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Karune on Dropship, Shields and Nydus Worm

Starcraft 2 Armory » News Updates [Page 1 of 3] Next » - Jump:

Tom Phoenix

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Nov 5th 2008, 4:29pm
Karune has gone on another short posting rampage on the Battle.net forums and some of his posts include new information. While none of it is groundbreaking, they are interesting tidbits nevertheless.

Loading is instant, but unloading has a delay between units. Will bring up the suggestion, but do note that the rate in unloading is already quite fast, and mass drops do usually include several dropships at the same time.

Source: Battle.net

The rate of shield regeneration has been increased significantly from the original StarCraft, but will be a fixed rate, rather than an increasing rate over time. The shields will not increase until the unit is out of combat.

It is measured by an X number of seconds in which a unit has not attacked nor was attacked. X being a number determined through balance.

Source: Battle.net

Yes, that is placeholder. In one of the previous builds, maybe it was WWI, the rock actually starts breaking and then the Nydus Worm comes out. It will probably be more along those lines.

Source: Battle.net

Omega

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Nov 5th 2008, 4:33pm
Thanks for the info Tom the shield regen was the most interesting.
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atf7

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Nov 5th 2008, 5:54pm
The shield process seems a tad bit overpowered. @GearvOsh or Stebo: How was the shield system on the Starcraft 2 demo?

spartan198

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Nov 5th 2008, 6:11pm
Not much new info, the loading and unloading topic sounds like from the original.

Nydus worm animation should be dramatic, when they come out from the ground. that way it will be more fun to use.

But the question is should your opponent get a warning of some sort. Like the worm came bursting out of the ground and it makes a loud roar as a warning for the opponent like that of a nuke. Because the worm pretty much acts like a nuke IMO. It is capable of carrying 255 units, I mean that a lot.

The shield regeneration is good replacement for the battery. It complements the warp in mechanic as well. In SC1 you have to go back and forth from the battery. While in SC2 shields can regenerate faster anywhere.

Still a good job TOM as always. :)
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DevoBlade

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Nov 5th 2008, 6:39pm
i cant to use nydus worms! Storm the fort with nydus full of banelings!!!

DrManette

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Nov 5th 2008, 6:48pm
I'm liking the new shield regeneration, much better than the original game. I never really used batteries, but when I did they were always really annoying to get to from the battlefield.

DNA36

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Hydralisk
Nov 5th 2008, 7:52pm
Yey I like new info, protoss shields seem fair since no more battery, which was a pain in the ass anyway having to go back and recharge shields. Nydus worms still F***** awesome just the look on peoples faces when 5 worms pop out and a mass army of zerg annihilate their base

dillinger

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Nov 5th 2008, 8:44pm
DevoBlade said...
i cant to use nydus worms! Storm the fort with nydus full of banelings!!!


Yeah, not looking forward to having one of those go off in my base. I play Terran (and plan to keep that for SC2), so maybe doing a quick building lift while a mass of Banshees cleans up the ground?

esertap

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Nov 6th 2008, 1:45am
karune as update some post:

--------------------------------------------------------------------------------
Q u o t e:

Karune, how is Terran air vs Zerg air?

I'm curious to what stops mass mutalisks in TVZ since irradiate is gone.

Do the Vikings fight well vs Mutalisks cost for cost?

The reason I say this is that Terran has nothing to stop the guardian threat that Zerg gets once it has air superiority. Basically in vanilla SC if Terran couldn't stop Zerg air, the guardians would pick apart the Terran army slowly but surely.

Maybe this is what the Thor is for? My only concern is that the Thor looks like it move slow. If it doesn't do a lot of damage to mutas, you won't be able to split your forces. And seeing as mutas are fast, the zerg can just map control and win that way.
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Thors and Marines (with stimpack and the additional hp upgrade) are quite effective against mass Mutalisks. Additionally as mentioned already in this thread, BCs are also very effective, especially with its new missile barrage ability (but of course this is at a later tech).

There is one other counter, which is not mentioned in this thread, which is the Ghost! The Ghost is awesome at taking out Mutalisks as well, since they get a bonus to light armor, and have a very long range. Add that to snipe, cloak, or a bunker and it is quite a formidable counter as well.

dillinger

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Nov 6th 2008, 6:18am
What is the range on a Missile Turret vs. Swarm Guardians vs. Mutas in SC2?

And it will be interesting to see how the speed on the different tech trees on units such these and Battle Cruisers and Corrupters play out.

Because if mass Mutas is supposed to be countered with Marines and Thors (and possibly Ghosts and Battle Cruisers) and there is a large dependence on Missile Turrets, range would seem to play a big role here i especially if it's not pure Mutas but a mixed Zerg air force. We know a Thor's anti-air will probably have the longest range of all of those, which is nice, but again due to cost/size/mobility still has its limits - but if you are facing some Swarm Guardians who are mopping up your ground forces from afar supported by Corrupters who make BC's risky, and then Mutas to boot, and you are dependent really on just a handful of Thors that can get at these while the Guardians clean up the ground from range, Karune didn't fully address this - it almost forces Viking use, which again, cost for cost against Mutas?

EDIT: Ok, this post is totally unreadable. It's just one long run on sentence. The lesson, as always, don't post when you're still half asleep. My question was really just that if you have to depend on ground based anti-air against the Zerg, won't Swarm Guardians just pick you off?
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