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Author Topic: Starcraft II  (Read 33179 times)

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Detonator

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Re: Starcraft II
« Reply #220 on: August 14, 2010, 07:47:31 AM »

Yeah, I don't recall reading any official source on how the MP is going to work with the expansions, so I'm pretty sure it's 100% speculation at the moment.
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Shinra

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Re: Starcraft II
« Reply #221 on: August 14, 2010, 08:22:21 AM »

The best guess right now is that we're dealing with three standalone games that will operate as standalone games. Now this may mean seperate multiplayer pools. This also means that if you want to play Wings of Liberty, you will load Wings of Liberty, and have access to the Wings of Liberty multiplayer pool. Doing this any other way (Short of patching in changes to the previous two games to allow them to play multiplayer regardless if they have the full campaign or not) makes absolutely 0 sense.

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Mothra

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Re: Starcraft II
« Reply #222 on: August 14, 2010, 08:34:02 AM »

The hell if I'm buying two more games for a campaign I don't care about just so I can keep playing multiplayer.

That said, there is no way Blizzard would be that cartoonishly evil. It'll be finneee
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Frocto

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Re: Starcraft II
« Reply #223 on: August 14, 2010, 09:47:00 AM »

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Kayin

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Re: Starcraft II
« Reply #224 on: August 14, 2010, 10:25:07 AM »

Considering the games are probably going to come out like 2 years apart or whatever because it's blizzard, I really don't care if I have to pay full price, as long as the content is there to justify it.
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Dooly

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Re: Starcraft II
« Reply #225 on: August 15, 2010, 07:21:46 PM »

I thought the multiplayer portion of Wings of Liberty contained all the units of all three races, and is therefore a complete multiplayer Starcraft experience.  Won't the future releases only contain the Zerg and Protoss single player campaigns?
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Frocto

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Re: Starcraft II
« Reply #226 on: August 15, 2010, 07:44:45 PM »

If that's the case, I cannot see a reason to buy them.
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Shinra

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Re: Starcraft II
« Reply #227 on: August 15, 2010, 07:51:30 PM »

Because the campaigns are awesome?

I really liked Wings of Liberty. I don't buy games for the multiplayer. It's nice, but I like the 20-40 hour single player campaigns more.
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Makaris

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Re: Starcraft II
« Reply #228 on: August 15, 2010, 07:58:09 PM »

of course the expansions will add units.  I could'nt imagine it otherwise.
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Ziiro

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Re: Starcraft II
« Reply #229 on: August 15, 2010, 08:02:10 PM »

99% sure they'll do what they did with brood war. They'll add a unit or two to each race with each expansion.
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Bal

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Re: Starcraft II
« Reply #230 on: August 15, 2010, 11:42:00 PM »

They're almost certain to fill in gaps in the various armies with each expansion. We don't know what those gaps are yet, but I'm sure they will present themselves with so many playing.
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Esperath

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Re: Starcraft II
« Reply #231 on: August 16, 2010, 04:39:35 AM »

Man, I am suffering from a bad case of the 2k monies whenever I'm on the attack.  I just can't split my attention like that.  I am usually limited by my gas, so I should probably just build a bunch more tier 1s to match my gas-heavy units.

I *could* expand with those extra mins, but again, the whole micro problem while in the middle of an attack.

EDIT: Actually, given the build time, it wouldn't be too much to hotkey a couple builders and have them ready to move to forward expansions.  Since I'm generally restricted by gas, just having the extra vespeneflow would be useful.
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Esperath

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Re: Starcraft II
« Reply #232 on: August 16, 2010, 04:53:38 AM »

Looks like my APM caps out at around 120, I need to work on keyboard shortcuts for zooming around the map.  I think I blow most of my time doing that.

(Of course, these observations are from playing four games total, 1v1 vs. hard AI, so yeah, grain of salt).
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James Edward Smith

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Re: Starcraft II
« Reply #233 on: August 16, 2010, 05:02:17 AM »

I just bought SC2 based around the idea of playing custom maps with Kazz and Det. Playing custom maps in Blizzard RTSs has always been a source of great mirth in previous iterations and while I wanted to wait a while before getting this game due to not liking the demo that much, Kazz and Det playing a "debate" custom map won me over.

Anyway, I dunno if this has been discussed already, but I've really been enjoying the single player campaign due to how it fleshes out the SC universe closer to the degree of Warcraft's.

Gone are the talking heads of the leaders of Terran society and instead we are faced with just a bunch of regular Terran joes trying to survive. People aren't only represented by in battle units anymore and actually have conversations which eachother that develop believable characters.

