VariableMouth CongressStroke Me Lady FameRegistered Userregular
I can't access the specifics at work but I'll post the notes later
in general though, mech buff (tnaks do more damage though you can't medivac them around anymore), airtoss buff, hydralisk buff
baneling life increase, they reworked the cyclone (I played with it a little and honestly do not even get how it works. it does little dmg ground to ground but I believe the lock on ability still exists for ground to air I just didn't get to use it), tempest has been totally reworked to be more about area control
I really appreciate Blizzard supporting the campaign like this. I'd definitely be up for buying more, but it sounds like they're focused on co-op, at least for the immediate future.
I really appreciate Blizzard supporting the campaign like this. I'd definitely be up for buying more, but it sounds like they're focused on co-op, at least for the immediate future.
I haven't played the Nova missions, but based on this book they have an extensive set of potential new campaign material. I could see them continuing with more missions in the future.
I really appreciate Blizzard supporting the campaign like this. I'd definitely be up for buying more, but it sounds like they're focused on co-op, at least for the immediate future.
I haven't played the Nova missions, but based on this book they have an extensive set of potential new campaign material. I could see them continuing with more missions in the future.
I've heard from people who went to Blizzcon that Blizzard said they were planning to do more DLC campaigns, but demand for more co-op content was so high that they had to reassign all their staff to that. They still want to do more campaigns, but they probably won't be able to for a long time.
It's a bummer, but I appreciate them setting expectations properly.
I really appreciate Blizzard supporting the campaign like this. I'd definitely be up for buying more, but it sounds like they're focused on co-op, at least for the immediate future.
I haven't played the Nova missions, but based on this book they have an extensive set of potential new campaign material. I could see them continuing with more missions in the future.
I've heard from people who went to Blizzcon that Blizzard said they were planning to do more DLC campaigns, but demand for more co-op content was so high that they had to reassign all their staff to that. They still want to do more campaigns, but they probably won't be able to for a long time.
It's a bummer, but I appreciate them setting expectations properly.
co-op at this point seems relatively challenging, but that is for someone who plays a couple every few weeks and not consistently. the newer content is designed so that you really do need to be "this tall to ride this ride". i'd imagine it only gets more complex to design them as time goes on since you need to account for all sorts of abilities and player levels. unfortunate that they won't be doing for campaign dlc for some time.
Finally finished the audio book for starcraft: evolution. I haven't read other starcraft supplemental material, and starcraft isn't my favorite blizzard franchise (although it is 2nd). I've read some of the Christie golden Warcraft novels, but the author here is Timothy Zahn and I've never read any of his other work. I really enjoyed overall. Started out very unsure of my decision, but it quickly got to be very interesting. I think it continues the story of the korprulu sector in a reasonable way. By that I mean it didn't have any immediately obvious logical leaps for character motivation or action.
Story spoilers
There are notable absences, for example no sign of alarak or his people. However he didn't really need to be involved. I think the transition zagara tries to initiate is logical, and the conflict between her an abathur allows for the inevitable SC3 to have ZvZ missions just as alarak and Artanis allow for PvP and whatever Terran antagonist will fulfill TvT.
While I think it makes sense for the swarm to try to turn towards a different path, I can imagine this is where a lot of people would immediately tune out. Since it is the near entirety of the book if you hate the idea of the zerg trying to coexist you're gonna be unhappy.
I generally don't feel that attached to the SC universe. However the book does a good job of bringing the scale back. To clarify individual zerg lings are not only a threat but a threat to multiple people. Mutalisks or hydras aren't just meat for the grinder, they truly instill fear. A single void ray is something to behold. The gameplay has to make concessions and this isn't a knock against the game but I don't get the impression in game that I do reading the book and it is more interesting and fun this way I think.
If blizzard continues the campaign packs there is a lot of stuff that can be used.
One of the things I really, really liked about the cinematics of SC1 is that they really emphasized the scale of the universe, especially compared to the frailty of humans/humanity.
I thought the cinematics in 2 did that as well. The immediate one that comes to mind is the zerg invasion of korhal 4. I meant more in the actual gameplay. Both SC1 and SC 2 fall victim to the fact that you simply can't make carriers to scale with zerg lings.
