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Starcraft 2

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Pih, gde sam morao da kopam da bih došao do ove teme...

Elem, Kim vs Cooper Battle Report :Klanjanje

Meni deluje da su Terrani za sada malo žešće prebudženi, ali dobro...Bi li mi neko objasnio odsustvo osnovnih jedinica za fajt tako dugo unutar partije? Jesu li oni to uspeli da balansiraju igru tako da te tera da od starta koristiš više naprednih jedinica?
 
Pih, gde sam morao da kopam da bih došao do ove teme...

Elem, Kim vs Cooper Battle Report :Klanjanje

Meni deluje da su Terrani za sada malo žešće prebudženi, ali dobro...Bi li mi neko objasnio odsustvo osnovnih jedinica za fajt tako dugo unutar partije? Jesu li oni to uspeli da balansiraju igru tako da te tera da od starta koristiš više naprednih jedinica?

I dalje postoje marinci i zealoti,a to sto su se oni odlucili za stalkere i maraudere je njihov izbor.Mada,nisu ni to nesto napredne jedinice - marauderi izlaze iz baraka.Uostalom, u partiji nismo videli battlecruisere ili carriere :)
A zasto mislis da su Terani prebudzeni? Recimo,videli smo da su stalker i marauder slicni po snazi,s tim sto stalker puca i na vazduh.OK,verovatno marauder ima drugih prednosti,recimo tip damage-a,itd.

Sve u svemu,meni se svidja za sad,prevashodno jer su sad neke nove jedinice u opticaju(mada kapiram da ce zealoti da smaraju sa charge-om samo tako :))
 
I dalje postoje marinci i zealoti,a to sto su se oni odlucili za stalkere i maraudere je njihov izbor.Mada,nisu ni to nesto napredne jedinice - marauderi izlaze iz baraka.Uostalom, u partiji nismo videli battlecruisere ili carriere :)
A zasto mislis da su Terani prebudzeni? Recimo,videli smo da su stalker i marauder slicni po snazi,s tim sto stalker puca i na vazduh.OK,verovatno marauder ima drugih prednosti,recimo tip damage-a,itd.

Sve u svemu,meni se svidja za sad,prevashodno jer su sad neke nove jedinice u opticaju(mada kapiram da ce zealoti da smaraju sa charge-om samo tako :))

Verujem da ce sve to biti mnogo dublje kao i u kecu.
Znaci build orderi, counteri, cena jedinica sve ce biti kako treba da bude.
Zato igra jos ne izlazi :)
 
sjajno izgleda za sada... mada bzvze je to sto te sitnije tweakove balansa ce i onako odraditi kriz patcheve... mogli bi malo da ubrzaju :D

meni se chini da su poprilichno izajednachene strane, i zaista je partiju resilo par poteza gore dole...
 
Definitivno je partiju odlucilo to sto je teran napravio ekspanziju na pocetku.
Steta sto nismo videli neke jace jedinice u akciji :)
Koja su vasa ocekivanja kad ce igra da se pojavi? Ja tipujem sredinom 2009.
 
Mlacenje prazne slame :smash:

Kad izadje bice dobro da se proba. Ja cu i dalje pikati keca na netu .

Kad izadje pricaces unucima kako si igrao keca na netu.

Ne deluje lose, kec se rado igrao, verujem da ce ovo da bude dobro, ali cesce pada sneg u Africi nego sto Blizzard izbacuje nove igre...
 
I dalje postoje marinci i zealoti,a to sto su se oni odlucili za stalkere i maraudere je njihov izbor.Mada,nisu ni to nesto napredne jedinice - marauderi izlaze iz baraka.Uostalom, u partiji nismo videli battlecruisere ili carriere :)
A zasto mislis da su Terani prebudzeni? Recimo,videli smo da su stalker i marauder slicni po snazi,s tim sto stalker puca i na vazduh.OK,verovatno marauder ima drugih prednosti,recimo tip damage-a,itd.

Sve u svemu,meni se svidja za sad,prevashodno jer su sad neke nove jedinice u opticaju(mada kapiram da ce zealoti da smaraju sa charge-om samo tako :))

Ma ok je sve to. Samo ne kapiram kako je Protoss uspeo da izgubi partiju, osim ako nije (slučajno ili namerno) zapostavio izgradnju vojske na oko 5 minuta do kraja partije. Ok, Terran je u početku napravio drugu bazu, ali ovak mu je opštio™ sa glavnom bazom, poremetio i sporednu i imao dignute 3 baze, pri čemu je priliv keša bio pozamašan i sasvim sigurno veći od Terranovog (makar po nekom mom viđenju). Ok, ovaj je izgradio treću bazu, ali Terran je u jednom trenutku napao sa ogromnom masom jedinica, kada je i napravio ključnu prednost i uopšte mi nije jasno kako je baš u tom trenutku mogao da ima toliko para. Argument da je jedan pravio treću bazu a ovaj vojsku mi baš ne leži kako treba, pošto je Terran imao svašta razrovareno. Ali dobro, videćemo, polako, dok to dođe...

