running and gunning

Discussion in 'General StarCraft 2 Discussion' started by WHAT!, May 31, 2007.

running and gunning

Discussion in 'General StarCraft 2 Discussion' started by WHAT!, May 31, 2007.

  1. WHAT!

    WHAT! New Member

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    will ranged units have the ability to run and gun ( also some air) i think it will make a zergling/hydralisk rush more,how do i say it...cooler? i think while running they can only fire at half their range and only inflict 75% percent of their normal damage.
     
  2. PeterPetreli

    PeterPetreli Guest

    Re: running n gunning

    Man, I was just thinking about this!!! I wish they did. Like I don't see why the stalker unit couldn't run and gun. And even marines should be able to. The only unit that I remember that can do it is the tank in tank mode.

    and air units for sure. It makes sense that they should be able to move and shoot at the same time...
     
  3. WHAT!

    WHAT! New Member

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    Re: running n gunning

    i really hope they can,i just dont see any sense in running and not defending yourself,and it sure as hell make those rush attacks more spectacular.maybe their should be a option such as allowing them to run n gun which would make em run slow when under attack in order to return fire,and a option for them to run like hell to their spot and not return fire until they make a complete stop.
     
  4. coalescence

    coalescence New Member

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    Re: running n gunning

    Goliaths do it sporadicly too if I'm correct.
     
  5. PeterPetreli

    PeterPetreli Guest

    Re: running n gunning

    Yes, that or have them run at normal speed but 50% chance of missing. Something like that. Even if it is super weak, it is better than nothing and will make the game look more actioned packed! (not that it isn't already)
     
  6. PsiGlaive

    PsiGlaive New Member

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    Re: running n gunning

    So it would be a movement penalty sort of like the height bonus?
     
  7. TheDarkTemplar

    TheDarkTemplar New Member

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    Re: running n gunning

    That'd be an excellent addition. Like, if your units are running and gunning (as you so aptly put it) then the accuracy goes down a certain amount or whatever, and so should the speed of the running!
     
  8. coalescence

    coalescence New Member

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    Re: running n gunning

    I think that brings a big deal of micromanagement along. Because if units would run slower you would have to have a halt fire button so units can run full speed or something.

    Have you also thought about the range in degrees for running and gunning? Maybe the siege tank can hit 360 with the turret but I doubt that a marine can run while shooting enemies behind him.
     
  9. TheDarkTemplar

    TheDarkTemplar New Member

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    Re: running n gunning

    True, true.

    Maybe it should be an addition for the range units like the Zealots charge - when they see their enemy they start firing?
     
  10. reject_666_6

    reject_666_6 New Member

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    Re: running n gunning

    Imagine a few Stalkers circle-strafing a unit while firing at it. Now THAT would be a circle of death.
     
  11. WHAT!

    WHAT! New Member

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    Re: running n gunning

    dang now i feel like wishing for a ultralisk stampede ability.....
     
  12. reject_666_6

    reject_666_6 New Member

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    Re: running n gunning

    ^ That just sounds like the Zealots' charge ability, but with bonus damage on striking.
     
  13. 10-Neon

    10-Neon New Member

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    From:
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    Re: running n gunning

    Add Interceptor to that list.
     
  14. coalescence

    coalescence New Member

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    Re: running n gunning

    Well, maybe that they just ram (straight path, zealot doesnt always have to be a straight path) and that they also can miss and need a short time to come back to there senses (phoenix style)
     
  15. Fenix

    Fenix Moderator

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    Re: running n gunning

    In Age of Empires (I know, I reference this too much, but I actually hold it the pinnacle of RTSs), alongside the formation options, you have stance options.
    Aggressive Stance: Unit will pursue enemy till one of them is dead
    Defensive Stance: Unit will pursue enemy for a short distance until dead or out of range, then return to original position
    Hold Position: Speaks for itself
    No Attack Stance: Unit will not attack even if attacked.

    So, if they had stuff like this, changed a bit of course, you could have pretty much total control.




    I think if they took a couple leafs outta AoE's book, this game would kick some major butt.
     
  16. coalescence

    coalescence New Member

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    Re: running n gunning

    But thats in when they are passive.
    But when you give them a order to move (in AoE) they will always only move no matter if they come under fire or what, except when you issue an attack move.
    My point is that when you issue a move to somewhere I usally want them to move no matter what because I need them somewhere. On the moment that they encounter an overlord and start shooting it (as in the running and gunning idea) they will slow down, while I want them to move. Get my drift? :)
     
  17. Fenix

    Fenix Moderator

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    Re: running n gunning

    Yeah, I know....It would obviously have to be tweaked some, seeing as how StarCraft is more action-oriented.

    And what is with you and drifts? Are you posting from a river?
    :D
     
  18. coalescence

    coalescence New Member

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    Re: running n gunning

    Hey, english is my second language. I don't have much talks to do the talk talk. Get my drift ;)

    (I hope doing the talk talk isnt anything dirty or sexual, cause thats not what I mean :p)
     
  19. Fenix

    Fenix Moderator

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    Re: running n gunning

    Lol, nice....And no, talk talk isn't anything dirty that I know of.

    And yes, I get your drift.
     
  20. coalescence

    coalescence New Member

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    Re: running n gunning

    You just made my day ;D