Other thoughts on the book
One complaint people could have is that there is a pseudo status quo reset at the end. No faction is hugely impacted and those who lost just go back to lick their wounds while the bogeyman of the story is (presumably) completely wiped out and there's no chance for a return (to our knowledge).
Finally finished the audio book for starcraft: evolution. I haven't read other starcraft supplemental material, and starcraft isn't my favorite blizzard franchise (although it is 2nd). I've read some of the Christie golden Warcraft novels, but the author here is Timothy Zahn and I've never read any of his other work. I really enjoyed overall. Started out very unsure of my decision, but it quickly got to be very interesting. I think it continues the story of the korprulu sector in a reasonable way. By that I mean it didn't have any immediately obvious logical leaps for character motivation or action.
Story spoilers
There are notable absences, for example no sign of alarak or his people. However he didn't really need to be involved. I think the transition zagara tries to initiate is logical, and the conflict between her an abathur allows for the inevitable SC3 to have ZvZ missions just as alarak and Artanis allow for PvP and whatever Terran antagonist will fulfill TvT.
While I think it makes sense for the swarm to try to turn towards a different path, I can imagine this is where a lot of people would immediately tune out. Since it is the near entirety of the book if you hate the idea of the zerg trying to coexist you're gonna be unhappy.
I generally don't feel that attached to the SC universe. However the book does a good job of bringing the scale back. To clarify individual zerg lings are not only a threat but a threat to multiple people. Mutalisks or hydras aren't just meat for the grinder, they truly instill fear. A single void ray is something to behold. The gameplay has to make concessions and this isn't a knock against the game but I don't get the impression in game that I do reading the book and it is more interesting and fun this way I think.
If blizzard continues the campaign packs there is a lot of stuff that can be used.
Zahn wrote the most famous expanded universe (now Legacy) Star Wars novels, the Thrawn trilogy. He is quite highly regarded, I think.
Generalísimo de Fuerzas Armadas de la República Argentina
it took forever, but i was finally able to play a game (singular unfortunately) as stukov. he is cool, but wow there is a lot more micro than the other commanders. with the others yhou can sort of a-move everything, but since some of your units are ammunition for other units and they are on timers things get dicey quickly. i was only solo'ing casual (because OF COURSE my teammate left) but i am glad that i did because i dunno what the hell any of his stuff does
So I was watching the ESL stream real quick while eating dinner, and game 2 of Losira vs HerO had a pretty epic finish. I recommend watching it, it isn't crazy long or anything.
starcraft evolution had an interesting line that put a new take on starcraft for me. that is that the zerg can infest not only living creatures but recently dead ones. that combined with the gameplay of stukov makes me excited about the idea of a future warcraft having the undead as a race and using his mechanics to spawn skeletons or other monsters. then i remember that warcraft 4 will probably never happen
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Yeah, Warcraft 4 is not happening. Where do you pick the story up? End of Frozen Throne, and just re-tell the WoW story? Seems a bit dull. Or do you pick the story up where WoW is, and ruin the story for all those who did not play WoW? (all two of them)
If they do release another Warcraft RTS, I don't see it getting the "4" treatment, but more likely a stand alone title with some story told from elsewhere in the Warcraft universe.
Yeah, Warcraft 4 is not happening. Where do you pick the story up? End of Frozen Throne, and just re-tell the WoW story? Seems a bit dull. Or do you pick the story up where WoW is, and ruin the story for all those who did not play WoW? (all two of them)
If they do release another Warcraft RTS, I don't see it getting the "4" treatment, but more likely a stand alone title with some story told from elsewhere in the Warcraft universe.
i mean they could pick up at a lot of points in wow (historically or otherwise), or even use it to bridge different expansions. or go the whole "alternate timeline" thing. there are ways to do it, i'd even accept SC2 having a multiplayer mode with the co-op commanders. it'd be a nightmare to balance (hello karax cannon rush) but damn would it be fun.
to be honest i just wish they would integrate WC3 with the modern b.net launcher but even that seems far fetched at this point despite the growth of classic team. i really want 1.27b as a balance patch and maybe some co-op missions built off the SC2 structure like i said. the latter is what i was suggesting in older posts for the map editor, but i am not well versed enough at this time to take a shot at it.
