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Starcraft II Q&A Batch 27

Discussion in 'General StarCraft 2 Discussion' started by Seradin, Jan 25, 2008.

Starcraft II Q&A Batch 27

Discussion in 'General StarCraft 2 Discussion' started by Seradin, Jan 25, 2008.

  1. Psionicz

    Psionicz New Member

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    Wow why are they giving all the casters attacks, they are trying to give the HT an attack and the Nullifier =/
    The only benifit is they can all be used in UMS maps thats all, but I am not too happy that they're all getting attacks.
     
  2. generalrievous

    generalrievous New Member

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    Edited out quotes. Please read the forum rules and refrain from quoting unnecessarily.

    I see no problem with it as long as its a VERY WEAK attack
     
  3. EonMaster

    EonMaster Eeveelution Master

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    How? All its supposed to do is block units from moving through a certain area, I don't see how having it cast like bone wall affects anything.

    I think karune said it would have the same attack strength(damage) as a marine.
     
  4. Seradin

    Seradin New Member

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    it just said it had a similar attack to the marine, doesnt mean the damage is the same.
     
  5. Gasmaskguy

    Gasmaskguy New Member

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    By similar to Marine, they either meant
    A) Pretty weak
    or
    B) Insta hit. No travel time for the attack.
     
  6. Psionicz

    Psionicz New Member

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    Doesnt matter, its a caster for a reason, keep it that way.
     
  7. 10-Neon

    10-Neon New Member

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    Fun fact: "Maurader" was the original name of the Marine. It looks like Blizzard really, really likes that name.

    I am not sure how much I like the Protoss having such a low-tier anti-spellcaster. It'll basically mean that, against Protoss, Terran Zerg will have to focus on raw combat units more. It'll really such for the Terrans with heavy support casters like the Medic and Nomad.

    That said, it'll make gameplay more interesting, forcing opponents to take down the Nullifiers to have their Medics and Ghosts work correctly, but it might be too hard for newer or causal players.
     
  8. Prodigal

    Prodigal New Member

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    null void seems like it may have some balancing issues. Tier one that can dominate "Dark Archon style ablities" High Templar's Psi storm, darkswarm, plague etc? This seems excessively useful for its phase in the game. Maybe just the forcefield wall thing at first, but have the null void become accessible only has a final tier ability.

    EDIT: although this information was NOT revealed, wouldn't this mean that they could easily cancel out nukes? This really seems like an imbalance, if anything this AOE should be of limited range, but would in effect have smart micro-queing. I just don't want to see one or two Nullifer dominating one section of the map with this ability to cancel out spells in certain areas. One question, would this also cancel out FRIENDLY spells as well?
     
  9. Gasmaskguy

    Gasmaskguy New Member

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    Yeah 10-Neon my theory is that the Marauder is some kind of Infantry, a heavy Marine that counters groups of melee units somehow.
     
  10. Prodigal

    Prodigal New Member

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    In the original Starcraft alpha the "Marauders" threw grenades. Its quite possible the marauders would wield grenades, and would essentially function as "Vultures" with minimal splash damage and probably heavy armor.
     
  11. zeratul11

    zeratul11 New Member

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    marauder? hhhmm... i hope its a big mech.

    i hope it replaced only the firbat not the cobra.

    wow. my suggestion so that all units will be useful in most game is to have different types of base static defense. say a protoss canon that has hardened barrier against a siege attacks(siege tanks in siege mode) so you need to bring marines or viking to destroy it.

    also to make late game units useful, new uver type of basic static defense(maybe AOE) that will kill easily few level 1 and 2 units like hydras and marines so you need to bring the big guns like the bc.

    why are the base static defense in starcraft so boring and one sided? give defensive plays on static base defense some importance too.

    im still waiting for an AOE static base defense for sc2. =)

    and a floating ATG static base defense.

    and my suggestion wont make the game last long, you just need a good proper counter against the new varieties of static base defenses. at least we get to use all units and strategies and tactics will be more complex and fun.

    ata air units to be more useful. or air units to be more useful? well a static powerful floating ATG static base defense will be useless against the ATA air units.
     
  12. Gasmaskguy

    Gasmaskguy New Member

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    Are you seriously NOT considering a sieged Siege Tank an AoE static base defense?
    I would consider the Lurker to be that too, but maybe that's just me.
     
  13. zeratul11

    zeratul11 New Member

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    AOE static base defenses? maybe it can hit 3-5 units at one attack. and this new staic base defense would cost maybe 3x the cost of phase canon. maybe an upgrade.

    well the floating base defense could be a tier 2 for the toss. as well as the hardened shiel canons.

    the terran, well i dont think they need anymore because of the auto turrets and fortress.

    the zerg could get the AOE static base defense. an upgrade.
     
  14. Gasmaskguy

    Gasmaskguy New Member

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    Who would waste 450 minerals on his defenses?! That's more than a frigging CC!

    And what you just said, about hitting 3-5 units is true with both the Siege Tank and the SC1 Lurker.
     
  15. zeratul11

    zeratul11 New Member

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    ok i maybe not giving them accurate and balance stats and purposes.

    but the fact is floating, aoe, underground, and all new type of base static defense would be cool and nice as long as it is balance very well.

    its not that bad. an upgrade for the cc is one example, and you did not complain. upgrade for static bnase defense aint a bad idea. =p

    and siege tank and lurker are not static base defense. and you think the lurker and tanks will be useless bcoz of these new type of base defenses? well its up to the player, you can mix them or go all defensive units like tanks, or just turtle up and wait for your bc and take the risk and so on many others outcomes.
     
  16. MeisterX

    MeisterX Hyperion

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    You mean a... *gasp* Firebat?

    lol. I think the Nullifier ability is great. It doesn't prevent an ability, it just delays its use in a specific area. And no, it won't apply to nukes. They specifically says it prevents "casting" which implies the use of mana. Things like the Nuke don't require mana.

    What would be an interesting question is whether it would disable cloaking fields, mana based or not. For instance if a Ghost is already cloaked and walks into this spell, does it de-cloak?
     
  17. skyspyke

    skyspyke New Member

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    I would really be interested in terrain that affects gameplay, as was mentioned in the last question. Having terrain slow down big machines (or ultralisks) would add to the depth of strategy. swamps, shallow rivers, etc... would be very cool.
     
  18. Gasmaskguy

    Gasmaskguy New Member

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    Lol I read what I said again, and there's a Firebat right there. :D

    But the Marauder can still be totally different even with those requirements.


    The de-cloaking is interesting, especially since Terran are the only ones using energy cloaking units. This unit might be real trouble for Terran players.
     
  19. AcE_01

    AcE_01 Active Member

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    wow! i really wanna see the concept art for the Nulifier and the Marauder =]

    great batch, i liked it ^.^
     
  20. MarineCorp

    MarineCorp New Member

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    Nice batch! the Nulliflier seems to be very interesting and of course very useful against casters. Not only that they mentioned them name of the replacement of the Firebats (awesome!) and supposely they also said about the Marauder unit did a quick job against the protoss army, this unit must be very strong indeed >:D