Author Topic: StarCraft 2: More info  (Read 19122 times)

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Offline CP5670

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Re: StarCraft 2: More info
The only major problem I have with the game is the graphics look way too cartoonish... being able to select more than 12 units at once is pretty gay too, IMO

My only exposure to Starcraft was with the demo many years ago, but this silly issue is one reason I never really got into the game.

If they want players to control smaller teams, it should be for solid, gameplay reasons and not artificial limitations on the interface.

 

Offline General Battuta

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Re: StarCraft 2: More info
The original reason was to curtail the effectiveness of early-game rushing, I believe. Particularly in the case of players with a ton of Zerglings.

 

Offline IceFire

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Re: StarCraft 2: More info
The only major problem I have with the game is the graphics look way too cartoonish... being able to select more than 12 units at once is pretty gay too, IMO
Are the cartoonish graphics comments made based on the earlier screen shots or more recent versions.  Such as this one?  The art team has taken some of the comments made by the community to make tweaks.  Allot of the shiny look has given way to a much more gritty look in some areas.  Colour pallet remains much more open than the original...largely due to not being limited technically.  The Protoss still look a bit shiny but the Terrans are looking more gritty in each shot.

http://www.starcraft2.com/images/screenshots/ss74-hires.jpg

Also, what is "gay" about selecting more than 12 units?
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Offline NGTM-1R

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Re: StarCraft 2: More info
The Protess really ought to look shiney, not as much as they used to, but some.
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Offline TopAce

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Re: StarCraft 2: More info
The original reason was to curtail the effectiveness of early-game rushing, I believe. Particularly in the case of players with a ton of Zerglings.

Most Zergling rushes I fell victim to consisted of no more than 8-10 Zerglings. Pros could control 24-36 lings without much problem, anyway. Still, it's a good feature if we consider "a ton of Zerglings."

About the pic IceFire posted: It seems that SC2 will feature large-scale battles. It is no doubt eyecandy, but I wonder how manageable the units will be under these situations.
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Offline General Battuta

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Re: StarCraft 2: More info
I'm worried that the enhanced visual effects will reduce the transparency of the battles -- it'll be harder to tell what's going on and make quick decisions.

I think, from interviews, that the dev team is pretty aware of this issue, so hopefully they'll work with it.

 

Offline NGTM-1R

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Re: StarCraft 2: More info
I would prefer, honestly, that they kept it that way. If you have the fog of war, then more power to you dammit. :p
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Offline Hellstryker

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Re: StarCraft 2: More info
The only major problem I have with the game is the graphics look way too cartoonish... being able to select more than 12 units at once is pretty gay too, IMO
Are the cartoonish graphics comments made based on the earlier screen shots or more recent versions.  Such as this one?  The art team has taken some of the comments made by the community to make tweaks.  Allot of the shiny look has given way to a much more gritty look in some areas.  Colour pallet remains much more open than the original...largely due to not being limited technically.  The Protoss still look a bit shiny but the Terrans are looking more gritty in each shot.

http://www.starcraft2.com/images/screenshots/ss74-hires.jpg

Also, what is "gay" about selecting more than 12 units?

What's "gay" is that it takes away alot of the skill required to do well in the original. Also you ignored my post that it should be a map setting. The units arn't as shiny anymore, but they're still all one color grey throughout, some damage textures might be nice...

 

Offline NGTM-1R

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Re: StarCraft 2: More info
Skill?

Skill?

The original required you to be a goddamn spastic. Not have skill.
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Offline IceFire

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Re: StarCraft 2: More info
More than 12 unit selection takes away nothing from skill...it just rewarded click happy people.  Click happy does not equal skill at all in any way.  They tried to do the 12 unit thing because they thought it would prevent or slow down rushes...which it didn't.  Even I could get a good zerg rush going.  Skill is in the timing, the force mix, the proper application of micro, and use of any diversionary/flanking style/trap setting moves which I have seen some great videos of on YouTube and witnessed some myself.
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Offline Aardwolf

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Re: StarCraft 2: More info
Baneling section online at www.starcraft2.com, any comments?

 

Offline Colonol Dekker

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Re: StarCraft 2: More info
Banelings look poop so far. But i can't comment on anything until i get a copy of the game myself.
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Offline IceFire

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Re: StarCraft 2: More info
Explosive! :)

Seems like a fine unit...but I'm not a huge Zerg fan so I don't really mind either way.
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Offline Stormkeeper

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Re: StarCraft 2: More info
Banelings + Nydus worms + inattentive opponent = WIN
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Offline Aardwolf

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Re: StarCraft 2: More info
You (we) don't know that those aren't both tier 2 units, or higher.

Also, I liked it when the Protoss ships had tiger stripes... what the heck happened?

 

Offline Stormkeeper

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Re: StarCraft 2: More info
Tiger stripes ? Oh. Those, really faint stripes ? I never really paid attention to them much. I like how they look now, tbh.
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Offline MP-Ryan

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Re: StarCraft 2: More info
More than 12 unit selection takes away nothing from skill...it just rewarded click happy people.  Click happy does not equal skill at all in any way.  They tried to do the 12 unit thing because they thought it would prevent or slow down rushes...which it didn't.  Even I could get a good zerg rush going.  Skill is in the timing, the force mix, the proper application of micro, and use of any diversionary/flanking style/trap setting moves which I have seen some great videos of on YouTube and witnessed some myself.

That, and the entire interface in SC really rewarded people who did nothing but memorize keyboard shortcuts.  Are shortcuts helpful?  Yes.  But RTS game designers shouldn't be implementing them in a way that a highly experienced played can crush a new player merely because they've managed to master to shortcut spasms.
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Offline Stormkeeper

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Re: StarCraft 2: More info
That, and the entire interface in SC really rewarded people who did nothing but memorize keyboard shortcuts.  Are shortcuts helpful?  Yes.  But RTS game designers shouldn't be implementing them in a way that a highly experienced played can crush a new player merely because they've managed to master to shortcut spasms.
Its impossible to implement shortcuts the way you say it. Shortcuts are meant to make the player act faster. But shortcuts themselves aren't anything more than binding commands to the keyboard. You can't make them do, "Oh look, opponent is newbie, so disable shortcuts for user" It'll just spoil the game. And tbh, even without keyboard shortcuts, a highly experienced player can still crush new players easily.
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Offline Aardwolf

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Re: StarCraft 2: More info
Yes, those really faint stripes.

I notice now that all 3 factions have a system by which you can place a single unit near a target area and summon additional units to that area:

Terran: Ghost - Drop Pod
Protoss: Phase Prism - Warpin
Zerg: Nydus Worm

  

Offline General Battuta

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Re: StarCraft 2: More info
Well, actually, I believe the Nydus Worm (and the Phase Prism in non-deployed mode) require units to be loaded into them before transport...and as of at least one recent build, the Ghost could only summon Marines if they'd been loaded into transport pods at the Covert Ops Center.

So it's not any different than the dropship/shuttle/Overlord mechanic, except that in some cases you don't risk losing the units if the summoner's killed (i.e. Ghost.) Which is pretty cool.