I always thought wc3 and sc2 had their army scales backwards except for the zerg. Small units of troops with hero characters seems more like sc1 was than what wc3 should have been. Ive always felt the wc rts games should have been the big armies and sc the hit and run scrappy fights.
Wc4 could only be set in the far future or the distant past. Doing it too close in the future risks stepping in the way of future wow expansions. Setting it far enough in the future lets people see the end results of stuff in wow, but not how it happened. Far in the past could easily just be the old gods all fighting each other. So like trolls, mogu, qiraji, and a titan faction with dwarves/constructs?
Im more curious if theyll ever even do another rts game be it sc, wc, or something new. Metzen kind of wrapped up his stuff and there was a 10 year gap between the sc games. I doubt there is any kind of push in the company to make much more for sc2, let alone another game entirely. Hearthstone and overwatch are going to be the headlines for a while im guessing.
Even though i dont really play fps games anymore, i would probably play an rts based in the overwatch universe...
I always thought wc3 and sc2 had their army scales backwards except for the zerg. Small units of troops with hero characters seems more like sc1 was than what wc3 should have been. Ive always felt the wc rts games should have been the big armies and sc the hit and run scrappy fights.
i dunno, i think it makes sense. SC is talknig about entire galaxies. WC is a single world except for the legion (and kinda sorta draenor). honestly i don't know how anyone is even left in the WC universe. they can't possibly be reproducing that fast. and every year there some apocalyptic event. healers rezzing and racking up overtime.
Wc4 could only be set in the far future or the distant past. Doing it too close in the future risks stepping in the way of future wow expansions. Setting it far enough in the future lets people see the end results of stuff in wow, but not how it happened. Far in the past could easily just be the old gods all fighting each other. So like trolls, mogu, qiraji, and a titan faction with dwarves/constructs?
i'd be fine with either approach.
Im more curious if theyll ever even do another rts game be it sc, wc, or something new. Metzen kind of wrapped up his stuff and there was a 10 year gap between the sc games. I doubt there is any kind of push in the company to make much more for sc2, let alone another game entirely. Hearthstone and overwatch are going to be the headlines for a while im guessing.
honestly i doubt they will do another RTS, especially not one without a gimmick. i don't think the market is there at the moment.
Even though i dont really play fps games anymore, i would probably play an rts based in the overwatch universe...
i love the overwatch universe, but i hate the actual game. i'd be up for this.
I had a dream last night that Protoss had a new building that allowed you to teleport units from one point to another. Kind of like a nydus.
The building was a black rectangle with a white skull and cross bones on it.
Then I thought to myself "why would a Protoss building have a human symbol on it? That's silly" in my sleep.
"Yeah, that's silly. All other protoss buildings are like, alien-y architecture."
Then I woke up; very, very confused.
Witty signature comment goes here...
wra
+1
VariableMouth CongressStroke Me Lady FameRegistered Userregular
innovation was disgusting tvp in the ro8. vods are on twitch, some great games in the new patch. I definitely need to steal some builds.
Played a few more games with stukov including a game with careerknight (dunno his forum handle). Mostly been going infantry builds so the infested civilians are almost superfluous. Mostly low difficulties and "random" keeps giving me the Sgt hammer void thrasher map or the defend the xel'naga thing map. In both cases leap frogging infested bunkers was all that was required, but mostly due to the difficulty level.
There is some issue with attacking up ramps into entrenched positions because you really want infested bunkers to be rooted. However, once you get vision you are probably fine, especially if they have a structure you can infest.
Also you can to be very forward with your barracks or you're troops won't make it to the front. That being said once the upgrades are complete there's no need for the tech labs so you can just march them along with your army.
I still want to try a more mech or air based build, although obviously options are limited on those front, as I have only really been using the diamondbacks since they remind me of crypt fiends. I've been trying to micro the civilian spawning more in prep for siege tank oriented builds.
