Unlocking Starcraft 2 Article

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

Unlocking Starcraft 2 Article

  1. MeisterX

    MeisterX Hyperion

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    http://www.starcraft2forum.org/index.php?option=com_content&task=view&id=56&Itemid=60
     
  2. AcE_01

    AcE_01 Active Member

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    yawn..i still rkn terran has a long way to go...
    protoss are finishing up. =]
    zerg...well....yeah..lol
     
  3. MyWifeforauir

    MyWifeforauir New Member

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    yay every new information greedily absorbed.... still no zerg though T.T
    damn pleased with the way the protoss is going (transfer of enegy, nullifier's force field), same with terran (ghost) though the thor remains (to me) a problem
     
  4. wraith_q

    wraith_q New Member

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    pretty neat, I especially liked the side by side comparisons of classic SC units and those in SC2
     
  5. Psionicz

    Psionicz New Member

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    Very nice article.

    Problem units = Thor and Mothership, mainly the Thor... Reason being?

    Thor is based on a big heavy ground assult unit which tears things apart, now they want to dedicate it to AA? Kinda stupid if you ask me as air units with aa capabilities are going to be swift meaning you'd need units which are around a lot and can get to the problem area quickly, now ask your self do you see your self commanding a big Thor to long jump across your mineral patch to engage these air units only for them to move away? I don't.
    IMO, I'd say give the air Viking a faster area attack instead of those big slow missles, why? Because Vikings will be around all the time early and late game so if there a problem with aa air units you simply transform the bored Vikings to engage them.
    Now I'd suggest a better air attack for the Viking as big missles look boring and the AA Turret already has them so you know... Possibly give the Cobras rail gun to the Viking as its more fitting anyway since their ground attack is a big machine gun which spins around. But instead of focusing on one air unit let the rail gun unleash a AoE spray of fire where the main shot if focused on the selected unit but the 2-3 units close to it get sprayed which would give more tactics in the game letting the Vikings break apart formations and also nice management aspects as different numbers of attacks on how many units will have big affects, it just fits the air Vikings bulky look right about now to me.

    Now for the Mothership it isn't as big as a problem, it doesn't really matter if some units overlap in roles as a game based entirely on rock, paper, sissors can't be very dynamic where you always know which counters are gonna be used. But this is what we can't do with the Mothership:
    Bring it back to its super unit stats - No. If we do this the UMS games would be greatly hindered and it would make gameplay awkward to have this ONE big pancake with lights floating around killing every base in sight with its ability to stop all projectiles, forget about melee for now as ground units can't jump that high (althought wouldn't it be cool to have a melee air attacker), another ability which can unleash a fury of lasers which is basically a prolonged nuke.
    What we can do - Just none of the above, its up to Blizzard really and my ideas probably won't get heard.

    BUT, one thing I'll let Blizzard know it, for the Zerg I want a ground based unit which can attack air with a melee attack, uhh how will this be done? This is how:
    http://img120.imageshack.us/my.php?image=zergunitib1.swf&width=320

    Just a simple example how it works. I'm also very bored, I hate winter.
    This unit would look sleek, flexible and agile. Have small wings big enough to change mid-air direction but not to actually fly.
    It would have a normal ground attack but this unit focuses on air units.
    Relitivly low HP this is because its fast and hard to hit.
    Now this unit is all Zerg, works better in groups, spamable, and adds a new mechanic for Starcraft2 which is exclusive for Zerg ;]
    Just imagine the possibilities of this unit, a group of them jumping everywhere the enemy doesn't know which one to hit and it adds even more strategies into starcraft2 letting the game get more flexible.

    But yea, Terran and Protoss are pretty much finished. Bring on the Zerg.
     
  6. MarineCorp

    MarineCorp New Member

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    I also think there is a lack of different units from SC however they are good unit variation and they are also different however the Zerg really do have a problem with their units and also the Terrans also lack the number of units, the Protoss are good enough. The three race could have at least 14 units being used importantly overall
     
  7. ItzaHexGor

    ItzaHexGor Active Member

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    There were some comparisons from StarCraft1 to StarCraft2 that I did not agree with at all. First off was comparing the Warp Ray to being the new Scout. The only thing they have in common is that they are both good against capital ships. That's it. However the Warp Ray is effective against all units and buildings that have a lot of health, which makes it much more effective than the Scout at taking down a lot more things. The Thor, Siege Tanks, Twilight Archons, Ultralisks (I know that they're not in yet, but I've heard that they will be) and any kind of building are all stuff that the Warp Ray will be effective against that the Scout was useless against. I know and agree that they're both great at taking out Battlecruisers, Carriers and Colossi, but that's not enough to say that the Warp Ray is an adapted Scout.
    Secondly, they say that Terran need a "Mid-tech anti infantry aka the Firebat" which they apparently don't have yet, but that's what the ground form of the Viking is for. At the moment the Viking has 2 attacks that do 8 damage each with a bonus 8 damage against light armored units. To me that spells out "Mid-tech anti infantry" unit.
    Otherwise it was quite good. Good find.