StarCraft II Official! (Pictures)

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IskatuMesk
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Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

AA7> Protoss actually have less buildings, now, likely to promote their "fast-placed gameplay". At least they actually HAVE tech trees, unlike in wc3.
now WHY ON EARTH CAN'T REAPERS BE MADE IN THE BARACKS Angry .it makes no sence to force them to be built in some seperate building when they are infantry. I do believe the merc haven thing should eb kept....its just that the reapers shouldn't be built directly from it.
I think the logic behind the merc haven and its "Hireling camp" style use is that because reapers would be extremely powerful early-game thanks to their mines and jump-packs, and they want to kind of control the numbers of these units early in. I mean, think about it. TvZ, the zerg doesn't really have many options. He has to fast expand, but oh wait, there's reapers jumping in and out of his base 1shotting drones and he can't do anything about it until he gets hydras or the like, but then the terran get those mines, and now he is undeniably in control.
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Re: StarCraft II Official! (Pictures)

Post by Thalraxal »

chris wrote: now WHY ON EARTH CAN'T REAPERS BE MADE IN THE BARACKS >:( .it makes no sence to force them to be built in some seperate building when they are infantry. I do believe the merc haven thing should eb kept....its just that the reapers shouldn't be built directly from it.
How is it even a problem that Reapers are built at a seperate building?  Your barracks can be pumping out Marines, Ghosts and Medics (two at a time with a Reactor!)  while your Merc Haven can concentrate on your Reapers.
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Re: StarCraft II Official! (Pictures)

Post by chris »

Doctor Doack wrote: I think the logic behind the merc haven and its "Hireling camp" style use is that because reapers would be extremely powerful early-game thanks to their mines and jump-packs,
Thalraxal wrote: (two at a time with a Reactor!
I see, now I get it....thanks guys :)
but doesn't this mean that ghosts can also be mass produ....oh nevermind.....
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Re: StarCraft II Official! (Pictures)

Post by Marine »

Well ghosts are still going to be weak, and youd have to build ALOT of nuke silos if you wish to nuke, so ghosts to me are pointless to mass.
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Re: StarCraft II Official! (Pictures)

Post by Taeradun »

I rather like the idea of having more different buildings that produce units :D
Also having a merc camp opens up interesting things that people could include in mods or that Blizzard might do in an expansion :D
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Re: StarCraft II Official! (Pictures)

Post by WB »

Maybe not just ghosts, but having them lockdown and good micro can render protoss(reavers, carriers, scouts, goons) useless.

At least, thats why I would ever make them, for any reaoson other than nukes.
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Re: StarCraft II Official! (Pictures)

Post by Thalraxal »

I  put Ghosts in harder to reach bunkers and take advantage of their long range attack.  Put a bunker up a cliff with four ghosts in it, and they'll just rip infantry to shreds.

Also, they now have that sniper shot ability, one-hit-killing on infantry is going to be... well... deadly.
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Re: StarCraft II Official! (Pictures)

Post by Marine »

Perfect! makes me now want to build Ghosts, but what I thought Chris meant was massing ghosts, thats litterally not good, if you use them in a frontal assault by the way is not smart, Zealots, Zerglings or any unit will tear them to shreds. Beyond the nuke and lock down, I wouldnt build TO many.

My best with bunkers is the first having firebats and marines in the first like and then marines and ghosts in the second like, weakens the enemies with ghosts and the firebats tear the oens that get to close to shreds while the marines tear the coming ones apart.
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Re: StarCraft II Official! (Pictures)

Post by tipereth »

Er, I think the idea is that ghosts WILL destroy high-cost infantry. But anyone massing zealots against terran will get shot just because wtf are they thinking.
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Re: StarCraft II Official! (Pictures)

Post by chris »

the immortals put and end to that problem though  ;D

BTW, everybody here has mentioned that the ghopst has the sniper ability which makes it capable of destroying infantry
now the question is: how do you define "infantry"
this is not C&C3 guys...
is infantry any organic unit? if so, then zerg units can be easliy and quickly killed by means of mass producing ghosts
also, for the protoss, what does infantry include? from what I see they have the high templar, dark templar, and the zealot and thats it. are those the targets that can be sniped?
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Re: StarCraft II Official! (Pictures)

Post by Maglok »

About any unit has it's own counter unit, so yeah. :)
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Re: StarCraft II Official! (Pictures)

Post by TPC »

You also need to realize that at the stage of the game where you can produce ghosts (Academy + Science Lab), the opposition will be on an almost equal stage. So if you're producing ghosts, they may very well be producing ultralisks or carriers. Ghosts' aren't supposed to be units that you can immediately pump out once you have a couple of 'racks in place.

I assume zealots would get taken out with relative ease, as would templars. DT's, I can see them getting 2-shot with full shields in place. But honestly, snipe would have a sort of global cooldown to prevent it from being over powered. Ghosts would probably have a fairly high economic cost preventing you from massing them as well.

Besides, whose going to build a ghost for sniping when you can use them for nuking?
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Re: StarCraft II Official! (Pictures)

Post by Marine »

Nice little speech Chris, well for Terrans an infantry is mostly, Marine, Firebat, Medic, Ghost, and I believe reapers, or mainly any unit that can fit inside a bunker is an infantry.
Zerglings, Hydralisks, mainly all Zerg are infantry believing that they are all organic, and have their own counters.
Protoss are Dark Templar, Dragoons (immortals probably), Zealots, and High Templar are the main class of infantry.
Most units that you build in the beginning of the game are infantry units.
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Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

Snipe is an ability that has a mana cost. You won't be seeing it spammed left and right.
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Re: StarCraft II Official! (Pictures)

Post by Thalraxal »

Doctor Doack wrote: Snipe is an ability that has a mana cost. You won't be seeing it spammed left and right.
Yeah, I just expect to see it used on all my High Templar right when I need them most. :(
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