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Community Q&A [Batch 2] | Oct 16th 2008, 13:55 | |
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What can u say boyz about ULTRALISK? On one screenshot it is BIG BADASS - enlarged model? What about it's abilities? about costs? Can Ultralisk survive nuclear blast?
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| Oct 16th 2008, 14:28 | |
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my guess in countering stalkers would be to get speed upgraded zerglings, and expand. then get a bit of static defense. same as the original, about. after that, tech to larger stuff, and the battle gets too big for stalker micro to really make such a difference. if you can handle stalkers harass than you'll be good, hence well placed static defense along with, perhaps, a few burrowed banelings. roaches seem too slow and low in dealing damage to be effective. not really sure what the roach IS effective against, now that I think about it. It's a sort of meat shield, but it's ranged. Probably in combination with Hydras, since Hydras now have lower HP. Maybe they'll be useful in defending an early expansion which also has static defense against a group of melee units like zealots or zerglings. Also they may have higher survivability vs. hellions?.
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| Oct 16th 2008, 14:44 | |
The Ultralisk is a gigantic problem for your opponent. They only have 1 passive ability and that is Chitinous Plating, which adds extra armor. I had 3 Ultralisks take out a base expansion by themselves, they are mega awesome Zerg units. The only problem is is that they are one of the highest tier's and of course they only attack ground units. Also I'm not sure if they can still survive a nuke, their HP is 600. And I have not a clue if they still have AoE damage. |
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| Oct 16th 2008, 15:14 | |
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@ Stebo88 What is this: "Head Thrust" - can ultralisk attacks by it's head?
What u can tell about burrow of this gigantic zerg? Is it still in the game build? Could u tell me what means in english abbr. AOE? ![]() |
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| Oct 16th 2008, 18:53 | |
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I am a long time visitor and first time poster. The new information that you posted about the Ghost is very interesting. I have a couple of questions. Do they have a portrait for the Ghost yet?Have they or are they redesigning the model for the Ghost? Did they give any reason as to why they switched from Snipe to Psi Round. I think it's cool because I've been waiting for blizzard to actually use the psychic abillities of the ghost for something.
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| Oct 16th 2008, 19:44 | |
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I agree with you gear on the baneling and the lurker, course i wasn't there but they both seem pretty great, the lurker is looking better and better it just needs a model change really badly.
IMO the units that need a model change for the zerg: Hydralisk- lose the stupid egor, hunch back look and bring back the sc1 coloring scem. lurker- make it look like its old model. infestor- if its going to be a bigger model have something like the big praying mantis off starwars-attack of the clones, while they are in the area, make it look more infestis, had black and some poisin looking white to it and some team color and you got yourself a good model, its not that hard. roach- i still don't like this model, make it look cooler.... ultralisk- there are certain details that could change this model from a stiff looking rhino, to a swift moving mammoth like it was in sc1. ![]() |
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| Oct 17th 2008, 02:52 | |
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AOE is area of effect for whoever it was that posted earlier
TheMapleKind
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| Oct 17th 2008, 03:35 | |
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To Stebo and /or Gearvosh. How about Terran's salvage ability, any info?
I also noticed in the sites gameplay guide that 2 protoss buildings got scraped. The observatory and robotics support bay. So what replaced them? How do you get observers now?
"There is no shame in defeat so long as the spirit is unconquered"
Praetor Fenix B.net identity: dfool |
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| Oct 17th 2008, 07:03 | |
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Observers are built from the Robotics Facility now.
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| Oct 17th 2008, 07:34 | |
Yes, the Ultralisk shill has the burrow ability. The Ultralisk does not attack with his head (not that I'm aware of; Miles may know the answer), and AoE stands for Area of Affect aka splash damage.
The salvage is a handy ability. The Sensor Tower, Reactor, Tech Lab, and the Turret (There might be a few more buildings; asking Miles) can salvage themselves for 100% of the resources back. This ability comes in handy if you ever need a back up for minerals/gas or if you simply don't need the building your salvaging anymore. |
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| Oct 17th 2008, 07:45 | |
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Hey guys thanks a million for teh Q&A! This is the only legit SC2 info we can get these days because Blizzard seems to have neglected the starcraft2.com site and forums for the past 3 or 4 months it seems. Anyways, gearvOsh you said that the Reapers seemed out of place, why's that? I read a review from someone who was at BlizzCON this year said that the with buffs they gave the Reaper for this build made them much more useful overall and not solely for economy raids. I am excited about using this unit although I must admit that the Vikings are appealing for worker raids as well but perhaps a little later in the game. So what exactly made you feel like the Reapers were out of place? Thanks!
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| Oct 17th 2008, 08:40 | |
I know this question is directed to Miles, but if I may share my opinion? The Reaper didn't seem so affective during gameplay. It has a tier 2, which makes it a late us during the game. But, one very affective ability is the explosive Charge. With a little mirco, and the explosive Charge upgraded, the Reaper becomes the perfect base raider, or better yet, he can blow a lot of **** up in battle with the perfect micro and timing. |
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| Oct 17th 2008, 10:34 | |
They sound much like the ground-based Scourge. Only you need to have Zerglings to create Banelings, while the Scourge morphed directly from an egg.
That is bound to change, as I bet all IMBA stuff will be ironed out until the Gold release. ![]() ![]() |
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| Oct 17th 2008, 11:55 | |
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I've got a question about AUTOTURRET. Is it useful? How many zerglings or zealot can shoot before is destroyed by them? How many of them can place single Nighthawk? Depends on mana or ammount?
Can it detect hidden units like DT? ![]() |
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| Oct 17th 2008, 12:05 | |
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@Endri - The turret is about twice as strong as a marine. They last until they are destroyed and only cost energy and has a large cooldown. The NH can place as many as them as it wishes.
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