I'm not really excited by most of stukov's level ups. Many up "now you can buy this upgrade!" Which I am not a fan of on other commanders. plus many are "more life" or or similar things that while good aren't cool new abilities or something fun. Great, I have more engineering bays! Whoo! They are good, don't get me wrong but I'm never excited to research infantry weapons level 1, its just something that needs to be doni picture overseers requiring an infested starport to be a potential problem down the road. Maybe it won't actually be, but it feels like a lot more tech than usual just to get mobile detectors on the field.
mech doesn't appear to be a viable tech path. granted there are only 2 units (diamondback and siege tank) but i would've thought that there was a chance. the siege tanks seem really unwieldy, as in they don't siege/unsiege as i'd expect. i'll queue up movements and they don't always behave, not sure if this is how regular siege tanks act but it is annoying. diamondbacks seem extraneous since usually infested marines make up the bulk on your army so they can already hit air. especially since they can't web (or whatever it is called) the hybrids. so you ultimately end up being only able to hit a small % of the enemy air units with them. a handful of sieve tanks on defensive missions could work, similarly for diamondbacks (not sure how long that slime upgrade lasts so you can bile the enemy path), but you could also just stick to infantry and get a fuckton more infested people and zombie swarm them.
was playing with careerknight and he suggested banshees + diamondbacks but after learning that they can't web the hybrids i am not sure itll work. presumably it won't work on airborne objectives either. both very disappointing. all air may be a viable option since you can just spam liberators and banshees and throw in a few brood queens. however the queen fungal range seems very short, and it is very gas heavy (when compared to the almost gas-less infantry builds it seems absurd but is probably reasonable). additionally even with the infested civilian compound and global infestation you are vulnerable early on since you need to tech quickly to ever have any units. maybe you don't need to tech fast since you can spawn multiple <whatever> at once but it seems fragile overall.
also i still don't know what an infested trooper is. i've seen infested civilians and infested marines but no infested troopers.
honestly, i didn't think huk and incontrol were still playing. after jaedong i couldn't even think of any other active eg players so it isn't that big of a surprise to me
I don't really keep up with SC2 that much, so I guess I didn't know it was in such decline. I knew it was slowing down alot but not so much that EG would cut it's team lose.
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I don't really keep up with SC2 that much, so I guess I didn't know it was in such decline. I knew it was slowing down alot but not so much that EG would cut it's team lose.
I still like watching tournaments and such. I just don't go out of my way to find them, and they never seem to pop up when I'm looking for something to watch...
mech doesn't appear to be a viable tech path. granted there are only 2 units (diamondback and siege tank) but i would've thought that there was a chance. the siege tanks seem really unwieldy, as in they don't siege/unsiege as i'd expect. i'll queue up movements and they don't always behave, not sure if this is how regular siege tanks act but it is annoying. diamondbacks seem extraneous since usually infested marines make up the bulk on your army so they can already hit air. especially since they can't web (or whatever it is called) the hybrids. so you ultimately end up being only able to hit a small % of the enemy air units with them. a handful of sieve tanks on defensive missions could work, similarly for diamondbacks (not sure how long that slime upgrade lasts so you can bile the enemy path), but you could also just stick to infantry and get a fuckton more infested people and zombie swarm them.
was playing with careerknight and he suggested banshees + diamondbacks but after learning that they can't web the hybrids i am not sure itll work. presumably it won't work on airborne objectives either. both very disappointing. all air may be a viable option since you can just spam liberators and banshees and throw in a few brood queens. however the queen fungal range seems very short, and it is very gas heavy (when compared to the almost gas-less infantry builds it seems absurd but is probably reasonable). additionally even with the infested civilian compound and global infestation you are vulnerable early on since you need to tech quickly to ever have any units. maybe you don't need to tech fast since you can spawn multiple <whatever> at once but it seems fragile overall.
also i still don't know what an infested trooper is. i've seen infested civilians and infested marines but no infested troopers.
Stukov suffers from a lack of diversity in viable high-level compositions and strategies.
His most powerful units are:
Bunkers, (Like this can be his core unit)
Siege Tanks,
Free Infantry,
Queens.
