Brontoforumus Archive

Please login or register.

Login with username, password and session length
Advanced search  

News:


This board has been fossilized.
You are reading an archive of Brontoforumus, a.k.a. The Worst Forums Ever, from 2008 to early 2014.  Registration and posting (for most members) has been disabled here to discourage spambots from taking over.  Old members can still log in to view boards, PMs, etc.

The new message board is at http://brontoforum.us.

Pages: 1 ... 12 13 14 15 16 [17] 18 19 20 21 22

Author Topic: Starcraft II  (Read 33120 times)

0 Members and 1 Guest are viewing this topic.

Esperath

  • chesse nab
  • Tested
  • Karma: 26
  • Posts: 1222
    • View Profile
Re: Starcraft II
« Reply #320 on: October 21, 2011, 10:49:46 AM »

Re Replicant: main uses PvT, grab SCVs, repair your own units, drop repair/harvesting MULEs?  Also grab ghost and have counter-EMP?

PvZ, grab Viper, make a bunch of strong detectors?  Cast your own dark swarm?
Logged

Ziiro

  • Inquiry?
  • Tested
  • Karma: -65461
  • Posts: 2270
    • View Profile
Re: Starcraft II
« Reply #321 on: October 21, 2011, 10:56:01 AM »

Carriers and Mothership gone? You're shitting me, right?
Logged

Esperath

  • chesse nab
  • Tested
  • Karma: 26
  • Posts: 1222
    • View Profile
Re: Starcraft II
« Reply #322 on: October 21, 2011, 10:58:09 AM »

Nope, mass recall is getting shifted to nexus, and the Tempest is the new capital ship.
Logged

Ziiro

  • Inquiry?
  • Tested
  • Karma: -65461
  • Posts: 2270
    • View Profile
Re: Starcraft II
« Reply #323 on: October 21, 2011, 11:06:53 AM »

So Protoss are losing two units and gaining three.

Terran are gaining three units

Zerg lost a unit and gained two.

What the fuck? I can understand the Metagame reasoning, on a purely competitive level, maybe? But this is still kind of dumb. Removing a unit straight out? And the most iconic protoss unit is one of them?

And the new units are nothing that blow me away. The tempest has some possible coolness to it, but I'll need to see it before I can judge.

(╯°□°)╯︵ ıı ʇɟɐɹɔɹɐʇs
Logged

Esperath

  • chesse nab
  • Tested
  • Karma: 26
  • Posts: 1222
    • View Profile
Re: Starcraft II
« Reply #324 on: October 21, 2011, 12:04:33 PM »

Slightly redundant with the previous list, but

Quote
    Oracle can warp buildings away to stop attacks on your own structures, or stop research for enemy structures
    Oracle can see research or production of enemy structures
    Replicant can transform into non massive units
    Mass recall now available on Nexus
    Recalled units are unable to move for a few seconds
    Warhound is good at killing siege tanks, but has a short range
    You can only have ONE THOR ON THE FIELD AT A TIME, but it becomes BIG AGAIN LIKE IN ALPHA/BETA
    Thor attack and health increased
    Instead of air attack, Thor gets a massive bombardment skill
    Bombardment requires a skill similar to siege mode, this requires a fusioncore and an armory
    Battle Hellion has higher health and shorter range
    Ghost cloak changed and now spends a specific amount of energy, lasting for a certain period of time
    Ghost cloak is no longer an on/off skill
    Battlecruiser gets a cooldown skill called "limit reactor"(?) that boosts movement speed
    Reaper loses d8 charge attack
    Reaper gains a HP recovery skill
    Viper inserts parasite into friendly units to make them detectors
    Corruptor loses corrupt and gets a new skill called "absorb"(?) that damages enemy structures and turns them into resources
    Banelings can move burrowed
    Hydralisks gain a speed upgrade
    No more overseers
Logged

Smiler

  • HOM NOM NOM NOM
  • Admin
  • Tested
  • Karma: 66
  • Posts: 3334
    • View Profile
Re: Starcraft II
« Reply #325 on: October 21, 2011, 01:40:41 PM »

So will we have to buy Starcraft 2012 to play multiplayer when it comes out, or are these units just being added when they come out?
Logged

Norondor

  • Where I'm at is: Fuck you, get shot
  • Tested
  • Karma: 30
  • Posts: 4184
    • View Profile
Re: Starcraft II
« Reply #326 on: October 21, 2011, 01:41:43 PM »

hahaha! hahahahahahah!

oh, smiler. you're the living end, i swear.
Logged

Doom

  • ~run liek a wind~
  • Tested
  • Karma: 46
  • Posts: 7430
    • View Profile
Re: Starcraft II
« Reply #327 on: October 21, 2011, 02:13:00 PM »

Burrow-Charge Ultralisks?

