or come in REALLY HANDY on certain missions (Read: Samir Duran's Lockdown). Invincibility isn't just unnecessary, it's coddling.

  6. #6

    Default Re: Campaign Heroes — your thoughts and hopes?

    I /liked/ the 'This unit must live' heroes. I mean, sure, Zeratul and the Queen of Blades got the most use, but Sarah Kerrigan was useful in the early missions where you couldn't get Ghosts, Jim Raynor could just 'bout one-hit-kill Zerglings and lay mines when you couldn't build Vultures, and if you weren't using Samir Duran to lock down Carriers and Reavers when you were trying to abduct Raz'gal...

    You were an idiot.
    Or because, you know, it didn't matter. Carriers die to Scourge quickly enough, and the computer is sufficiently inept that you can easily slaughter Reavers with Mutalisks. The death of which, unlike Duran's, will not end the mission.

    If you're going to be given a special unit, it either should be entirely helpless and requires an escort, or it should be something vital for completing the actual mission. Otherwise there's really no point.
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  7. #7

    Default Re: Campaign Heroes — your thoughts and hopes?

    From what I can see Hyperion (first of all it's humongous compared to a Battle Cruiser) it has the ability to fire on multiple targets =D that's so awesome
    Heroes relative to SC1 I hope they are more durable just as the OP stated w/o saying 1 heroes should be able to easily take on 8-10 of it's own kind

  8. #8

    Default Re: Campaign Heroes — your thoughts and hopes?

    Or because, you know, it didn't matter. Carriers die to Scourge quickly enough, and the computer is sufficiently inept that you can easily slaughter Reavers with Mutalisks.
    Both of which were completely unusable in that mission. :P

    Didn't even get overlord transport.


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  9. #9
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    Default Re: Campaign Heroes — your thoughts and hopes?

    Heroes should have extra stats, sure, but I personally don't think thetshould be one-man armoies like they were in SC1, just have 50-100% extra hp, same for attack, 1-2 extra armour (but not have all the armour upgrades researched from the start), maybe 1 extra range, and a few extra spells for the casters.

    So for example the Raynor Marine would get:
    100 hp
    12 damage
    13 cooldown
    1 armour (the original got 0, but started with all the upgrades off the bat)
    6 range
    8 sight
    Last edited by MattII; 04-01-2010 at 11:36 PM.

  10. #10

    Default Re: Campaign Heroes — your thoughts and hopes?

    Quote Originally Posted by MattII View Post
    Heroes should have extra stats, sure, but I personally don't think thetshould be one-man armoies like they were in SC1, just have 50-100% extra hp, same for attack, 1-2 extra armour (but not have all the armour upgrades researched from the start), maybe 1 extra range, and a few extra spells for the casters.

    So for example the Raynor Marine would get:
    100 hp
    12 damage
    13 cooldown
    1 armour (the original got 0, but started with all the upgrades off the bat)
    6 range
    8 sight
    I agree with this -- but then you shouldn't get the Raynor Marine except in very unique circumstances.
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