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Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 12:44 pm
by Hercanic
If, in regular sc, Creep suddenly provided a 30% movespeed bonus, zerg would be unkillable in a defensive situation.
If you suddenly added any kind of advantage to SC as it is now, of course it would unbalance the game. That's not a good argument. There are many other factors in SC2 that are not in SC1, so placing one SC2 feature in SC1 will not be balanced.

as Sunkens do Normal damage,
Are we talking SC2 now or are we still on SC1? In SC1, Sunkens do Explosive (40dmg becomes 20 against a Marine).

as opposed to bunkers whose dps will be spread out and highly ineffective against units larger than a handful of zerglings.
Depends how the Marines end up targetting. 6x4 = 24dmg - 4 per armor point of target, though Marine damage can also be upgraded (9x4 = 36 normal damage vs ground & air). You also mustn't forget that although both Bunker and Sunken have 300hp, when a Bunker dies you still have all Marines (and the Bunker can be repaired).

Terrans can defend very well (throw in some Spider Mines for added flavor). Zerg defenses can be potent, but they are not the best. As they say, the best defense is a good offense, and that's really where the Zerg's defense in SC1 comes from. Speed-Creep further supports the fact that Zerg defense is much more unit-reliant.

Now imagine those infested terrans moving as fast as a crackling. What is your counter against infested terrans? killing them before they get to you. What is your counter against cracklings? Killing them before they get to you.
You bring up a key word: counters, a way to achieve balance. Here's an idea: A way for each race to kill creep. Say, Irradiate for Terrans rapidly shrinks back creep. As they say, there's more than one way to skin a cat. + Speed creates additional gameplay opportunities. Why waste that? If it'll cause imbalance, instead of instinctively rescinding the idea, think of ways that it could actually work, what would be needed, etc.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 12:47 pm
by IskatuMesk
I'm going to assume you've never really played SC on a competitive level, or even observed it. There's a reason why bunkers are typically restricted to early game.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 1:19 pm
by Lavarinth
Guardians? Reavers? Carriers? Tanks? Lurkers? Battlecruisers?

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 1:24 pm
by Hercanic
Your assumption would be wrong, but that is beside the point. My arguments never hinged on the Bunker.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 4:04 pm
by WB
Ok first of all, what I said was not contradictory. Zerg get a speed bonus on creep, most of which will always be in their base, and if you suck enough to let an overlord waltz into your base to lay down some creep (which probably expands like normal creep, slow as fuck and in tiny bits) and then let an enemy zerg army come onto that creep, you suck balls - the speed increase is NOT why you died, you just suck ass. Remember, overlords aren't transports anymore. Laying down creep is what they do, then you need to bring in troops on top of that. Setting it up will take time and take work.

Zerg aren't as fast in SC2 as they were in SC1. More specifically, by not as fast, I mean they are NOWHERE NEAR AS MOBILE, and that applies to the whole goddamn map, not just in their base. The zerg have no transport capabilities like the other races do. Whats that, you want to move a few drones up onto a cliff? hope you have a fucking nydus canal, because your overlords can't do squat to help. Unless the map is completely and totally flat zerg have a mobility disadvantage on every map solely because they don't have any airborne transport unit. But with a speed increase on creep, at least they have a reason for overlords to go around the map taking a shit everywhere. Remember, overlords can neither detect invis units nor can they transport units. Transportation is the sole duty of the nydus networks, and detection is handled by overseers. So there is no reason for overlords to go waltzing around the map when overseers do it much better.

lol you guys are theorycrafting

Ya'll might want to read the interviews, developer chats, and the zerg info page on www.starcraft2.com

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 4:09 pm
by IskatuMesk
All we can do is theorycraft. We don't have the game.
which probably expands like normal creep
Which probably? You actually know... and it expands pretty fast, actually.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 4:34 pm
by WB
Eh? I always considered the creep-speed in SC1 to be slow as fuck. Then again, I haven't seen it expand in any released SC2 vids, so can't say about the speed in SC2. Know of any SC2 vids which show creep expanding?

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 4:38 pm
by IskatuMesk
There's lots of videos on the zerg with overlords using creep expansion if you look around. I don't have any links offhand on me.

In general the creep expansion is faster than sc1 but the overlord creep expansion is faster yet.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 5:47 pm
by Lavarinth
I hope creep doesn't just.. Slowly fade in.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 6:15 pm
by IskatuMesk
Actually, the creep has a really, really nice animation.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 6:43 pm
by Lavarinth
Doctor Doack wrote: Actually, the creep has a really, really nice animation.
Oh, really? Video anywhere? I complained about the fact the creep look like a simple texture over another texture.. So flat and inanimate.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 6:49 pm
by IskatuMesk
It looks pretty nice with good use of normal mapping.

I'll check if I can find a video...

http://ingame.ingame.de/filebase/index. ... 0&fid=4820

That *might* have creep in it... good hd footage in either case.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 7:19 pm
by Meta
About creep: Karune said in the same thread (I think) that creep tumors (the buildings that generate creep) are now cloaked, burrowed. This means that detectors will come in handy against Zerg - Lurkers, burrowed units (including burrowed Ultras!) and burrowed creep generators.

The entire creep thing is very interesting so far, IMO, although I'd still want to see a speed penalty for enemy non-hovering ground units, instead of a speed bonus for Zerg.  :P

As Mesk said, the creep animation is very good, although in earlier videos and screenshots it sucked badly.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 8:40 pm
by Lavarinth
I believe Creep Tumors now only produce creep when burrowed, but when above ground they aren't cloaked.

Re: StarCraft II Official! (Pictures)

Posted: Wed Sep 17, 2008 9:05 pm
by Whiplash!
I want to see an animation of a zerg building burrowing