Welcome Guest ( Log In | Register )

Bump Topic Topic Closed RSS Feed
124 Pages « < 20 21 22 23 24 > » Bottom

Outline · [ Standard ] · Linear+

RTS Starcraft 2, New Units with Video and Explanation.

views
     
XenoFr3ak
post May 20 2007, 05:59 PM

Bazooka Joe
******
Senior Member
1,393 posts

Joined: Jan 2003
From: Dust


QUOTE(Araes @ May 20 2007, 11:23 AM)
Download galore ... thanks Araes smile.gif

evofantasy
post May 20 2007, 06:05 PM

Avadion of the Enders
*******
Senior Member
2,690 posts

Joined: Aug 2005
From: Penang/ Kuala Lumpur
QUOTE(Cheesenium @ May 20 2007, 05:55 PM)
Mammoth tank is way too good tanks by design.It's an anti-all unit and it pawns everything at sight.Hence,it's imba.
[attachmentid=234588]

It's still there.Note at the red projectile in front of the Battlecruiser.
*
not really...
Scrin's destroyer have bigger range and can easier pwn a mass fleet...
and notice that since mammoths moves slow and in a group AOE will hurt them badly...
only imba thing is he can move and shoot same time (i lvoe this =p)

btw guys SC1 wut's ur favourite race?
i like protos since its the most powerful despite the slowness...

YJ...
post May 20 2007, 06:19 PM

Getting Started
**
Junior Member
129 posts

Joined: Mar 2007
wow i just realize this today.
is the official release date out yet?
system requirements?

Laibeus Lord
post May 20 2007, 06:23 PM

New Member
*
Newbie
3 posts

Joined: Apr 2005
No official release date yet.

Some "top-tier" gaming sites are claiming that "Blizzard said" it will be for sale on October, November and December (depending on which gaming site you are reading).

But majority of those who were at the WWI 2007 event said Blizzard never said anything, but rather replied back when asked that they have no target date.

So, either we believe those high-respected gaming sites who are telling us October, November and December, or we believe the majority of the press and independent reporters tongue.gif

System Requirements, no they have not posted anything about it yet.


Cheesenium
post May 20 2007, 06:23 PM

Vigilo Confido
*******
Senior Member
4,852 posts

Joined: Aug 2006
QUOTE(evofantasy @ May 20 2007, 06:05 PM)
btw guys SC1 wut's ur favourite race?
i like protos since its the most powerful despite the slowness...
*
Mine was Terran.
TSubhm
post May 20 2007, 06:33 PM

I kill fast and danger!
******
Senior Member
1,364 posts

Joined: Nov 2004
I liked terran to , inspired by JeeZ of dkdc if anyone remembers art de net 1998-1999, damn he was good, but that was so long ago, i used to play zerg though because they were easy and fun.
zsbong
post May 20 2007, 06:57 PM

Getting Started
**
Junior Member
85 posts

Joined: Dec 2006


protoss... reaver drop pwns~
Laibeus Lord
post May 20 2007, 07:05 PM

New Member
*
Newbie
3 posts

Joined: Apr 2005
QUOTE(zsbong @ May 20 2007, 06:57 PM)
protoss... reaver drop pwns~
*
Combination of Protoss+Zerg for me.

It's sad, current info points to the reaver being a thing of the past, unless they find a way to balance all three races. The Protoss Immortal and Protoss Stalker are powerful enough, there is no more place for a useful unit like the Protoss Reaver sad.gif

Then the Protoss Mothership and another unit.. seems to have replaced the Protoss Carrier...


zsbong
post May 20 2007, 07:13 PM

Getting Started
**
Junior Member
85 posts

Joined: Dec 2006


Zerg gives me this very dirty feeling... then when u click the units... all those SQUISHY SQUASHY sound... zergling rush then straight mutalisk raid ends a game damn quickly .
Cheesenium
post May 20 2007, 07:18 PM

Vigilo Confido
*******
Senior Member
4,852 posts

Joined: Aug 2006
QUOTE(Laibeus Lord @ May 20 2007, 07:05 PM)
Combination of Protoss+Zerg for me.

It's sad, current info points to the reaver being a thing of the past, unless they find a way to balance all three races.  The Protoss Immortal and Protoss Stalker are powerful enough, there is no more place for a useful unit like the Protoss Reaver sad.gif

Then the Protoss Mothership and another unit.. seems to have replaced the Protoss Carrier...
*
I do hope that Carrier and Reaver are still in the game.Carrier was one of my favorite unit.

