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Attack types / Units types / damage

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, Jun 1, 2007.

Attack types / Units types / damage

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, Jun 1, 2007.

  1. Remy

    Remy New Member

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    ^ I was just offering some advice to Naruto who asked for it.

    TvP is more mechanic Terran, while TvZ is slightly more bionic Terran by comparison.

    As Zerg, we just do our best to delay Terran's march out at mid-game one-shot punch, delay to a time when it's more convenient for us, as close to having defilers as we can. This involves early assaults, muta harassment, and lurker usage.

    Terran has more trouble dividing their forces because they are offense/defense all-in-one with their troops, so hitting different expansions or locations will serve to delay them. But at full march Terran is still quite the beast.

    Taking on Terran when they do march out will be all about micro on the Zerg's part. Defilers will help tremendously, but if Terran marches out before that, it's just all about careful unit management coordinating lings, hydras, mutas, and especially lurkers.

    Some losses suffered on lings and hydras is a given, but once Terran loses that fight at open ground, it's pretty much over for them. It's either Terran ride the momentum and punch all the way through, or come to a dead stop and hard to recover. It's a little more dynamic than that, but that's what it is watered down.
     
  2. mc2

    mc2 New Member

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    ^ Wow that's some real strategy and nice micro there ^

    Usually when i'm playing money maps, I just mass on guardians and devourers when playing against terrans, it always works :)
     
  3. epic_ending

    epic_ending New Member

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    this might have been put in the wrong area so or may be a double post, so im sorry if that is the case.

    just a thread to talk about damage types, in SC some attacks damaged things normaly, others were better at taking down large units and others better used against small units. im sure SCII will use this same idea, but what about things such as the flame attack of firebats(if they apear in SCII) would the flames not be better at killing biological units than mechanical units? maybe this could be used. im sure there are other ideas out there some the same as i have, and others different, i, and im sure others, would like to hear them...
     
  4. wolfblood

    wolfblood New Member

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    Use goliaths, they rule tbh, can shoot both ground and air targets, and with that missle uppgrade we are talking nice shit defense ability.
     
  5. PowerkickasS

    PowerkickasS New Member

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    @ remi
    hey look someone actually plays sc/watches gosu VODS
    btw do not attempt gosu stunts like that with <100 apm i.e. while you're still nubby :p

    lol should see dawn of war! each and every individual unit has a different damage efficiency to each and every individual other unit that exists in the game (including buildings lol). and every patch they make = change to nearly every damage dynamics that exists.....and they've released over...what, 50 patches over game+2 expansions? + every expansion = totally differnet gameply rules and damage dynamics....it was all one big headache of fans commenting "OMG THIS IS RIGGED! WAIT NO THAT IS RIGGED! HANG ON THIS IS RIGGED AGAIN! DONT CHANGE, WAIT DO CHANGE"
     
  6. Remy

    Remy New Member

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    I just liked SC more than most other games, that's all. At least all other Blizzard games.

    I'm very grateful for the attack damage type vs armor system in SC. Just reading what you say about Dawn of War gives me a headache.
     
  7. SirBaron

    SirBaron New Member

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    Indeed. Also, i'd appreciate if they kept down the armor types to like:
    *Light
    *Medium
    *Heavy
    *Shield (exclusive to Protoss)
    *Building
    And the weapon/attack types to:
    *Light Melee
    *Heavy Melee
    *Light Ranged
    *Heavy Ranged
    *Siege
     
  8. [LightMare]

    [LightMare] New Member

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    there will probably be hero damage, chaos damage, piercing, melee, siege, splash, corrrosive, magic/psi damage etc.
     
  9. SirBaron

    SirBaron New Member

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    That's what i don't want.
     
  10. [LightMare]

    [LightMare] New Member

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    but i bet it's going to have something similar
     
  11. SirBaron

    SirBaron New Member

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    Sadly that's what i am (reluctantly) expecting.
     
  12. paragon

    paragon Guest

    I hope they use the SC system. The WC3 system is incredibly dumb.
     
  13. Arachanox

    Arachanox New Member

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    No, I bet it won't. Blizzard has the amazing ability of making their games both incredibly simple and complex at the same time. Expect at the most Bullet Damage, Melee Damage, Poison Damage, Laser Damage, and Siege Damage.
     
  14. Remy

    Remy New Member

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    I see little reason why they would stray too far from the attack/armor system of the original SC.

    ^ Where did "poison" damage type come from? Not really sure how you came up with that one.
     
  15. Arachanox

    Arachanox New Member

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    "Poison" not as in a slow, draining of health, but rather as in the type of attack used by Mutalisks, Guardians, and Devourers. That type of attack does not qualify as melee, bullet, siege, or laser, so I put poison in there.
     
  16. Remy

    Remy New Member

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    I see what you're saying. I guess you were basing off of weapon types.

    I think I would still prefer the SC1 system for the most part.
     
  17. Arachanox

    Arachanox New Member

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    Yes, of course, I prefer the SC1 system the most. I was only hypothesising a possible SC2 system.
     
  18. [LightMare]

    [LightMare] New Member

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    where does psi and photon damage come in?
     
  19. paragon

    paragon Guest

    No need to overcomplicate it. Remember, blizzard said if it isn't broke, don't fix it. The damage/armor system for starcraft is already a great system and pivotal to the starcraft experience/gameplay so I doubt they will change it and it they do it won't be anything radical.
     
  20. shirija

    shirija New Member

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    Whether it's size or armor type, all it is is just a way to balance units. I think there might be better systems coming, seeing how immortals' shielding's concept could just as easily be applied elsewhere. No matter what system they use, die hard SC fans will know them each by heart so there's no worry of making the system too complicated.