His optimal strategy is a war of attrition: slowly advancing using you free troops to cover high-range bunkers who can cover siege tanks. Breakthrough actions are easy with the Apocalisk supported by a decent core of units. Siege tanks are pretty incredible as they do comparable damage to the real-deal and deliver troops with every shot which always keeps something inbetween them and the enemy. With their upgrade they are "producing" a free unit every 30 seconds which adds to their value. Queens are quite good for just Spawn Broodlings (and perhaps a little detection here and there) but their anti-air attack seems like a bad thing really as they tend to just die to dog-fighting air units who perceive them as a higher threat because they can attack air.
Most of his other units are unwieldy or just strange. Liberators are trash until they get their second upgrade; utterly strange design on them. Diamondbacks might be good with the slime trail against specific high-melee compositions but they are far too expensive for anything else.
I actually think his early game is quite powerful if you build two bunkers immediately after your barracks (this requires some supply discipline as building too many SCVs will fuddle up the build). The bunkers can walk over and clear your expansion which helps him keep up economically. He is quite powerful but I haven't really found a second playstyle like an "all air" that feels remotely worthwhile.
The Infested Troopers are an identical marine unit that spawns from/are inside of the bunker. I honestly don't know why they have separate names. Perhaps in balance testing they wanted the flexibility of nerfing the free troopers that come from the bunkers without hurting the barracks unit?
mech doesn't appear to be a viable tech path. granted there are only 2 units (diamondback and siege tank) but i would've thought that there was a chance. the siege tanks seem really unwieldy, as in they don't siege/unsiege as i'd expect. i'll queue up movements and they don't always behave, not sure if this is how regular siege tanks act but it is annoying. diamondbacks seem extraneous since usually infested marines make up the bulk on your army so they can already hit air. especially since they can't web (or whatever it is called) the hybrids. so you ultimately end up being only able to hit a small % of the enemy air units with them. a handful of sieve tanks on defensive missions could work, similarly for diamondbacks (not sure how long that slime upgrade lasts so you can bile the enemy path), but you could also just stick to infantry and get a fuckton more infested people and zombie swarm them.
was playing with careerknight and he suggested banshees + diamondbacks but after learning that they can't web the hybrids i am not sure itll work. presumably it won't work on airborne objectives either. both very disappointing. all air may be a viable option since you can just spam liberators and banshees and throw in a few brood queens. however the queen fungal range seems very short, and it is very gas heavy (when compared to the almost gas-less infantry builds it seems absurd but is probably reasonable). additionally even with the infested civilian compound and global infestation you are vulnerable early on since you need to tech quickly to ever have any units. maybe you don't need to tech fast since you can spawn multiple <whatever> at once but it seems fragile overall.
also i still don't know what an infested trooper is. i've seen infested civilians and infested marines but no infested troopers.
Stukov suffers from a lack of diversity in viable high-level compositions and strategies.
His most powerful units are:
Bunkers, (Like this can be his core unit)
Siege Tanks,
Free Infantry,
Queens.
That's pretty much where I am at. Although I am not sure the Queen's are necessary. Since they cannot really interact with hybrids I have found them underwhelming. I want to incorporate more siege tank play, but often I have found them fiddly. In general it is tough to get control group properly set for stukov. That and rally points are constantly being screwed up by the beacon. Why are my buildings walking into the enemy base? Of yeah, they follow the beacon too.
His optimal strategy is a war of attrition: slowly advancing using you free troops to cover high-range bunkers who can cover siege tanks. Breakthrough actions are easy with the Apocalisk supported by a decent core of units. Siege tanks are pretty incredible as they do comparable damage to the real-deal and deliver troops with every shot which always keeps something inbetween them and the enemy. With their upgrade they are "producing" a free unit every 30 seconds which adds to their value. Queens are quite good for just Spawn Broodlings (and perhaps a little detection here and there) but their anti-air attack seems like a bad thing really as they tend to just die to dog-fighting air units who perceive them as a higher threat because they can attack air.
I did not realize the siege tank upgrade actually threw a viable unit, instead of just increasing the damage. I must have lost it in the mass of units and not noticed.