Anyway.i still think Carrier and Reaver still have a place in the Protoss army.The new units havent take over those 2 unit's role.
Araes
post May 20 2007, 07:20 PM

New Member
*
Junior Member
10 posts

Joined: Jul 2005


QUOTE(Laibeus Lord @ May 20 2007, 07:05 PM)
Then the Protoss Mothership and another unit.. seems to have replaced the Protoss Carrier...
*
How can the Mothership replace the carrier when only 1 is allowed at a time?Mothership is supposed to be a superweapon for the Protoss it will be expensive as hell but when it is unleased watch out.

There are still a ton of units that is still not revealed yet.
Vorador
post May 20 2007, 07:26 PM

Blessed !!!
*******
Senior Member
3,494 posts

Joined: Jan 2003
From: Nosgoth


Argh Araes you got me an idea!

See, SC2 NO NEED to follow traditional RTS game play to give surprise, like 1 super weapon, or 1 super unit, or few heros for each faction. But instead, it SC2 might take the best amond them! Imagine this: Protoss got Mother ship, Terran got Nuke, Zerg got <insert your suggestion here>, how cool !
Laibeus Lord
post May 20 2007, 07:55 PM

New Member
*
Newbie
3 posts

Joined: Apr 2005
QUOTE(Araes @ May 20 2007, 07:20 PM)
How can the Mothership replace the carrier when only 1 is allowed at a time?Mothership is supposed to be a superweapon for the Protoss it will be expensive as hell but when it is unleased watch out.

There are still a ton of units that is still not revealed yet.
*
More on the firepower and resources.

Creating a 6 carriers "may" be the same as creating Mothership in terms of resources. Then the Mothership's firepower is the same as having fully-loaded 4 carriers.

Dunno the 'exact' computation but I'm thinking along that line. I may be wrong, but something like that. Then considering what other new units that could fill up the purpose of having a Carrier unit. With those two new units, there "may" be no more place or a purpose for a carrier.

Which is sad, I love Carriers and Reavers, very good combination.


dattebayo
post May 20 2007, 08:01 PM

Look at all my stars!!
*******
Senior Member
5,366 posts

Joined: Aug 2005

graphically, can it better than supreme commander, COH, and CNC3?
this is DX10 or DX9 game?

This post has been edited by dattebayo: May 20 2007, 08:02 PM
Fields
post May 20 2007, 08:04 PM

On my way
****
Senior Member
570 posts

Joined: Mar 2005
From: The land that practices "democrazy"


Why is the graphics so colourfull?! Dang, it looks similar to the W3 graphic engine. Hope it changes.
Araes
post May 20 2007, 08:05 PM

New Member
*
Junior Member
10 posts

Joined: Jul 2005


QUOTE(dattebayo @ May 20 2007, 08:01 PM)
graphically, can it better than supreme commander, COH, and CNC3?
this is DX10 or DX9 game?
*
PS 2.0, so those without SM 3.0 card won't have to cry. smile.gif You should be able to play this with Radeon 9800.
Laibeus Lord
post May 20 2007, 08:18 PM

New Member
*
Newbie
3 posts

Joined: Apr 2005
Some discussions going on the different SC2 ... well lots of them...

I will touch on the 'replaced' old units thing:

compiling:
--------
Possible Units to be removed:

Nydus Canal (Zerg building) - could be replaced by the mobile version -> Nydus Worm (Zerg Unit).

Protoss Reaver (Protoss Unit) - the purpose and usability of this unit overlaps with the new unit that replaced the Protoss Dragoon, which is the new Protoss Immortal. Additionally, the new Protoss Stalker is also overlaps with the usability of the Protoss Reaver, or could be replaced by the new Protoss Colossus.

Protoss Carrier (Protoss Unit) - there is an overlap with the new Protoss Mothership and the new Protoss Warp Ray, Protoss Phoeniex, and evne Protoss Colossus (depending on how you look at it).


Terran Firebat - possibly replaced by the new Terran Reaper.

