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Thread: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

  1. #31
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    EMP is now on the very unit that can cloak and launch nukes. Launch nuke + a couple EMP before the nuke hits = GG Nexus expansion.
    Nukes only do 500 damage to buildings now, so you'll have to nuke a nexus twice to kill it even if it had 0 shields.

    As for a hive don't even bother. You'd have to nuke it 5 times just to kill it.

  2. #32

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Quote Originally Posted by Pandonetho View Post
    Nukes only do 500 damage to buildings now, so you'll have to nuke a nexus twice to kill it even if it had 0 shields.

    As for a hive don't even bother. You'd have to nuke it 5 times just to kill it.
    If they made nukes more accessible and at the same time less destructive I'd be a very happy person. Nukes were, in my opinion, the pinnacle of SC. Successfully pulling off a devastating nuke on your opponent was an exciting rush. I'd like to see a higher prevalence of these in SC2.

    Last I heard nukes can be fired from inside bunkers. I'm not too fond of this, but with a reduction in effectiveness it makes it more bearable.

  3. #33
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    It's not like a bunker is going to be more effective than a cloaked ghost.

    "OMFG WHERE'S THE BUNKER?"

  4. #34

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Quote Originally Posted by Pandonetho View Post
    It's not like a bunker is going to be more effective than a cloaked ghost.

    "OMFG WHERE'S THE BUNKER?"
    Yes, but a cloaked ghost can be detected and targeted for death much quicker than a bunker can be destroyed along with the ghost inside. Not only that, with salvage currently returning 100% resources what's to stop people from building multiple bunkers to hide the location of the one true ghost?

    I don't know about you, but if I scan a ledge near my base and find a friggin bunker up there with ghost present which I cannot destroy in time to stop the nuke I'm gonna be pissed.

    Part of the thrill with nukes is trying to find the culprit or hoping the player doesn't discover you. With the bunker, even if you're discovered they still need enough firepower to prevent it from landing.

  5. #35
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Yes, but a cloaked ghost can be detected and targeted for death much quicker than a bunker can be destroyed along with the ghost inside. Not only that, with salvage currently returning 100% resources what's to stop people from building multiple bunkers to hide the location of the one true ghost?
    Yeah you have a point. We'll have to wait till beta to see I suppose.

  6. #36

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    For the EMP issue, remember it also still strips a caster unit of all energy. IMO that will be the main purpose of the spell, rather than the shield damage. Although it's true as Nicol Bolas pointed out that most units don't even have 100 shields...
    The Spider Brigade has disabled your radio gauge

  7. #37
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Yeah.

    Also, you'll notice that in professional games that pros don't EMP to drain shields.

    They never do. The whole purpose of EMP is to drain high templars and arbiters of their energy. Shields die fast enough as is so it's a waste of energy.

    However, IIRC Blizzard has stated shields work differently now, and don't take 100% damage so... maybe EMP will actually be used for shields now. Especially for units like the immortal and such.

    And yeah, again as Nicol pointed out not a lot of units even have 100 shields.

  8. #38

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Quote Originally Posted by SpiderBrigade View Post
    For the EMP issue, remember it also still strips a caster unit of all energy. IMO that will be the main purpose of the spell, rather than the shield damage. Although it's true as Nicol Bolas pointed out that most units don't even have 100 shields...
    Ghosts are going to send High Templars home crying.

    As a Protoss fan, the new Ghosts sound very scary to me.

  9. #39

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    If you want something mobile, make a bunch of banshees to 'snipe' soft targets. Ghosts might as well use EMP vs casters. Their damage is significantly better than before too, I don't see why they need this ability other than being an APM sink with a little reward.

    Again, there's no targets worthy of being sniped that can't be dealt with an EMP.

  10. #40
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Not really.

    Mutalisks, Marines, Marauders, Reapers, Dark Templars and Infestors can all be easily dealt with snipe. And EMP won't work on them (except for the infestor, but why EMP him when 2 snipes will easily kill it?)

    Even workers might be worthwhile to use snipe on if the situation presents itself.

    Although for drones and probes the ghosts can just 2 shot kill it.
    Last edited by Pandonetho; 07-14-2009 at 04:07 PM.

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