Nisam siguran ni kako to ide sa Vespinom, oboje su odmah u startu turili po 3-4 radilice da ih vade. Izgleda da se ovde mnogo ranije kreće sa vespinom, u partijama keca ima da se naprave i naprave bazične ofanzivne jedinice, naročito kada su protosi i njihovi zealoti u pitanju...:)
 
Nema svrhe mnogo analizirati partiju posto je ocigledno odradjena kao showdown a ne kao prava kompetitivna partija.
Vespan ima malo cudnu mehaniku (koju menjaju svakih mesec-dva posto su sve ideje dosad ocajne). U startu dobijas fixnu kolicinu gasa, koji kad se potrosi trazi 100 minerala i neko vreme da bi se regenerisao.

Inace ni i u kecu se u tvp partijama nisu pravile tier 1 jedinice, teran pravi 0-3 marinca za celu partiju a protos pravi zilote tek kasnije kad imaju noge a i onda za vrlo specificne namene (tenk bomb/zealot spike/bulldog charge etc). Ukratko nisi nikad mogao da vidis bandu zilota i bandu marinaca kako se lemaju na poljani, a posto zasada svi pokusavaju da igraju dvojku istom mehanikom kao i keca onda ni ovde nema da se vidi tako nesto.
 
^ Jasno je da mora promene taktike , ako oba igraca primenjuju stare taktike iz keca onda jos je balans ,ali cim se nadje neki dobar stateg i smisli neku dobru taktiku ostalice da padaju.
 
Stigao nam je novi, 47. po redu, Q&A batch, uglavnom u vezi novih i starih jedinica u SC univerzumu. Naravno, o pominjanju release date-a nema ni govora... :trust:

1. In the original StarCraft, most air units can move and fire, vultures have fast rotating times and can shoot backwards and run forward instantaneously with enough micro. In StarCraft II, there have been some concerns from players who have played the game, that the unit movement animations are getting in the way of micro. Will such animation cancelling techniques still be possible in StarCraft II?

Both macro and micro-control are very important in StarCraft II as well, and when it comes to micro-control like Vulture’s moving and shooting in the original StarCraft, it is still possible to focus on micro control with the units.

For example, Mutalisks can fire while moving, with micro. And certain ground units, like the Marauders with the slow attack or Roaches with fast regeneration, benefit greatly from moving and shooting, but they still need to stop to shoot. The Hellion is also interesting, because the Hellion is a unit that has high burst, long delay between attacks, splash damage type, as well as a fast movement speed, so it can be used for kiting purposes as well as closing in the distance after every shot to do max possible damage. Eg, shoot once, close the gap, shoot again, close the gap even more, so that you don’t waste a single shot, but with each movement, you are doing a lot more damage.
StarCraft II also has a firing on the move unit — the Void Ray. The Void Ray can move closer to an enemy unit while continuing to fire at it, and because the damage type builds up over time, it would be more ideal to finish off that one unit that’s trying to run away or back up before engaging a brand new target.

Karune sidestepped the issue in this question, which put the emphasis on delays caused by unit turning animation. StarCraft 1 units, though based on 3D models, were merely 2D sprites on the battlefield. When changing direction, the unit sprite was immediately replaced with the one facing the direction of its ordered movement. In StarCraft 2, units and their full movement are rendered in 3D, and changing direction requires the time it takes the animation to finish. For most units, this change is hardly noticed, and changing direction is an instant operation. For others, like the Mutalisk, this delay is non-trivial, and prevents players from taking advantage of their hit and run potential.

However, a fine example of micromanagement using Terran Marauders, which are minimally affected by this change, can be found in the first Battle Report video.

2. Do you plan to introduce consume (cannibalism) as one of the zerg features? For example, in Starcraft I, defilers ate zerglings to gain 50 energy (it is possible to introduce consume for ultralisks which will gain 50 life after eating a zergling or another unit)

We don’t have the consume ability in the game now, but if consume is considered as necessary to the game, you will see this ability in StarCraft II. Currently Zerg has caster units like the Infestor, Queen, Overlord, and Overseer. Infestors can move while burrowed, which means it can regenerate energy again away from the battle. The Queen has already powerful skills and combat ability. Overlords can fly and mutate the creep without any energy. Overseers also can fly so that they can earn some time to regenerate their energy as well. If the current Zerg casters having the consume ability, it could make them too powerful and strong.

