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Starcraft II Q&A Batch 26

Discussion in 'General StarCraft 2 Discussion' started by Seradin, Jan 22, 2008.

Starcraft II Q&A Batch 26

Discussion in 'General StarCraft 2 Discussion' started by Seradin, Jan 22, 2008.

  1. LxMike

    LxMike New Member

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    Nice news, now protoss don't fear mutalisk anymore lol.




    Well for my Protoss are more offensive aimed race, and battery are just not that useful for deafense.

    in early game, the battery cost lot of money and start only with 50 energy so pro player often chose the extra unit instead.

    in late game the battery can be easily counter by EMP, Dark Swarm, etc

    ----t vs p if protoss player go defense he will losses over terran mass siege tank
    ----p vs p if protoss player go defense, the other can just use carrier, or arbiters recall to get where you don't have battery
    ----z vs p if protoss player go defense, he will get rushed by mass zerg army

    so I say axe the battery!
     
  2. AcE_01

    AcE_01 Active Member

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    ty ninerman

    well im just wondering...does the Nulifier have to stay there to continue casting it? like a channeling spell?...or is it just like cast and then Run away spell?
     
  3. don_bocci

    don_bocci New Member

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    I was wondering about how ranged units would effect the force field and I had a thought. What if in SC2 projectiles have collision detection? Meaning that if a marine tried to shoot something that was on the other side of a force field would his bullets be deflected by the field. This would make M&M rush also counter-able by the FF.
     
  4. ninerman13

    ninerman13 New Member

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    In the original Starcraft, were there any units that had to stay stationary while casting a spell? I don't think so. I'd imagine that Starcraft II will be the same way, so Force Field is probably a cast and then run away.

    Random Note - 450th post! I am now a Commander!
     
  5. don_bocci

    don_bocci New Member

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    Well that is as long as Blizzard stays away from the mechanics in WC3
     
  6. AcE_01

    AcE_01 Active Member

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    then that means Nulifiers would be pretty pwnage....hope it wont be too overpowering
     
  7. ninerman13

    ninerman13 New Member

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    Nullifiers won't be too cheap I'm sure, as long as the other races are properly balanced. Take Psionic Storm - was it overpowered? You could cast it and run away, but it wasn't unfair.
     
  8. EonMaster

    EonMaster Eeveelution Master

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    I'm thinking that the nullifier will cost about 125 - 150 minerals. I don't think it will cost gas, because them it wouldn't be a viable defence against zerg rushes unless you were teching, meaning you wouldn't have a lot of zealots to defend with.
     
  9. AcE_01

    AcE_01 Active Member

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    lolk..

    man Karune was vrsing a Zerg opponent!! FAROUT! >.<!! i wanna see the zerg already.. XD
     
  10. Inside Sin

    Inside Sin Active Member

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    I want to ask them if they are going to make maps more customizable and if you can search them when you are trying to host one.
     
  11. Psionicz

    Psionicz New Member

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    I think it would make sense for them to stay there channeling the energy, as how would the forcefield stay in that one place without the enrgy dispersing?
    Also with them being tier 1 it would be imba if you forcefield everything with a mass of them then own the base with ease using Stalkers or Immortals.
     
  12. Gasmaskguy

    Gasmaskguy New Member

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    I think every race will have a pretty early unit to counter the Force Field with, so don't worry. Protoss have Stalkers and Terran have Reapers. A Colossus can step over a Force Field, so I guess a Reaper can use its jetpack.

    Eon, I bet it costs atleast a little gas. Like the goon, it might cost 125/25. Its prerequisite might be the forge (to make it as early as possible, but not earlier than zels) . That's probably where you research its abilities too, like FF.
     
  13. furrer

    furrer New Member

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    yeah but it was mentioned it was tier 1. But if it has a gas cost at 25 and mineral cost at 100 it should be balanced IMO.
     
  14. EonMaster

    EonMaster Eeveelution Master

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    But if it has gas costs, wouldn't it be tier 1.5-2 then? Also, how would it help you against zerglisg rushes since theat will easily happen before your foundary actually gives you enough gas.

    Also, why would you have to reaserch the FF? That would make it nearly impossible to have FF when zerg sends thier ling army after you unless they are terrible zerg players, or you have insane micro/macro abilities.
     
  15. Psionicz

    Psionicz New Member

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    Early ling rush rush can be countered with worker micro. But if the Zerg play micros his 6 Zerglings they have the upper hand.
    The force field looks like a dome, so I am guessing units inside have a small time frame to get out the force field but after that they might get trapped inside and of course their attacks won't reach your units.
     
  16. furrer

    furrer New Member

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    Even with gas cost its still a tier 1 if no other building are required
     
  17. kuvasz

    kuvasz Corrections Officer

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    A pool of hitpoints that can be used by an unlimited amount and any kind of unit is useless but the medic which only heals 1 unit, is weak and can only heal certain units isn't? ::) And your examples are silly since everything can be countered in SC so why would the battery be an exception? Of course it can be countered, just as cannons, siege tanks, everything can be.

    Sorry for the OT post.
     
  18. Seradin

    Seradin New Member

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    might just be a large mineral cost.
     
  19. ninerman13

    ninerman13 New Member

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    @ Zergalicious - as AcE_01 mentioned on one of the previous pages (from Karune on BattleNet) that units will not be able to be trapped in the force field. And even though channeling the spell makes sense, I really do not think we'll see channeling at all in Starcraft II. Psionic Storm, Stasis, Maelstrom, etc. didn't have it in the original and I'm pretty confident Blizzard will try to keep WC3 elements out of the game.
     
  20. Psionicz

    Psionicz New Member

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    Ah I see. But you could trap units on chokes (force field at the entrance, forcefield at the other end) the rip em apart with Colossi