Most of his other units are unwieldy or just strange. Liberators are trash until they get their second upgrade; utterly strange design on them. Diamondbacks might be good with the slime trail against specific high-melee compositions but they are far too expensive for anything else.
No disagreement here.
I actually think his early game is quite powerful if you build two bunkers immediately after your barracks (this requires some supply discipline as building too many SCVs will fuddle up the build). The bunkers can walk over and clear your expansion which helps him keep up economically. He is quite powerful but I haven't really found a second playstyle like an "all air" that feels remotely worthwhile.
I'll have to give that a try. Typically I can clearing my natural with 1-3 Marines and the first wave of civilians. Not sure how the timing compares. Defensively I usually have an infest up for the first attack wave, which except for the recent cloaking mutator was OK.
The Infested Troopers are an identical marine unit that spawns from/are inside of the bunker. I honestly don't know why they have separate names. Perhaps in balance testing they wanted the flexibility of nerfing the free troopers that come from the bunkers without hurting the barracks unit?
The granularity in that case is interesting. I wonder what the testing process is, or if they had a different plan for what those units did.
They're few and far between and brood war is probably bigger on Korea at this point. Luckily tastosis have been casting it so it's easy to watch.
But at this point I'm treating any further tournaments in sc2 as a gift and expecting even less from na than before.
Personally I really have no interest in broodwar so the shrinking of starcraft 2 is even more unfortunate in my case. I know in general a lot of people didn't like the oversaturation era around heart of the swarm. However I liked being able to come home and there were live matches on. When they changed the schedule I lost attachment to what was happening since I would frequently miss the now less frequent events.
it would be kind of cool if the added a "watch high level players" thing like league of legends had/s (not sure if it still does). sc2 is pretty brutally difficult to understand watching someone on twitch with them clicking all over the place.
VariableMouth CongressStroke Me Lady FameRegistered Userregular
for those not interested in BW, or who also want to watch SC2, GSL started last night. vods should be free, I'll add links to this post when I get to work and watch
I am gonna bump just because this is insane adn I wasn't aware
but SCARLETT is the first foreigner to straight up qualify for code S since the very first tournaments where they had 64 players and people like IdrA were qualifying.
can't believe she's gonna be playing in code s! nuts.
I am gonna bump just because this is insane adn I wasn't aware
but SCARLETT is the first foreigner to straight up qualify for code S since the very first tournaments where they had 64 players and people like IdrA were qualifying.
can't believe she's gonna be playing in code s! nuts.
She's playing right now in Nation Wars, which I just happened to notice. Representing Canada in a ZvZ, they're currently 0-2 vs Sweden.
Maybe she'll be able to turn the tide!
Edit:
She's on her third ZvZ in a row.... I think Sweden's plan is just to wear her down.
Game three, 17 minutes in, and no one has over 60 supply lol
She pulled it off! 3 wins in a row. Now she gets to play their ace...
Posts
in general though, mech buff (tnaks do more damage though you can't medivac them around anymore), airtoss buff, hydralisk buff
baneling life increase, they reworked the cyclone (I played with it a little and honestly do not even get how it works. it does little dmg ground to ground but I believe the lock on ability still exists for ground to air I just didn't get to use it), tempest has been totally reworked to be more about area control
I really appreciate Blizzard supporting the campaign like this. I'd definitely be up for buying more, but it sounds like they're focused on co-op, at least for the immediate future.
I haven't played the Nova missions, but based on this book they have an extensive set of potential new campaign material. I could see them continuing with more missions in the future.
WoWtcg and general gaming podcast
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I've heard from people who went to Blizzcon that Blizzard said they were planning to do more DLC campaigns, but demand for more co-op content was so high that they had to reassign all their staff to that. They still want to do more campaigns, but they probably won't be able to for a long time.
It's a bummer, but I appreciate them setting expectations properly.
co-op at this point seems relatively challenging, but that is for someone who plays a couple every few weeks and not consistently. the newer content is designed so that you really do need to be "this tall to ride this ride". i'd imagine it only gets more complex to design them as time goes on since you need to account for all sorts of abilities and player levels. unfortunate that they won't be doing for campaign dlc for some time.