Raynor's character in SC1 was always there conceptually, but was never presented to the player in an adequate manner. Blizzard's writing staff knew who he was, but players just saw a vulture bike (of all units, christ how impersonal can you get), and then sometimes a green shouldered marine. But now, sitting in Joey's Bar, listening to bluegrass music and lamenting the past with a six shooter next to his drink, we see him with perfect clarity. He's more or less the same character he was before - a western themed Marshal with a dicey past - only now his past is more dicey because it includes the events of the previous game and we can actually appreciate his character and theme.

All of the supporting characters are great too because they all represent a larger concept in the universe and give it a believable human face.

Horner - There are smart, thinking Terrans who don't just blindly follow people like Mensk just because that's who's in charge now. They are people like fleet officers on Battlecruisers.

Swann - In many places there are good working class people who end up being marginalized by all this conquest an war.

Uh, Science lady - Terran technology still progresses due to intelligent and curious minds.

Tosh - Edging out Horner by just a bit, Tosh is my favourite support character and not just because he's the cool, secretive voodoo Ghost character. I like him because he is a psionic powered character who is very superstious. He talks like a protoss who wasn't raised as a protoss so he doesn't know all their terms for things but the same way that they have a doctrine and established religion around their psionic powers, he has superstions and spiritual beliefs. I find this perfectly links all the lore of psionic abilities in Starcrafts universe in a very believable way and helps to draw you into this universe.

Tycus - To me, Tycus is a necessary character to balance out the rest of the cast and does his job brillantly. He represents the only personality the previous game ever actually managed to give off, "hicks in space". He does it in a much cooler manner but the effect is the same. He's there to make sure than even though they have added all these new characters that make the universe better and more believable, this is still Starcraft and hell, it's about time.
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Esperath

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Re: Starcraft II
« Reply #234 on: August 16, 2010, 05:08:11 AM »

The part I like best about the singleplayer is that they completely divorced the development process from the multiplayer half.  They were able to go "is this unit fun?  Then put it in" rather than "is it balanced?"

All of the SC1 Terran units were included for continuity, and the extra units like the Hercules were fantastic for multi-Thor drops and the like.  No, I didn't use Wraiths/Diamondbacks very much and hellions became redundant given that you get firebats almost from the start and vultures a short time later, but who cares?

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Esperath

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Re: Starcraft II
« Reply #235 on: August 16, 2010, 05:10:58 AM »

What's probably going to hurt most, though, is my Terran multiplayer strat.

What do you mean, I have to research all of those upgrades I bought during single player?  What, siege tanks don't come with 75% friendly fire reduction?  fffffuuuuuuuuu
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James Edward Smith

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Re: Starcraft II
« Reply #236 on: August 16, 2010, 05:15:07 AM »

Oh definitely, the RPG elements they've added to army construction are a great addition that make the campaign WAY more fun than SC1. Plus as you say, it allows players to fucking around with a much bigger unit list without them really having to care that much about unit balance or role redundancies.
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Bal

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Re: Starcraft II
« Reply #237 on: August 16, 2010, 06:07:35 AM »

In the end you generally fall back on the good stuff though. Siege tanks, bunkers, M&M&M balls, etc. Most legacy and novelty units just don't see much play after the missions in which they are featured.
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Makaris

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Re: Starcraft II
« Reply #238 on: August 16, 2010, 06:19:58 AM »

Looks like my APM caps out at around 120, I need to work on keyboard shortcuts for zooming around the map.  I think I blow most of my time doing that.

(Of course, these observations are from playing four games total, 1v1 vs. hard AI, so yeah, grain of salt).

The easiest way to do it is to control group your building.  Select a production building, hold down shift, and select the rest of them.  Then put them in a control group (ctrl+#).  Whenever you want you can hit the # you used and tab through the different types of buildings. 

Lets say you have 3 barracks, two with tech labs and one with reactors.  You want to build marines.  So you hit "1" or whatever, and then start mashing "A".  It'll default to queueing the reactor-barracks, but after 2 queue's in each it'll start filling up the queue's for the tech-lab barracks. 

If your income is outpacing your production, make a few more production buildings and keep it up.  Be careful of not falling into the trap of "omigod I have 2k minerals fill up all the queue's!", because queuing is a sinful waste of money.
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Esperath

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Re: Starcraft II
« Reply #239 on: August 16, 2010, 06:54:27 AM »

I do have my buildings hotkeyed, I just have trouble with base management when I'm on the offensive.  I have trouble splitting my attention.  I know that I need more (building x) to keep up with production, but I'm pretty much getting hard blocked by my gas.
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