Gentlemen... Brood War Doomykins will return.

Spongebob SquarePants- Dramatic Impact 1

What the fuck? I can understand the Metagame reasoning, on a purely competitive level, maybe? But this is still kind of dumb. Removing a unit straight out? And the most iconic protoss unit is one of them?

A unit isn't iconic for any good reason if everybody recognizes it as a terrible joke unit.
Logged

Esperath

  • chesse nab
  • Tested
  • Karma: 26
  • Posts: 1222
    • View Profile
Re: Starcraft II
« Reply #328 on: October 21, 2011, 02:14:40 PM »

This document lists the new units and abilities in the BlizzCon® 2011 build of StarCraft® II: Heart of the Swarm™. Please keep in mind that Heart of the Swarm is still in development, and all of the units and abilities you see described below are subject to change. It's possible that some of these units and abilities will be discarded and new ones will be created to replace them as we continue to iterate on the game design. What we've listed below is just a snapshot of where we currently stand on multiplayer Heart of the Swarm.

Also note that some Wings of Liberty™ units have been cut -- our goal is to avoid redundancy and maintain a tight and manageable number of multiplayer units and abilities for players to consider as they play competitive matches.

Protoss

Upon analyzing data from their most recent battles, the protoss have identified a few areas of improvement that would help them maximize effectiveness against their enemies. Based on their findings, the protoss have augmented their arsenal with a second psionic unit, a new way to counter flocks of Mutalisks, and a new form of enemy harassment.

Tempest

Description: The tempest is a new capital ship that deals massive area-of-effect damage to air units. It also has a standard ground attack, but its chief role is to help gain air superiority.

Oracle

Description: The Oracle is a psionic warship, built from a Stargate, that uses several unique abilities to raid and harass the enemy. The first is Entomb, which can temporarily block mineral fields from being harvested. Another ability, Preordain, grants vision of a targeted enemy building, allowing the protoss to see which units or technologies are being researched. Rounding out its kit is Phase Shift, which phases a target building, preventing it from being attacked, using its abilities, or granting technology. Not only can structures like missile turrets be prevented from attacking, but using this ability on a zerg Spire would block the production of Mutalisks, Corruptors, and air upgrades.

Replicant

Description: Replicants have one ability: to transform itself into any non-massive unit. They're expensive, so cloning a Zergling would not be very cost effective, but transforming into a specialized unit like a Raven, Infestor, or Siege Tank could open up interesting strategic options for the protoss.

New Abilities

A new ability called Arc Shield has also been added to the nexus -- this ability will temporarily add additional shield and building armor, as well as a weapon very similar to a photon cannon. The weapon does the same amount of damage as a regular photon cannon but only damages light units. This ability will help the protoss buy time to defend in the case of an unexpected drop from an enemy. Another ability, Mass Recall, has also been added to the nexus, which allows protoss players to teleport armies from out in the field back to the nexus. The recalled units are stunned for a few seconds when recalled.

Retired Units

As we add units to the multiplayer game, sometimes it’s necessary to remove units or alter others’ abilities to maintain game balance and eliminate redundancy. In the current design of Heart of the Swarm, the protoss are not able to deploy Motherships and Carriers, though these and other units that don’t exist in Heart of the Swarm multiplayer will still be available in Wings of Liberty multiplayer and the solo campaign.

Terran

The resourceful terrans have also been improving their technology to better survive their battles in the Koprulu sector.

Shredder

Description: The Shredder is a new unit built from the Factory that allows the terran player to control the battlefield. In its mobile form, the Shredder has no attack -- but when set to stationary mode, it channels area-effect damage to both the air and ground. If a friendly unit enters the range of the Shredder, the weapon shuts off.

Warhound

Description: The Warhound is a small, walking ground mech that wields an effective anti-air weapon with splash damage, much like the Thor from Wings of Liberty. The difference is that the Warhound is smaller and much more nimble, though it gives up some range on its anti-air missiles in exchange for this mobility. The Warhound also wields a small ground attack weapon that does additional damage to mechanical units, making it particularly well suited to taking out enemy Siege Tanks -- though it's not particularly effective against non-mechanical units.

