Starcraft 2: Legacy of the Void

I'd start by sacrificing you to Q'Holeth, God of the Blackened Skies, for never joining us in our fucking games. "Don't like rushing" my ass.
 
Just added the bit about Siege Tanks having close-range defenses and Motherships having the Arbiter's cloaking field.

I'm not happy about either.

EDIT: Added the bit about the idle worker button, which more than compensates for the above two things. And really, I think they had to buff the Siege Tanks to counter the new Zealot ability and the addition of the Immortals.
 
We gots a new update, folks. Nullifiers get the High Templar's "Levitation" spell, Terrans get a new old look, and... well, that's about all the new stuff. But there are screenshots! Look! Is that a Zealot with his swords away? I think it is! Tanks look awesome, too. It also appears that the Immortal shield must be researched, as none of the Immortals in the picture have shields deployed.
 
Ahhhh, that makes sense.

Doesn't AoE III also have a seedy/tough looking structure that recruits mercenary units?

In any event, I'm glad Blizz is returning to the run 'n gun style RTS. For many years I half expected SCII to be in the hero-centric WCIII style.
 
According to Blizzard, it was originally a siege weapon. The idea was, it would have longer range than any unit in the game, but its projectile would be slow moving and destroyable. But this fucked with Zealot AI like nothing else, and they didn't want to scrap the unit entirely, so they just turned it into a new spellcaster-ish thing.

Also, they wanted it to look like a big bag of pus. Mission accomplished!
 
About time Ultralisk did splash damage.

Yeah, and that Infester is pretty ugly. I wonder if Blizzard will change the model eventually.
 
SC2 units get changed every other day. I think as of the last build, the Colossus may no longer climb up hills or get attacked by AA, and the Mothership has the Black Hole ability. As I don't expect either of these things to last (Who would use the Colossus if it couldn't climb?), I don't feel like going all the way to the first page to edit my original post.[quote name='jarvis307']pardon my ignorance, but which one is the infester unit?[/quote]That's the bukkake monster. I know that's not what Strell likes to pretend it is, but that's what it is.
 
Just wanted to share a few things.

1: Medics might be out. Blizzard's toying with that idea right now.
2: Ultralisk. Ultralisk. ULTRALISK!
dsc_1005.jpg
 
yeah so apparently in one of the more recent builds, the medic was replaced with this flying medivac thing (basically a dropship/medic hybrid: a flying healer)

and ultralisks can burrow
 
Yerp. And 12 Ultralisks can fit in one Nydus Worm. The only question now is how Zerg travel to islands in "space platform" type levels.

Hey, at least there's no more "healing the repairman from inside the bunker" business.

EDIT: You know, looking at that picture, it'd be a god damn crime if the Ultralisk didn't have knockback Vs smaller units.
 
Not a lot to add just don't want to see this thread fall into obsurity. More on topic though the ultralisk able to burrow seems a bit...overpowered? I hope the units far more costly this time if they give it this maybe give you a limit as to how many you can have in your force at one time seperate from the overall population cap.
 
[quote name='PhoenixT']Not a lot to add just don't want to see this thread fall into obsurity.[/quote]I bump it every time Karune puts out a new briefing. Sadly, that has not been in a while.

[quote name='PhoenixT']More on topic though the ultralisk able to burrow seems a bit...overpowered?[/quote]Not necessarily. If anything's imba, it's Ghosts in bunkers. Less so now that the Medic is sorta-out, though.

[quote name='PhoenixT']I hope the units far more costly this time if they give it this maybe give you a limit as to how many you can have in your force at one time seperate from the overall population cap.[/quote]
That's what they did with the Mothership. You could only have 1. Then they removed that. Then they added that back in. Then they...
 
What the. Ghosts in bunkers. There must be some tidbit about SC2 I'm missing about that (which I admit I am fully under-educated on this game currently), but I can't (currently) determine a reason why ghosts in bunkers would be game breaking.

The little fuckers have canister rifles and about -3 HP. They can barely take out zerglings 1v1.
 
Doesn't seem all that useful to me, with the exception of EMP shots. And even then, it's going to be a scramble to get at the bunker and fire off an EMP quickly.

Who in the hell is going to nuke from in a bunker? I bet you'd fry the bunker in the blast.

I roll Terrans, wiggles. I'd know whether or not that's useful.
 
You were lucky to kill at max maybe 4 hydralisks from bunkers - anything more than that, and your guys were toast. They are easily the weakest of the ground defense systems of all three races. You had a better chance building farms all over the place and hoping to keep everyone at bay while tanks killed anything.

But I'll be nice and say that you've got to be more up to date on all of this than me, so if you are saying it's a big advantage, I'll take your word for it.

