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Thread: Starcraft II Insights

  1. #11

    Default Re: Starcraft II Insights

    Uh... the Mutalisk has never changed.

    It had an increased gas cost for a very short while and then they put it back to the way it was. Also keep in mind they've got the Baneling. Which completely annihilates Terran infantry in seconds.

    Lurker at Tier 3 sucks, I agree.

    Personally I think a crapton of unit upgrades, Brood Lord and the Ultralisk is all tier 3 needs, but that's just me.

  2. #12
    spychi's Avatar SC:L Addict
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    Default Re: Starcraft II Insights

    Quote Originally Posted by Hydragoon View Post
    What interested me the most, personally, is that they're still messing with the Zerg tech tree. I think this is a good thing, because I wasn't too happy with the status of the Zerg last I heard about them.

    Specifically, I think they've ruined the usefulness of the lurker and the mutalisk. If they leave the lurker T3 and the mutalisk is so nerfed, Terran infantry will stomp Zerg.
    not really - banelings

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  3. #13
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    Default Re: Starcraft II Insights

    Quote Originally Posted by spychi View Post
    not really - banelings
    Touché.

  4. #14

    Default Re: Starcraft II Insights

    Quote Originally Posted by Aldrius View Post
    Also keep in mind they've got the Baneling. Which completely annihilates Terran infantry in seconds.
    I'm not so sure how much effectivity will the Baneling have vs the all-ranged Terrans. Well, if they use them as bombs, the Terrans would be screwed, because they won't know the Banelings are underground. But i don't think that mechanic has too much chances of going gold, as there's no logical way to counter. Oh, but the Radar Tower can help, or at least is the only thing i can think of.

    Quote Originally Posted by Aldrius View Post
    Lurker at Tier 3 sucks, I agree.
    Well, the Zerg can use the Baneling to contain the enemy, and being at tier 3 allows the Lurker to be quite a beast. They could allow them to exist in a lower tier, and then upgrade them, however.

    Quote Originally Posted by Pandonetho View Post
    How much gas do Ghosts actually cost now anyway?

    The wiki says 50 but somehow I doubt that's correct.

    I'm thinking more along the lines of 100 or 150.
    I was looking at sc2armory, were it costs 150m 150g. 50g would be way too low, considering the unit's power.

  5. #15

    Default Re: Starcraft II Insights

    Quote Originally Posted by Bisso View Post
    Am I the only one rly excited about the new ghost?! I hope they rly become the "strongest infantry" mid/late game. I don't know, just feel like the Ghost is the more lore complex units of the terrans. They rly got to make it worth it (finaly), and not just for dropping nukes or for Boxer.
    Dude, I'm so excited about the new ghost. Looking forward to using it on assassination missions. Cloak a few of them, march into a base, snipe a few key units, and escape away before they know "what hit them". Hell yeah...

    Oh, and as for banelings I'm really looking forward to using them as underground mines. Specifically near the black smoke or tall grass. Bury them right on the border so they're hard to discern, and wait for a pack of unsuspecting units to hide within. Then...KABLOOIE!
    Last edited by Blazur; 07-21-2009 at 08:36 AM.

  6. #16

    Default Re: Starcraft II Insights

    But i don't think that mechanic has too much chances of going gold, as there's no logical way to counter. Oh, but the Radar Tower can help, or at least is the only thing i can think of.
    The Radar Tower is the stupidest thing I have ever seen, its just way too powerful... Good Terran will Always know from where are you attacking... You cant fly away with mutas and then attack again on the other position, I mean you can, but he will know, and that was what the mutas are about. Only thing it need is Pinging on the map when the enemy approaches...
    "Living for the Swarm!"

  7. #17
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraft II Insights

    Are you joking me?

    The Radar tower shows your enemy where you are with one giant massive circle indicating the radius.

    Don't claim it's overpowered when we've hardly seen it ever used.

  8. #18

    Default Re: Starcraft II Insights

    Quote Originally Posted by RamiZ View Post
    The Radar Tower is the stupidest thing I have ever seen, its just way too powerful... Good Terran will Always know from where are you attacking... You cant fly away with mutas and then attack again on the other position, I mean you can, but he will know, and that was what the mutas are about. Only thing it need is Pinging on the map when the enemy approaches...
    Well, i think that's very possible. The radious is huge, and i think it does even have a sound alert, right?
    Their detection is weird. Their mobile detector is late tech, so you must rely in the Scanner. But the Scanner won't do too well against burrowed Banelings.
    I wonder what did the Terran players in TvT about Mines. Never been my favorite matchup. I assume they scan chokes if they seen any Vultures. But i'm not too sure it would work that well vs Banelings, as you can move them any time you want.


    Quote Originally Posted by Pandonetho View Post
    Are you joking me?

    The Radar tower shows your enemy where you are with one giant massive circle indicating the radius.

    Don't claim it's overpowered when we've hardly seen it ever used.
    Well, to be fair, knowing were you are is useless if they had already found you, anyways.

  9. #19

    Default Re: Starcraft II Insights

    I wonder what did the Terran players in TvT about Mines.
    Mines aren't much of a problem for Terran Mech play. Dragoon attacks take a long time to hit the target, while Siege Tank (unsieged) attacks are instantaneous. Mine pops up, and any A-moved Tanks take a half second to stop and kill it. Rinse and repeat.

    The issue with Banelings is that they never pop up; your units just explode.
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  10. #20

    Default Re: Starcraft II Insights

    Quote Originally Posted by Pandonetho View Post
    Are you joking me?

    The Radar tower shows your enemy where you are with one giant massive circle indicating the radius.

    Don't claim it's overpowered when we've hardly seen it ever used.
    No we didnt, but look at this for example, you want to execute a drop on Terran base with Zealot + Immortals (Just an example), but your drop will never succeed when you enemy know exactly from what position on the map you are approaching... Or You send few DTs in his base, and he only need to see them in the Fog, and when they approach and he sees that there is no one there, he will use scan and there you go successful DTs rush deflected.

    Yeah I know it is a lot of Theory Crafting, but for me, it seems like you cant surprise Terran in anyway...
    "Living for the Swarm!"

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