3. Will there be custom water units? For custom maps and Scumedit will players be able to make units that swim/float. Also will there be special units designed for water, but only available on the Scumedit, like a shark-like zerg or protoss water vessel. Obv. I know these won’t be in multiplayer ladder, I only mean for custom maps.

We haven’t finalized the decision about the exact extent of support for custom maps and Scumedit yet.

4. Maps have always been important to keep SC balanced, fun and competitive. We have already seen you have some interesting new tools to help multiplayer map designers balance their maps such as tall grass that blocks vision of ground units. What other new terrain elements are we gonna see in SC2 to make interesting competitive maps?

Currently there are Xel’Naga Watch Tower, Grass, and Destructible Rocks in the map. We will be pleased to add more if we can design other features which will make the game more exciting and balanced as well.

New terrain elements or not, map modders will find ways to implement other effects to make battlefields more complex and interesting, just like in StarCraft 1. In the pro scene, permanent spell effects such as Dark Swarm and Disruption Web can be found across the field, and Dustin Browder has already confirmed that this will be possible in StarCraft 2:

[Dustin Browder] Our data editor allows the creation of this type of terrain. You could easily put this type of terrain on melee maps. We have not finalized our feature set for terrain yet so I dont know what will make the final cut for the default Blizzard maps.

5. The Thor was built by an SCV at first, but since quite time now it is built like a normal unit in the factory. Was this changed due to design or balance reasons?

We changed this due to the balance reason. Before the change, you could build as many Thors as you want at the same time with your SCVs, as long as you have resources, with one Barrack and an Armory. We decided that this can be too much benefit to Terran, and we changed that Thor could be built from a Factory.

It’s sad to see this new feature go, especially when it’s replaced by constructing Thors from a building which isn’t much bigger than they are.

6. Zerg has cliff-scaling units?

We want to keep three races different and they do not necessarily have the same ability units. Currently Zerg do not have a cliff-scaling unit, like the Reaper in Terran or Colossus in Protoss. However, Zerg still can expand very quickly and have other movement advantages like 30% additional speed on creep. They also have the combination of Overlord’s creep generating ability and Nydus Network as a very powerful tool to attack opponent’s main base or expansion. Also, Overlords are currently able to transport Zerg units like the original StarCraft.

Hidden within the usual spiel about race diversity is an incredible announcement about the Zerg’s transportation capabilities. After struggling with making the Nydus Worm function as the sole unit transport for the Zerg, it seems that Blizzard has given up and decided to supplement it with the previous transportation method - the Overlord’s Ventral Sacs.

7. I noticed that in the Protoss demo the Protoss buildings when warped in, had there surfaces visibly warped in, like in the original StarCraft. However, in recent builds and footage, Protoss buildings just appear after the building animation. Is this just a temporary thing, or is it really gone?

Warp-in of Protoss buildings should be one effect for all with the final frames unique showing the specific buildings structure phasing in.

Momci iz Gamespy-a su uspeli da se docepaju Dustina Browdera i isceprkaju koji detalj u vezi single player kampanje. :)

As we head into the long holiday break and barrel in on the new year, GameSpy found one extra gift in its stocking -- an opportunity to get in a quick Q&A with StarCraft II lead designer Dustin Browder. Without a specific topic to discuss, though, we decided that perhaps this time we might like to be a bit more free-floating in our questions, addressing the little things we haven't yet gotten to in the previous hoopla surrounding the reveals of the big three races and the single- player trilogy. With that in mind we used our brief time with Browder to talk about a little bit of everything ranging from single-player to mirror matches to the powerful new map editor.

GameSpy: Can you describe in a bit more detail the structure of the single player campaign? If there are 26-30 missions is that in a linear chain and how does your structure enhance replayability?

Dustin Browder: Actually our campaigns will be structured in such a way that players can choose the path they take -- it's not a linear path. Our goal with StarCraft II's campaign is to give players the ability to make meaningful choices in the missions they take and the technologies they unlock, so as to customize their single-player experience. The choices you make can impact how different subplots unfold, or how soon you unlock certain units and technologies.

There will still be a single, overarching story we're trying to tell, so it's not as if there will be alternate endings to the primary plot line. But in certain subplots, players could affect the fate of specific characters or even worlds depending on the choices they make, while the ability to choose your technology upgrades lets you customize your army for your own playing style.