Plus, that means Terrans gon' terr it up. Ho ho! Pun!
 
Terrans are very infantry-heavy this time around, so the bunker got a significant boost.

EDIT: Though they probably take that out in every other build. My SC2 knowledge gets outdated very quickly.
 
A new briefing out today. Good news, Strell - another new skill for the Ghosts. They now automatically detect any spellcasters within a 30 yard radius - even those covered by fog of war.

Also:
pvzsc2smallerqr3.jpg
High Templar and Twilight Archons distract Ultralisks and what appear to be a couple of Lings while Stalkers kill the workers. Note that the Lings now have less pronounced wings. Also note how fucking tiny they are compared to the Ultras. You can see psi storm being cast in a few places, Stalkers using their "blink" ability, and Overlords floating around.

EDIT: I'd like to expand on the Ghost detection. I wasn't thinking when I wrote the above. They detect any unit with energy. That's High Templar, other Ghosts, Nomads, Twilight Archons, Nullifiers, Battlecruisers, Banshees, etc. Things like the Stalker and the Phoenix - which don't require energy for their spells - will still go undetected.
 
There hasn't been a new briefing, but I put details from the last build in the OP. Highlights: Uberarmour on Colossii, no more Crax, Twilight Archons gone, and Terran Marauders look like one of my new most hated units.
 
Briefing 34 out now. Nothing important in it, save for the Carrier buff. Carriers now warp in with Interceptors, and can create "Escorts" who, while only temporary, add a lot of power to the old Protoss ship.
 
This thread kinda makes me miss playing Starcraft with Strell and Crotch. Must... resist... installing again...

I guess ghosts were so useless in the first game (unless you were Boxer) that Blizzard decided to give him every ability they happen to pull out of their collective asses. Cloaking was bad enough before but now he can hide among a group of bunkers too. As a zerg player I don't like this one bit. I really will have to switch to terran after this game comes out.

Boo to the change with the Thor. I liked it better when he was build by a SCV. It added some variety to the terrans. People were probably abusing this with dropships and SCVs though.
 
I'm a bit behind. I've known for a bit that there was a new briefing, but haven't updated. Number 36 is up in the OP now.

This was a big one for defences.

In the same update that revealed that nukes would be able to level any building in the game EMP-free thanks to their damage buff, we find that there are now two units capable of surviving them: the Protoss Mothership and the Protoss Immortal. The latter of those two only takes 10 damage from a nuclear missile if it has its hardened shields.

Perhaps more important is the new Roach info. We've always known that they would regenerate faster than regular Zerg, but this is new shit: they get 15 hit points back every second. They can go from 1 to full in only 6 seconds.

Also, details on the Zerg Overseer and the High Templar's hallucination spell.
 
So another forum was discussing SC2, and one person linked to something called "Pimpest Plays." Apparently there is some organization running around that tries to capture daring stuff on video and usually uploads it to Youtube.

Look at this shit at 0:56. I have seen some crazy things in SC before, but this is easily one of the most mind-fuckingly-amazing things I've ever witnessed.

[MEDIA]http://www.youtube.com/watch?v=Gv0fyRDW_i8[/MEDIA]
 
Man either I'm getting older or my curpal tunnel is beyond repair cause I can't click like that anymore.

That was fucking amazing.
 
O_0

[quote name='Strell']So another forum was discussing SC2, and one person linked to something called "Pimpest Plays." Apparently there is some organization running around that tries to capture daring stuff on video and usually uploads it to Youtube.

Look at this shit at 0:56. I have seen some crazy things in SC before, but this is easily one of the most mind-fuckingly-amazing things I've ever witnessed.

http://www.youtube.com/watch?v=Gv0fyRDW_i8[/quote]
 
Number 9 is the first time I've ever seen a progamer use Ultralings in a ZvZ. I wonder why I never thought to try that.

That video reminds me of why I decided to play zerg in the first place. By mid - late game you pretty much have to micro 5 or 6 different unit types (large groups too) just to keep up with the other player. I had a lot more fun playing that way then with any other style. I hope that doesn't get lost in the sequel.
 
[quote name='cletus']Number 9 is the first time I've ever seen a progamer use Ultralings in a ZvZ. I wonder why I never thought to try that.

That video reminds me of why I decided to play zerg in the first place. By mid - late game you pretty much have to micro 5 or 6 different unit types (large groups too) just to keep up with the other player. I had a lot more fun playing that way then with any other style. I hope that doesn't get lost in the sequel.[/QUOTE]
against Korean progamers, such strats wouldn't fly, they're way too good. In top foreigner play (like in the the Xiaozi vs. Satanik game which I think you're talking about), unorthodox strats are way more common
 
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