Thor (Modified)

Description: While it was always quite effective against ground and air, one of the biggest problems with the Thor has been that it’s too big and bulky to move around well... so the terrans decided to made it even bigger. In Heart of the Swarm multiplayer, terran players will be limited to having only one Thor at a time, but this new behemoth hits even harder with its regular ground weapons and can absorb a tremendous amount of damage. The terrans have also swapped out the Thor's anti-air weapons for a bombardment ability that does a huge amount of damage to a wide swath of ground. The Thor will need time to set up its bombardment cannons, as well as time to repack them after an attack, much like a Siege Tank. Of course, fielding such a powerful weapon requires a hefty investment in technology, so both an Armory and a Fusion Core will be required before a Thor can be built.

New Abilities

The Hellion has been upgraded to a transforming unit similar to the Viking. When transformed into its new battle mode, the Hellion will gain in hit points and get a stronger flame attack that covers a short arc in front of it. This makes the Hellion more effective in late-game fights against large clusters of light units such as Zealots. The Ghost’s Cloak ability has also been modified -- it will no longer be a toggled effect. Instead, there will be a one-time energy cost to activate Cloak for a specific time duration. Energy regeneration will continue while cloaked, and Ghosts can re-cloak while nuking without interrupting the call-down. The Battlecruiser will gain a speed-boost ability called Redline Reactor, which is governed by a cooldown. And finally, the Reaper no longer has a special building attack, but instead has a passive health-regeneration that allows it to recharge hit points quickly when out of combat.

Zerg

The zerg continue to evolve and adapt to changing environments, particularly the dangers they face on the battlefield. New creatures will help the zerg stage more effective sieges and add unique enemy-manipulating abilities to their arsenal.

Viper

Description: The Viper is a new flying unit with three unique abilities. Blinding Cloud temporarily reduces the attack range of all ground units inside the cloud to melee range, and prevents energy-based abilities from being used. Abduct allows the Viper to physically pull a unit to the Viper’s location. Finally, the Viper has a one-time ability called Ocular Parasite, which allows it to detach its eye stalk and meld it onto any friendly, non-massive unit, turning that unit into a detector.

Swarm Host

Description: The Swarm Host is a slow-moving ground unit that has no standard attack. When burrowed, the Swarm Host spawns a continuous stream of slow-moving melee units called Locusts that can be used to lay siege and pressure entrenched enemy positions.

New Abilities

The Corruptor's Corruption ability has been replaced by a new ability called Siphon that allows Corruptors to target buildings and slowly damage them. This damage is converted into resources for the zerg at the same time. Ultralisks have a new Burrow Charge skill that lets them dive underground and instantly surface at a target, allowing them to initiate the fight faster on a crowded battlefield. Finally, the Baneling has evolved tunneling claws similar to the Roach, which allows them to move while burrowed -- this new evolution will mean other races will need to be even more wary about hidden drops and making sure to have detectors with their army. Finally, the Hydralisk has a new upgrade that allows them to move faster while not on creep.

Retired Units

The Overseer has been cut; its detection ability has been replaced by the Viper and its Ocular Parasite.
Logged

Esperath

  • chesse nab
  • Tested
  • Karma: 26
  • Posts: 1222
    • View Profile
Re: Starcraft II
« Reply #329 on: October 23, 2011, 12:36:35 PM »

Logged

Kayin

  • Akzidenz Grotesk
  • Tested
  • Karma: 30
  • Posts: 1215
    • View Profile
    • I Wanna Be The Guy
Re: Starcraft II
« Reply #330 on: October 23, 2011, 02:42:10 PM »

These changes look interesting, though I suspect there will be a bit more of a shakeup before things settle. Interesting to see certain concepts return though. Shredders seem pretty absurd, but really looking at their range, they might not be much of an issue. It looks like a Roach is barely in range of them and I'd guess that Roaches will actually do reasonably well if you have enough of them. Zerg also get an inverse dark Swam (which is kinda more interesting anyways) and something lurker-esque, which is cool.

Protoss changes are weird as hell. The Oracle seems cool and making a unit dedicated to being a huge economic dick seems interesting, but somewhat one dimensional. The Tempest seems pretty cool, but it's status as a late game unit makes me question how important it's Air to Air capabilities will be. I really don't like the replicant though. It just seems sorta lazy and gimmicky. It seems to me that Protoss is mostly stuck doing the same stuff, with a bit extra added on, but the openings given by things like the Oracle might allow for really extreme strategies to be used successfully. I hope to god the thinking isn't "Well, we'll make them totally fleshed out for Legacy of the Void.

