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True Hovering Units?

Discussion in 'General StarCraft 2 Discussion' started by 10-Neon, May 23, 2007.

True Hovering Units?

Discussion in 'General StarCraft 2 Discussion' started by 10-Neon, May 23, 2007.

  1. reject_666_6

    reject_666_6 New Member

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    An Archon thrown into a tank and a Science Vessel would be more fun to watch! ;D
     
  2. Inside Sin

    Inside Sin Active Member

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    In real life, if you had a hovering car, and tried to go up a cliff. You would still crash. So im saying, no.
     
  3. coalescence

    coalescence New Member

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    Just like in starcraft 1. I think that's best, cause all the ideas actually made it look to much like a flying unit.
     
  4. mc2

    mc2 New Member

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    Maybe they'll split the levels even more? they could make:

    - ground unit
    - hover unit
    - air unit

    ground units like zealots and zerglings cannot attack hover and air, while marines and archons can attack hover but not air
    vulture is hovering so i can attack both hover and ground.
    scouts and wraith cannot attack ground.......something like that :p
     
  5. coalescence

    coalescence New Member

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    No, marines should be able to hit everything. That's what marines do. And both wraiths and scouts already have penalties for ground (weaker weapons). That should be enough.
     
  6. mc2

    mc2 New Member

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    marine's gauss rifles probably can't fire that high into the air :p

    with scouts and wraiths, yeah they r disadvantaged with their ground weapon so prolly give them stronger weapons against hovering, but still the same weak attacks for ground
     
  7. coalescence

    coalescence New Member

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    On another note; what do you consider hoover to be actually? I think 1 to 3 meters. Considering the height of a zealot even that one should be able to grab it. Only zerglings and broodlings should be fucked :p
     
  8. mc2

    mc2 New Member

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    i was thinking if they did implement that 3 level idea in SC2 maybe something like 10meters for hovering units? so in that case a firebat would still be able to attack that unit but the effectiveness would decrease.
     
  9. coalescence

    coalescence New Member

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    I don't think that hoovering units can go over houses. I think you should consider it floating or flying.
     
  10. TheDarkTemplar

    TheDarkTemplar New Member

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    10 metres? Way too high. Hovering units should be 3 metres at most, and even then I think it's a stretch.
     
  11. mc2

    mc2 New Member

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    ok maybe not hovering units....the idea is about having 3 altitude levels instead of just 2
    so maybe we can have ground, low air, high air......
     
  12. reject_666_6

    reject_666_6 New Member

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    But, technically, in Sc1 there was only Ground and Low Air, because no ships were High Air because Marines could attack them. If they do make a difference between low and high, I'm afraid my beloved Marines are done for... :'(
     
  13. mc2

    mc2 New Member

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    our beloved carrier is already done for :p
    a marine is the start unit for terrans, costing only 50 minerals. it would make them "too cost effective" if they can fire onto a high flying unit like BC or mothership :p
     
  14. reject_666_6

    reject_666_6 New Member

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    But them being able to attack both ground and air is what made them so great and unique in the first place!!! Marine-hater! :mad:
     
  15. mc2

    mc2 New Member

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    im not a marine hater....im stating what is physically logical....blizzard can't give one unit SO much power for only 50minerals.....and their stim packs, and medics just make them powerful enough already.
     
  16. reject_666_6

    reject_666_6 New Member

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    You're right... :'( But besides M&Ms, Siege Tanks and the occasional Science Vessels and Battlecruisers, the Terrans have no really strong units that work well against such overwhelming enemies.