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Starcraft 2 Official Thread: Heart of the Swarm Time, Yo


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#91 The Crotch

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Posted 26 March 2008 - 05:46 AM

...

I'll go with just Siege Tanks, thanks.

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#92 The Crotch

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Posted 27 March 2008 - 02:50 AM

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:
Spoiler


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.

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#93 Kayden

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Posted 27 March 2008 - 03:31 PM

nerf

#94 The Crotch

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Posted 27 March 2008 - 07:47 PM

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#95 The Crotch

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Posted 05 April 2008 - 04:20 AM

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.

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#96 The Crotch

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Posted 10 April 2008 - 12:59 AM

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.

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#97 The Crotch

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Posted 16 April 2008 - 11:29 PM

New updates from Karune. Another Mothership role change, Protoss static defences got nerfed, and Zerg static defences got buffed.

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#98 cletus

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Posted 20 April 2008 - 07:35 AM

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.

#99 Kayden

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Posted 20 April 2008 - 02:27 PM

is it out yet?

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#100 cletus

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Posted 22 April 2008 - 05:23 AM

It will be out immediately after Duke Nukem Forever is done.

#101 The Crotch

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Posted 22 April 2008 - 05:26 AM

I just picked up Starcraft: Ghost tomorrow.

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#102 suko_32

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Posted 22 April 2008 - 07:13 AM

It will be out immediately after Duke Nukem Forever is done.


I can confirm that.
MGO: LiquidCake

#103 The Crotch

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Posted 29 April 2008 - 05:43 AM

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.

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#104 The Crotch

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Posted 08 May 2008 - 03:22 AM

New briefing. Not much new, save for the unfortunate return of the spider mines.

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#105 Strell

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Posted 16 May 2008 - 10:47 AM

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.



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#106 David Hibiki

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    Well then...

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Posted 16 May 2008 - 12:15 PM

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.

#107 Kayden

Kayden

Posted 16 May 2008 - 03:44 PM

O_0

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.



#108 Oktoberfest

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Posted 18 May 2008 - 01:30 AM

sclegacy.com is the site that does Pimpest Plays. They have yet to make a Pimpest Plays 2007 (2006 edition came out in like late 2007).

http://www.sclegacy....impest-plays-3/

#109 cletus

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Posted 18 May 2008 - 03:19 AM

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.

#110 Oktoberfest

Oktoberfest

Posted 18 May 2008 - 07:50 AM

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.

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

#111 The Crotch

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Posted 02 June 2008 - 02:36 AM

Dear fucking God. The only thing more powerful than the Roach is the map editor. New briefing up.

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#112 Strell

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Posted 02 June 2008 - 02:43 AM

1) Will the new map editor support placing of traps, doors, and other things commonly referred to as doodads in unorthodox situations? (ie doors, auto guns, wall traps in a jungle map)

Yes, any object defined in the data files can be placed on the map, regardless of which tileset it is normally associated with.


Prepare for palm tree missile turrets, bitches.

Prepare.

Edit: Oh -

8) Will players be able to give units Protoss shields or Zerg regeneration that don't normally have them? ie, a regenerating Zealot, a Ghost with shields, etc. (battle.net) DrakeClawfang

Yes, you could create a Roach-Zealot hybrid if you would like. Many passive abilities can be interchanged similarly.


So if you pull that shit on me, prepare for undead Roach Archons with laser eyes.

Edit 2: Wait, wait. Fuck all of that. Custom races?

I'm going to mount nukes on Seige Tanks. And also warp blades. Warp blades that they can shoot. And cause the target to explode into undead Roach Archons.


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#113 The Crotch

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Posted 02 June 2008 - 03:21 AM

Put all the nukes on all the tanks you want. Still only does 10 damage to a regular ol' Protoss Immortal.

Now just imagine that Protoss Immortal with the Mothership's black hole.

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#114 Strell

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Posted 02 June 2008 - 08:59 AM

Put all the nukes on all the tanks you want. Still only does 10 damage to a regular ol' Protoss Immortal.


Yeah. That'll change before release.


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#115 Kayden

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Posted 02 June 2008 - 12:38 PM

Speaking of release, I need to change too. My pants.

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Kayden you would be awesome in Congress.


#116 Oktoberfest

Oktoberfest

Posted 08 June 2008 - 02:36 AM

How to effectively use wraiths

start watching around 10:00 time

#117 The Crotch

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Posted 11 June 2008 - 11:57 PM

Not a fan of this latest briefing. I realize that realism != fun, but reducing the importance of terrain like this does not make me a Happy Camper.

EDIT: To clarify, I'm not a supporter of the "% chance to miss" stuff either, but making LoS the only thing changed by terrain features is pretty weak. Ah well - it'll get changed 20 times from here 'til release.

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#118 JJSP

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Posted 12 June 2008 - 07:00 AM

You guys are such nerds. However, the Blizzard guys love this site. :)

Cause I'm sick of seeing ghosts, and I know how it's all gonna end

There's no triumph waiting, there's no sunset to ride off in

We all want to be great men, there's nothing romantic about it

I just want to know that I did all I could with what I was given

I just want to sell out my funeral.

I just want to be enough for everyone.


#119 Strell

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Posted 12 June 2008 - 07:32 AM

Not a fan of this latest briefing. I realize that realism != fun, but reducing the importance of terrain like this does not make me a Happy Camper.

EDIT: To clarify, I'm not a supporter of the "% chance to miss" stuff either, but making LoS the only thing changed by terrain features is pretty weak. Ah well - it'll get changed 20 times from here 'til release.


It's not like that shit ever means anything in a game. The only honest factor is the whole multi-level thing, i.e. a siege tank bombing someone below him.

I know I tried sending marines behind a tree, only to watch whatever the Fuck I was shooting waltz right up to him anyway. Especially since in BN games, you're probably throwing a marine against a zealot or a zergling, so the cover never mattered anyway...


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#120 The Crotch

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Posted 12 June 2008 - 11:04 PM

It's not like that shit ever means anything in a game. The only honest factor is the whole multi-level thing, i.e. a siege tank bombing someone below him.

I know I tried sending marines behind a tree, only to watch whatever the Fuck I was shooting waltz right up to him anyway. Especially since in BN games, you're probably throwing a marine against a zealot or a zergling, so the cover never mattered anyway...

Eh. You gimme a group of Goliaths hiding in trees against a group of Goons in open ground, and shit can get pretty fucked up. You don't really see that sort of thing come into play in a game because it's not very often that a map maker will plant a forest in the middle of the map. I can't imagine putting a "% chance to miss zone" would be all that popular among most players.

What I would go for, however, would be wet ground slowing down troops. I'd like to see Zerglings charging down a hill get a bonus to their first attack. Fuck, I'd like to see hills, period - the world ain't all flatlands and cliffs and ramps. Maybe some rough ground that a Zealot would be able to traverse but a clumsy Immortal wouldn't (though with Dragoon pathfinding as it is, some 'Toss might not notice the difference). Would that require balancing? Yes. Would some of that stuff be too difficult to balance and have to be thrown out? Probably. But if multiple building selections, infinite control groups, an idle worker button, and smartcasting are in, then we're going to need some new... wrinkles... to the gameplay.

/me awaits Darren telling him in great detail why it wouldn't work and isn't needed.

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