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[SC2] Reunderstanding the game - Page 3

Forum index > News Prev 1 2 3 4 5 6 7 8 9 10 Next All
  adelarge   June 30 2009 07:41. Posts 285Profile 
Thanks zatic, for this article and for the answers in the other thread too!

I have another questions about Mules and Orbital Command. How much Mules does the ability summon at once and do they take some supply? And could two or more Mules mine from the same mineral patch? I'm asking because I was thinking if building another OC just for Mules (so you will have two in one expo) could be viable. It's rather big innitial investement (though not much bigger than 2 dark pylons 200 minerals each), but it could pay off in the long run, especially on yellow minerals...or not?
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  calvinL   Canada. June 30 2009 07:42. Posts 71Profile 

On June 30 2009 07:17 ManWithCheese wrote:
About tanks I think its a very good change to not make tanks "needed". As far as im concerned tanks are the worst unit in starcraft because of how they drastically change game play for the worse and im happy to see this is not the same for starcraft 2.


Tanks is what identifies Terran to me, hell even for Starcraft. Hopefully they'll be buffed enough eventually to be useful. Btw I love TvT (that aren't drawn out and end with BCs).
Last edit: 2009-06-30 07:50:34
 
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  Archaic   Taiwan. June 30 2009 07:43. Posts 3031Profile Blog 
Wow, nice write-up. Thanks.
It isn't a good post until it has been quoted.
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  zatic   Germany. June 30 2009 07:50. Posts 2813Profile Blog 

On June 30 2009 07:41 adelarge wrote:
Thanks zatic, for this article and for the answers in the other thread too!

I have another questions about Mules and Orbital Command. How much Mules does the ability summon at once and do they take some supply? And could two or more Mules mine from the same mineral patch? I'm asking because I was thinking if building another OC just for Mules (so you will have two in one expo) could be viable. It's rather big innitial investement (though not much bigger than 2 dark pylons 200 minerals each), but it could pay off in the long run, especially on yellow minerals...or not?

I doubt it's worth spending 400 on a CC and 50/50 (?) on the comsat. But, you can call down the mules anywhere, so it makes sense to call down all mules to the high yield minerals.

You get 1 per CC so there shouldn't even be a situation where a mineral line is saturated with mules. But I thing they can mine regardless of whether an SCV or another mule is already mining.
Last edit: 2009-06-30 07:59:15
I know TeamLiquid is known as a massive building
Old Post

  Luddite   United States. June 30 2009 07:53. Posts 1591Profile Blog 
So it sounds like zerg is powerful in the early game and midgame, but runs out of steam in the late game. Wasn't that pretty much the way people played zerg in early brood war? Hopefully that will change with some balance patches.
"This is absolutely pointless and useless and I don't know what could be more retarded than this idea" Hymm, talking about my idea
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  FabledIntegral   United States. June 30 2009 08:02. Posts 791Profile Blog 
I don't know why but I'm really scared of imbalance after reading this, even though he says things are relatively fine. I'm eager to explore all different possibilities though.
 
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  Zzoram   Canada. June 30 2009 08:14. Posts 2611Profile 

On June 30 2009 07:07 Osmoses wrote:
I'd be fine with you continuing your writing endlessly. Very, very fun read.

Edit: I'd love for zerglings to be upgradeable to banelings early game and to scourge late game, which is actually how I felt it should have worked in sc1.


That would at least make the Zergling wings not look stupid. Imagine if winged Zerglings could jump up and suicide into air units?
 
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  Luddite   United States. June 30 2009 08:15. Posts 1591Profile Blog 
Does the Thor do anything, or is it just a useless unit at this point?
"This is absolutely pointless and useless and I don't know what could be more retarded than this idea" Hymm, talking about my idea
Old Post

  s.a.y   Croatia. June 30 2009 08:16. Posts 1016Profile Blog 
did you find any room for mothership in the build?

where they saying anything about bringing back scourge or carrier?
www.myspace.com/omnipresentnoise | my life is average
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  Zzoram   Canada. June 30 2009 08:18. Posts 2611Profile 
Unit animation lag seems to be the biggest concern that they aren't addressing at the moment.
 
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  invy   Bosnia-Herzegovina. June 30 2009 08:18. Posts 22Profile 
Its simple. zerg need Dark Swarm spell, and in the right time. Todays ZvT without Dark Swarm is instant loss late game. Thinking of it, Zerg strategies vs Terran are evolved around survive-delay-defend-turtle-whatever untils dark swarm comes out. No DS == imbalance that we see in sc2.