I like their changes in a vacuum, but compared to Terran and Zerg, they seem far less interesting to me. That said, this stuff will get shuffled up quite a bit before the game is released, so I'm not too worried, just curious how things will shake up. I'm looking forward to hear some sensible pro opinions on this. Everyone else seems to be in wambulance mode.

edit:

Mass recall as a way to save armies from bad situations and aid in recovering units after a raid can be cool. Also going to guess that the carrier comes back and tempest gets delegated to an earlier role so it can actually matter. No need for a late game unit to solve a mid game problem
Logged

Romosome

  • Tested
  • Karma: 20
  • Posts: 1841
    • View Profile
Re: Starcraft II
« Reply #331 on: October 23, 2011, 04:09:25 PM »

So will we have to buy Starcraft 2012 to play multiplayer when it comes out, or are these units just being added when they come out?

If you want to play with the new expansion units, you will have to buy the expansion.

If not, you can still play Wings of Liberty multiplayer.

It will work just like the original SC and Brood War except people will act like it's some kind of devious cashgrab.
Logged

Norondor

  • Where I'm at is: Fuck you, get shot
  • Tested
  • Karma: 30
  • Posts: 4184
    • View Profile
Re: Starcraft II
« Reply #332 on: October 23, 2011, 04:19:51 PM »

probably because it costs $60 :)
Logged

patito

  • kodePunc Team
  • Tested
  • *
  • Karma: 14
  • Posts: 1181
    • View Profile
Re: Starcraft II
« Reply #333 on: October 23, 2011, 04:21:13 PM »

I'm just waiting for the whole thing to be in a battlechest.
Logged

Kayin

  • Akzidenz Grotesk
  • Tested
  • Karma: 30
  • Posts: 1215
    • View Profile
    • I Wanna Be The Guy
Re: Starcraft II
« Reply #334 on: October 23, 2011, 04:35:23 PM »

It's also probably worth 60 dollars, considering the quality of the WoL campaign.
Logged

Romosome

  • Tested
  • Karma: 20
  • Posts: 1841
    • View Profile
Re: Starcraft II
« Reply #335 on: October 23, 2011, 04:39:13 PM »

yeah, forgive me for sounding like an APOLOGIST, but now that WoL is out it should be obvious to people that dialogue and full cutscenes for every single mission and special gameplay mechanics in every map is, in fact, more singleplayer content than decades ago when we had some voice-acted talking heads before a melee or stealth map
Logged

Romosome

  • Tested
  • Karma: 20
  • Posts: 1841
    • View Profile
Re: Starcraft II
« Reply #336 on: October 23, 2011, 04:40:08 PM »

Though to be fair it does still suck if all you want is to play multiplayer, let's be fair

I like the singleplayer a lot but I realize not everyone cares
Logged

Esperath

  • chesse nab
  • Tested
  • Karma: 26
  • Posts: 1222
    • View Profile
Re: Starcraft II
« Reply #337 on: October 25, 2011, 02:47:36 PM »

StarCraft II: Wings of Liberty - Patch 1.4.2

Balance

PROTOSS
Forge
The cost of Upgrade Shields Level 1 has been decreased to 150/150, down from 200/200.
The cost of Upgrade Shields Level 2 has been decreased to 225/225, down from 300/300.
The cost of Upgrade Shields Level 3 has been decreased to 300/300, down from 400/400.
The cost of Upgrade Ground Weapons Level 2 has been decreased to 150/150, down from 175/175.
The cost of Upgrade Ground Weapons Level 3 has been decreased to 200/200, down from 250/250.
The cost of Upgrade Ground Armor Level 2 has been decreased to 150/150, down from 175/175.
The cost of Upgrade Ground Armor Level 3 has been decreased to 200/200, down from 250/250.

TERRAN
Ghost
EMP radius has been decreased from 2 to 1.5

orly
Logged

Friday

  • Admin
  • Tested
  • Karma: -65374
  • Posts: 5122
    • View Profile
Re: Starcraft II
« Reply #338 on: October 25, 2011, 02:55:59 PM »

FUCK

YES
Logged

Friday

  • Admin
  • Tested
  • Karma: -65374
  • Posts: 5122
    • View Profile
Re: Starcraft II
« Reply #339 on: October 25, 2011, 03:00:40 PM »

and the forge thing is cool too I guess
Logged
Pages: 1 ... 12 13 14 15 16 [17] 18 19 20 21 22