We can even introduce units and technology in the campaign that are unique to the single-player game and won't appear in multiplayer games. As an example, one technology you can choose would be to upgrade your bunkers to fit six infantry instead of four. If you're the type of player that likes to turtle-in, then that's probably an attractive upgrade for you. Another player who's more aggressive would probably choose to spend credits on a different unit or technology upgrade. By introducing flexibility in mission choices, and an array of exciting, single-player –only technologies, we not only enhance replayability, but give the campaign a much different flavor than the multiplayer aspect.

GameSpy: One of the interesting new elements we noted at Blizzcon is that the new strategic design for each of the sides seems to have been tweaked to make up for a deficiency in the original game. The Zerg, for example, are now much stronger on defense and the Protoss have learned how to move. Was this deliberate and how do you continue to balance out the sides when you've removed their biggest weaknesses?

Browder: I wouldn't say that those aims were foremost on our minds. If anything, one of the best aspects of StarCraft was that each side played so differently and yet remained pretty balanced. The last thing we're trying to do is homogenize the races. In fact, one of our primary goals as we design each faction and the units in each faction is to make the three sides feel even more unique, while retaining balance. We want the Terran to feel more edgy and industrial, the Protoss to feel even more ethereal and high-tech and the Zerg to feel even more… Zergy.

Just to bring up one example from the BlizzCon build that the public and press saw recently, we introduced a movement speed bonus for Zerg ground units when they're walking on creep. Since Overlords have a creep-spreading ability this has led to a number of games where you see Zerg players covering large swaths of the map in slimy creep, which is what you'd imagine a relentless insectoid race like the Zerg would do.

GameSpy: Can you describe in a bit more detail the structure of the single player campaign? If there are 26-30 missions is that in a linear chain and how does your structure enhance replayability?

Browder: "Tightly-scripted" may not be the right way to describe our philosophy as it relates to mission design in StarCraft II. Those of us who have played a lot of RTS campaigns have already played a bunch of the typical skirmish missions, or the commando-style missions where you navigate a hero character or two through a maze of enemies. We're not looking for StarCraft II to do 25 or 30 of those tried-and-true mission types.

We're doing our best to make sure our missions give players new and unique experiences, so we're viewing each mission as its own special mini-game. We don't want to give away too many surprises, but we can tell you that one of the missions will have you doing a series of train robberies. How that exactly plays out, you'll have to wait and see, but we're having a lot of fun putting these ideas into practice.

GameSpy: Can you talk a bit about how you're embracing the mod scene?

Browder: We're big fans of custom maps for our RTS games which is why with every successive game we release more and more powerful editors for our community. We're looking to do the same with StarCraft II and make sure that players have the ability to create awesome game types. Internally we love playing custom maps like DOTA (Defense of the Ancients) and the tower defense maps, so we're looking forward to seeing what the community comes up with for StarCraft II.

GameSpy: One of the interesting elements in the original map creator were the "doodads" or animated bits of terrain that players could use to make their maps more interesting. How will you be enhancing this sort of functionality in StarCraft II?

Browder: You can see even in the standard head-to-head gameplay for StarCraft II that we have interactive elements on the battlefield. There are destructible barriers on the map that block access to pathways and expansion points, and also a neutral building called the Xel'naga watch tower, which players can capture in order to gain a wide area of vision on critical parts of the map. We're also introducing line-of-sight blockers that skilled players can use to gain positional advantage and ambush unsuspecting enemies.

Our editor will offer scripting flexibility well above and beyond this functionality. We're definitely taking advantage of that for our single-player campaign, and we're looking forward to seeing how creative our community can get with it as well.

GameSpy: In the process of balancing the game how much attention do you pay to team tactics in addition to individual tactics? Can a Medevac cure units like the Roach and wouldn't that make that unit overpowered?

Browder: Certainly there will be some synergies between different units and those will always play a role in team tactics. We're aware of these but our biggest priority is making sure that we nail the one-on-one balance of the game. Besides, there are always solutions to tactical problems in team matches. In the example you cite, the combination of Medivac and Roach would be easily countered by air units as neither the Medivac nor the Roach can shoot from ground to air. .

GameSpy: One of the interesting things about the single player versus the multiplayer portion of the game is that you've said you're working to make them very different experiences. Can you give us an example of this?

Browder: I mentioned earlier that we could introduce unique technologies in the single-player campaign that wouldn't necessarily appear in multiplayer because of balance concerns. We will also give players access to classic units and possibly other units that we considered for the multiplayer game but didn't make the cut. We spent time modeling and creating them, so rather than just leave that content on the cutting room floor, we felt like the single-player campaign would be a great place for us to give players access to some of these units. Classic combatants like Vultures and Firebats will be available for players to use in the campaign.