Or for change make hidras useful vs marines...
Old Post

  adelarge   June 30 2009 08:23. Posts 285Profile 

On June 30 2009 07:50 zatic wrote:

Show nested quote +


I doubt it's worth spending 400 on a CC and 50/50 (?) on the comsat. But, you can call down the mules anywhere, so it makes sense to call down all mules to the high yield minerals.

You get 1 per CC so there shouldn't even be a situation where a mineral line is saturated with mules. But I thing they can mine regardless of whether an SCV or another mule is already mining.


Yeah, I forget you could call them anywhere, that's even better. I was just thinking if the constant calling down could make up for the initial cost somewhat. Like you have one CC in your main, second in expansion and than build third in your base just for Mule purposes (well, the scanning ability is always good to have too)...it could be later used for taking third expansison.

The Dark Pylon is somewhat capped with it's effectiveness if two per expo are just enough to keep your probes mining more. However there doesn't seem to be such cap for Mules. But I guess the initial investement would really be just too much to make this viable...we'll see in beta anyway.
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  nicoaldo   Argentina. June 30 2009 08:24. Posts 380Profile 

On June 30 2009 08:18 invy wrote:
Its simple. zerg need Dark Swarm spell, and in the right time. Todays ZvT without Dark Swarm is instant loss late game. Thinking of it, Zerg strategies vs Terran are evolved around survive-delay-defend-turtle-whatever untils dark swarm comes out. No DS == imbalance that we see in sc2.

Or for change make hidras useful vs marines...




The upgraded queen can cast a "Bladeswarm"which is about as big as a dark swarm, controlable and deals damage.


not sure if it also works as a dark swarm, can somebody clarify?
Last edit: 2009-06-30 08:25:20
 
Old Post

  Raithed   China. June 30 2009 08:25. Posts 6746Profile Blog 
wow seems like if zerg can get a fuckload of ling/roach, protoss is done for. this is kind of true in older days of SC when forge+expand wasnt used. 6 base mass ling vs 2 base protoss it kind of sounds like. i hope the mechanic is good with the queen in terms of balance, kind of grotesque seeing zerg getting ling/roach powering vs protoss when p cant forge expand yet. im sure players will find ways to do so though.
http://raith.freehostia.com
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  Teejing   Germany. June 30 2009 08:25. Posts 403Profile 
thx for the answers

i am still concerned there will be only 1 good zerg bo, because queen is like a hatch + zergling for just 150min.
 
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  aqui   Germany. June 30 2009 08:33. Posts 381Profile Blog 

On June 30 2009 08:16 s.a.y wrote:
did you find any room for mothership in the build?

where they saying anything about bringing back scourge or carrier?

carriers are not out.
mothership could perhabs be used in a stalemate in a long lasting pvt.
Old Post

  aqui   Germany. June 30 2009 08:40. Posts 381Profile Blog 

On June 30 2009 08:24 nicoaldo wrote:

Show nested quote +




Show nested quote +



not sure if it also works as a dark swarm, can somebody clarify?

im not sure but for one the queen is only viable on creep ( too slow without) and for another im not sure whether it can be casted in absence of a hatch nearby, i did not try it but someone mentioned something like that. makes sense that it has a hatch cooldown though, casting several of them at the same time would rape to much.
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  Jayme   United States. June 30 2009 08:42. Posts 2155Profile 
OH man Zerg needs their scourge back so badly.
Python is garbage, number 1 advocate of getting rid of it.
Old Post

  Bosu   United States. June 30 2009 08:44. Posts 998Profile Blog 
Scourge are probably the unit I will miss most in SC2.
#1 Kwanro Fan
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  VIB   Brazil. June 30 2009 09:00. Posts 2067Profile Blog 

On June 30 2009 05:13 zatic wrote:
Zerg has the queen. The queen can be built with pool tech (but interestingly does not require larvae to be built), costs 150 minerals and is a combined range attacker and spell caster. It can "Inject" extra larvae into a hatchery. About 30 seconds later, three extra larvae spawn at once, and you can immediately inject again, no cool down or energy required here. Normal larvae spawning continues even if the three additional are there.

So there is zero need for more than ONE queen for macro?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
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