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Story spoilers
There are notable absences, for example no sign of alarak or his people. However he didn't really need to be involved. I think the transition zagara tries to initiate is logical, and the conflict between her an abathur allows for the inevitable SC3 to have ZvZ missions just as alarak and Artanis allow for PvP and whatever Terran antagonist will fulfill TvT.
While I think it makes sense for the swarm to try to turn towards a different path, I can imagine this is where a lot of people would immediately tune out. Since it is the near entirety of the book if you hate the idea of the zerg trying to coexist you're gonna be unhappy.
I generally don't feel that attached to the SC universe. However the book does a good job of bringing the scale back. To clarify individual zerg lings are not only a threat but a threat to multiple people. Mutalisks or hydras aren't just meat for the grinder, they truly instill fear. A single void ray is something to behold. The gameplay has to make concessions and this isn't a knock against the game but I don't get the impression in game that I do reading the book and it is more interesting and fun this way I think.
If blizzard continues the campaign packs there is a lot of stuff that can be used.
WoWtcg and general gaming podcast
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Other thoughts on the book
One complaint people could have is that there is a pseudo status quo reset at the end. No faction is hugely impacted and those who lost just go back to lick their wounds while the bogeyman of the story is (presumably) completely wiped out and there's no chance for a return (to our knowledge).
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Zahn wrote the most famous expanded universe (now Legacy) Star Wars novels, the Thrawn trilogy. He is quite highly regarded, I think.
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WoWtcg and general gaming podcast
WoWtcg and gaming website
On mobile so it's hard to link but it's on Twitch.
is the channel
Steam: https://steamcommunity.com/profiles/76561198004484595
WoWtcg and general gaming podcast
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If they do release another Warcraft RTS, I don't see it getting the "4" treatment, but more likely a stand alone title with some story told from elsewhere in the Warcraft universe.
i mean they could pick up at a lot of points in wow (historically or otherwise), or even use it to bridge different expansions. or go the whole "alternate timeline" thing. there are ways to do it, i'd even accept SC2 having a multiplayer mode with the co-op commanders. it'd be a nightmare to balance (hello karax cannon rush) but damn would it be fun.
to be honest i just wish they would integrate WC3 with the modern b.net launcher but even that seems far fetched at this point despite the growth of classic team. i really want 1.27b as a balance patch and maybe some co-op missions built off the SC2 structure like i said. the latter is what i was suggesting in older posts for the map editor, but i am not well versed enough at this time to take a shot at it.
war of the acients could work, i think stuff with the qiraji and the trolls could be interesting as well.
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Fuck you, now I want it.
Wc4 could only be set in the far future or the distant past. Doing it too close in the future risks stepping in the way of future wow expansions. Setting it far enough in the future lets people see the end results of stuff in wow, but not how it happened. Far in the past could easily just be the old gods all fighting each other. So like trolls, mogu, qiraji, and a titan faction with dwarves/constructs?
Im more curious if theyll ever even do another rts game be it sc, wc, or something new. Metzen kind of wrapped up his stuff and there was a 10 year gap between the sc games. I doubt there is any kind of push in the company to make much more for sc2, let alone another game entirely. Hearthstone and overwatch are going to be the headlines for a while im guessing.
Even though i dont really play fps games anymore, i would probably play an rts based in the overwatch universe...
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i dunno, i think it makes sense. SC is talknig about entire galaxies. WC is a single world except for the legion (and kinda sorta draenor). honestly i don't know how anyone is even left in the WC universe. they can't possibly be reproducing that fast. and every year there some apocalyptic event. healers rezzing and racking up overtime.
i'd be fine with either approach.
honestly i doubt they will do another RTS, especially not one without a gimmick. i don't think the market is there at the moment.
i love the overwatch universe, but i hate the actual game. i'd be up for this.
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The building was a black rectangle with a white skull and cross bones on it.
Then I thought to myself "why would a Protoss building have a human symbol on it? That's silly" in my sleep.
"Yeah, that's silly. All other protoss buildings are like, alien-y architecture."
Then I woke up; very, very confused.
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wra
There is some issue with attacking up ramps into entrenched positions because you really want infested bunkers to be rooted. However, once you get vision you are probably fine, especially if they have a structure you can infest.