GameSpy: Where do you draw inspiration from -- whether it's other games, TV movies or other media?

Browder: It's more or less a requirement to be a geek if you want to work at Blizzard Entertainment, so we draw inspiration from all kinds of sources. We watch movies, read comics, listen to all kinds of different music and play games from all genres and platforms. We draw inspiration from all types of media and sometimes that influence appears in our games as homage to those sources

GameSpy: How much attention have you paid to players fighting each other with the same side? How do you balance that out and manage to keep such battles interesting?

Browder:Assuming every race is played at an equal rate, mirror matches make up one-third of the possible matchups in StarCraft II, so it's definitely important for us to make sure that these battles are balanced and interesting. Our balancing process is pretty organic, so when we consider balancing tweaks and adjustments for the game, everything's taken into account. Certainly it's a challenge, but it's something we're aware of and making every effort to address as we do our balancing.
 
Poslednja izmena od urednika:
neko pominjanje release date-a?
 
Smorili su totalno majke mi. Na wikipediji pise samo 2009 da treba da izadje, ko zna da li je to uopste tacno.... dok izadje igra, sve koji je cekaju proci ce taj entuzijazam koji je postojao kada su objavili prvi put da treba da izadje (pre skoro dve godine!!).

Totalno je frustrirajuce cekati... ne samo cekati, vec da nista ne kazu, ni kada se ocekuje. Pa makar da kazu kraj 2015te godine.

:wall:
 
Totalno je frustrirajuce cekati...

Cinjenica. Mada, ako je produkt vredan cekanja, a u ovom slucaju jeste, isplati se osedeti dok ne dobijemo jos jedno remek delo. ;) SC je kultna igra, Blizz je svestan koliki je rizik igrati se i sa najmanjim pojedinostima, tako da rade i najsitnijim detaljima i uoblicavaju je do perfekcije. Posle gomile levih naslova, neoptimizovanih do bola, kojima nas vg kompanije cascavaju u zadnje vreme, za novi Blizzardov masterpiece itekako vredi sacekati. :)
 
Jer ljubav je lepa samo dok se čeka :D

Zato i volim Blizzard - izbaci jednom igru koja sama po sebi obično bude fenomenalna i nebagovita a kasnije kao i svaki dijamant samo sede i bruse ga do perfekcije ;)
 
Poslednja izmena:
Koliko oni nemaju pametnija posla :D
 
omg,jel ovo *******cija ili su ozbiljni?
anyway,i like it :D
 
Ma blizzard je cudo, ja sam najavu za wow citao neke '99-'00 a izasao je 2003. :d rako da ja ovo ne ocekujem pre 2010..
 
Ma blizzard je cudo, ja sam najavu za wow citao neke '99-'00 a izasao je 2003. :d rako da ja ovo ne ocekujem pre 2010..

Zapravo, oficijalna najava je bila 2001, a igra je izasla 2004 u US, odnosno pocetkom 2005. u Evropi. U svakom slucaju, nisi mnogo pobegao... :D
 
tesko da ce SC 2 izaci pre proleca 2010 nazalost, ali bolje i tada i da bude igra za narednih 10 godina da je igras sa uzivanjem. vec vidim gomilu genijalnih ideja u SC 2, samo nek ih lepo urade
 
Pa dobro, sigurno ćemo igrati SC2 u ovom životu tako da me ne brine

Samo se pitam da li developere iz Blizzarda "rade" na onu foru kao sa projekantima piramida pa zato ovi namerno toliko odugovlače? :D
 
Poslednja izmena:
Secret Starcraft 2 Pre-Beta Info and Beta Key Give Away - http://www.gossipgamers.com/secret-starcraft-2-pre-beta-info-and-beta-key-give-away/

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The release date is still unknown but Starcraft Wire is holding a nice little contest to give a way a beta key. Nothing too out of the way but not sure what the chances are. Either way, it’s free to enter, nothing to really lose but 5 minutes of your time.

BN member Superfux just found two hidden “SC2 Pre-Beta” pictures on Battle.net 2.0 web interface. There hasn’t been much updates from Blizzard regarding beta but we could assume this is probably for a selected few or the press. However, it does tell us things are moving along and can probably hope to hear more on beta soon.

We don’t have information whether these have been there for a long time, for some internal “pre beta” testing, or if Blizzard just uploaded them in preparation to a “pre beta” for selected people, like the press. However, this certainly brought up our hope on beta again.
 
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