-----------------

Discuss tongue.gif hehehe....

dattebayo
post May 20 2007, 08:19 PM

Look at all my stars!!
*******
Senior Member
5,366 posts

Joined: Aug 2005

QUOTE(Araes @ May 20 2007, 08:05 PM)
PS 2.0, so those without SM 3.0 card won't have to cry. smile.gif You should be able to play this with Radeon 9800.
*
a bit dissapointed though doh.gif
can't fully utilized newer hardware tongue.gif

yii~~

QUOTE
Will StarCraft II take advantage of DirectX 10? What other graphical goodies are included?

The game will be compatible with DirectX 10, and we're still considering whether there will be exclusive DirectX 10 graphic effects, but the graphics engine will also be very scalable to ensure that a wide range of different systems will be capable of running StarCraft II. The new engine is also capable of rendering very large units, as well as large numbers of units on screen together. Havok physics have been integrated into the engine for added realism as well.


http://ve3d.ign.com/articles/790/790147p1.html

This post has been edited by dattebayo: May 20 2007, 08:22 PM
Cheesenium
post May 20 2007, 08:42 PM

Vigilo Confido
*******
Senior Member
4,852 posts

Joined: Aug 2006
I think Protoss Phoenix will replace Scout.

Firebat should be there because it's suppose to be a melee unit for terran while Reaper is more like a harassing unit and a bit like Zone Trooper.

This post has been edited by Cheesenium: May 20 2007, 08:43 PM
Araes
post May 20 2007, 08:58 PM

New Member
*
Junior Member
10 posts

Joined: Jul 2005


GAMEPLAY

QUOTE
Pardo kicked things off by tracing Blizzard's RTS history. WarCraft II was the root of Blizzard's competitive RTS game experience, as it was one of the earliest to go online. When StarCraft came out, it was the first that Blizzard did to feature three truly asymmetrical factions. Then it was WarCraft III's turn, which Pardo explained as a drastic departure from the gameplay underlying StarCraft. It slowed the pace of gameplay, focused battles on smaller numbers of units, introduced more RPG elements, powerful heroes, and more micro-management of unit abilities.

With StarCraft 2, "we're really going back to our roots," says Pardo. By this he means the sequel will be more StarCraft, more focused on fast-paced gameplay and lesser amounts of micromanagement, rather than an evolution of the WarCraft 3 formula. There won't, for instance, be anything approximating WarCraft 3's "creeping," whereby players hacked away at NPCs on the map to increase hero experience levels and acquire items. Unit abilities in StarCraft 2 are largely automated, and there will still be a focus on proper resource management, at least to a greater extent than in WarCraft 3.

One of Blizzard's primary design goals with StarCraft 2 was to cater to professional gamers' demands. "A lot of the concepts we put into the unit design [in StarCraft 2] is so there's skill differentiation," says Pardo. By this he means that truly skilled players will be able to absolutely crush those of lesser ability. This differs from WarCraft 3, says Pardo, in that skill level had a lesser impact on the game's outcome, or at the very least prolonged games featuring players of widely varying skill levels.



SINGLE PLAYER

QUOTE
Though few details are available at this point, Pardo says Blizzard is aiming to, "provide a great solo experience." He continued with, "We're really going to focus in on the story; we have a lot of new ideas for how the campaign unfolds." Andy Chambers filled us in a little more during the question and answer session by saying Mengst's Terran Dominion would act as the main Terran force, "Raynor's been having some adventures," and the Xel'naga will have, "a rather epic tale for StarCraft 2." He went on to say, "A lot of those plot elements [in Brood Wars] get played out to their fullest extend in SC2" says Andy Chambers. The interesting point is the implications of the final secret mission in Brood Wars and the mention of a Protoss-Zerg hybrid race. Note that there will only be three playable races in StarCraft 2, the Protoss, Terran, and Zerg, and the storyline takes place four years after the original.


QUOTE
When asked about the status of the terrans (who were decimated at the end of the Brood War expansion pack for the original Starcraft), creative designer Andy Chambers explains that "the UED terran forces were destroyed by Kerrigan's zerg armies (though a few surviving companies may stil be around somewhere)," and that the Terran faction in Starcraft II will primarily consist of the "evil empire" of the Terran Dominion. When asked about the status of lead character Jim Raynor, Chambers replies that since Starcraft II takes place four years after Brood War, "Raynor has been having some adventures for sure," but declines to comment further. Chambers also suggests that the ancient Xel'Naga, which helped both the protoss and zerg races become what they are (but were later destroyed by the zerg) will also figure into Starcraft II's story "in a rather epic tale."


UNIT BALANCE

QUOTE
Pardo highlighted a number of bullet points for design goals in the new game, mainly speed, saying the longest a StarCraft 2 match should take is around 20 minutes. Blizzard is emphasizing each races significantly different play styles, though they won't yet reveal how the Terran and Zerg can hope to counter the impressively powerful abilities of the Protoss' Mothership. Specific attention was paid to low-level tech tree abilities, as Pardo explained Blizzard has taken steps to expand the available options and make early-game mechanics more varied.

One small gameplay difference revealed during the panel was how unit positioning is affected by the fog of war. Now when one unit attacks another from higher ground, the fog of war surrounding the higher unit is no longer automatically revealed, meaning the unit at the lower position can't return fire. Obviously this makes having high ground positioning much more valuable. It affects mechanics for new units like the Protoss Stalker, who can blink forward and traverse differences in terrain height. They can't, however, hop up to a higher ledge if the fog of war at their destination has yet to be revealed. This can be rectified by flying in an air unit to push back the fog a bit, letting the units to blink up to the ledge and assault whatever lies beyond - an excellent tactic for surprise attacks. The Stalker blink ability is also useful for kiting enemies, which was demonstrated with a group of them blinking around zealots and blowing them to bits.

Dustin Browder explained a few more unit specifics. He again explained the Protoss Immortal's ability to put up near-impenetrable shields when under heavy fire, such as that from siege tanks, yet being vulnerable to weak attacks that won't activate their shields. The Immortal is designed to be a slow moving unit, so they're not skilled at escaping an attack. Though they possess heavy armor, their maneuverability is a severely limiting factor when fighting Zealots, Marines, or Zerglings.

Explained again were the mechanics of the Protoss Pheonix, which can perform an overload attack to shoot out multiple energy blasts. After the attack the unit is rendered inert for a short while, meaning careful implementation of the overload is required. Finally he demonstrated an advanced use of the Protoss' warping ability, which can be done within phase fields surrounding Pylons or the new Phase Prisms. He warped a few Zealots to cut off an enemy's advance into his base, trapping the invaders between the units and a structure. He followed up by warping in Stalkers to pepper the enemy with laser fire from behind a barrier row of Pylons.


BETA TEST & NAVAL COMBAT?

QUOTE
There was no date announced for the eventual StarCraft 2 beta, but Pardo said they'll eventually take applications for play and accept a certain percentage. A number of professional StarCraft gamers will also be specifically invited. In response to a question from the audience, Browder noted, "we have no plans at this time for naval combat." Yes, naval combat in space...


Source: StarCraft 2's Gameplay Balance - The evolution of Blizzard's RTS mechanics.

Source: Blizzard talks Starcraft II gameplay details - Gamespot

QUOTE
Rob McNaughton then took the stage to speak briefly about creating units. Blizzard is using Photoshop for texturing, 3D Studio Max, and StarTools to integrate custom art into the game. StarTools is planned to be made available to the public along with ScummEdit for map creation. McNaughton went on to say the map editor will feature new scripting and trigger mechanics, and be a more powerful version than that found in WarCraft 3. In terms of fancy technical effects, StarCraft 2 is built on a DX9 engine and uses per pixel lighting, normal mapping, high dynamic range bloom, rendering and tone mapping, as well as integrated havoc physics. Using their engine, Blizzard is hoping to have up to 300 units on screen at once.


Source: StarCraft 2's Art Design - How units and environments are being created in the sequel.

QUOTE
McNaughton explains that Starcraft II's graphics will be based off of the DirectX 9.0 API will full support for Pixel Shader 2.0, including support for conventional DirectX 9.0 effets such as normal mapping and high dynamic range lighting and bloom. However, though the game will be playable on both WindowsXP and Vista, Starcraft II, in its current early state, does not support DirectX 10. The artist tempers his description of the advanced graphical effects by explaining that although the game will feature advanced graphical effects, it will scale, to some extent, downward to still allow players who don't own cutting-edge PC hardware to play the game.


Source: Blizzard talks Starcraft II art design - Gamespot

This post has been edited by Araes: May 20 2007, 09:11 PM

124 Pages « < 20 21 22 23 24 > » Top
Topic ClosedOptions
 

Change to:
| Lo-Fi Version
0.0282sec    0.22    6 queries    GZIP Disabled
Time is now: 3rd December 2025 - 07:01 AM