Also you can to be very forward with your barracks or you're troops won't make it to the front. That being said once the upgrades are complete there's no need for the tech labs so you can just march them along with your army.
I still want to try a more mech or air based build, although obviously options are limited on those front, as I have only really been using the diamondbacks since they remind me of crypt fiends. I've been trying to micro the civilian spawning more in prep for siege tank oriented builds.
I'm not really excited by most of stukov's level ups. Many up "now you can buy this upgrade!" Which I am not a fan of on other commanders. plus many are "more life" or or similar things that while good aren't cool new abilities or something fun. Great, I have more engineering bays! Whoo! They are good, don't get me wrong but I'm never excited to research infantry weapons level 1, its just something that needs to be doni picture overseers requiring an infested starport to be a potential problem down the road. Maybe it won't actually be, but it feels like a lot more tech than usual just to get mobile detectors on the field.
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mech doesn't appear to be a viable tech path. granted there are only 2 units (diamondback and siege tank) but i would've thought that there was a chance. the siege tanks seem really unwieldy, as in they don't siege/unsiege as i'd expect. i'll queue up movements and they don't always behave, not sure if this is how regular siege tanks act but it is annoying. diamondbacks seem extraneous since usually infested marines make up the bulk on your army so they can already hit air. especially since they can't web (or whatever it is called) the hybrids. so you ultimately end up being only able to hit a small % of the enemy air units with them. a handful of sieve tanks on defensive missions could work, similarly for diamondbacks (not sure how long that slime upgrade lasts so you can bile the enemy path), but you could also just stick to infantry and get a fuckton more infested people and zombie swarm them.
was playing with careerknight and he suggested banshees + diamondbacks but after learning that they can't web the hybrids i am not sure itll work. presumably it won't work on airborne objectives either. both very disappointing. all air may be a viable option since you can just spam liberators and banshees and throw in a few brood queens. however the queen fungal range seems very short, and it is very gas heavy (when compared to the almost gas-less infantry builds it seems absurd but is probably reasonable). additionally even with the infested civilian compound and global infestation you are vulnerable early on since you need to tech quickly to ever have any units. maybe you don't need to tech fast since you can spawn multiple <whatever> at once but it seems fragile overall.
also i still don't know what an infested trooper is. i've seen infested civilians and infested marines but no infested troopers.
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http://www.teamliquid.net/forum/starcraft-2/517787-eg-disbands-sc2-division
although the website still lists huk and incontrol
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wow, EG was big back in the day with IdrA, HuK, and Jaedong (at different times). but times have changed
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I still like watching tournaments and such. I just don't go out of my way to find them, and they never seem to pop up when I'm looking for something to watch...
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But at this point I'm treating any further tournaments in sc2 as a gift and expecting even less from na than before.
Stukov suffers from a lack of diversity in viable high-level compositions and strategies.
His most powerful units are:
Bunkers, (Like this can be his core unit)
Siege Tanks,
Free Infantry,
Queens.
His optimal strategy is a war of attrition: slowly advancing using you free troops to cover high-range bunkers who can cover siege tanks. Breakthrough actions are easy with the Apocalisk supported by a decent core of units. Siege tanks are pretty incredible as they do comparable damage to the real-deal and deliver troops with every shot which always keeps something inbetween them and the enemy. With their upgrade they are "producing" a free unit every 30 seconds which adds to their value. Queens are quite good for just Spawn Broodlings (and perhaps a little detection here and there) but their anti-air attack seems like a bad thing really as they tend to just die to dog-fighting air units who perceive them as a higher threat because they can attack air.
Most of his other units are unwieldy or just strange. Liberators are trash until they get their second upgrade; utterly strange design on them. Diamondbacks might be good with the slime trail against specific high-melee compositions but they are far too expensive for anything else.
I actually think his early game is quite powerful if you build two bunkers immediately after your barracks (this requires some supply discipline as building too many SCVs will fuddle up the build). The bunkers can walk over and clear your expansion which helps him keep up economically. He is quite powerful but I haven't really found a second playstyle like an "all air" that feels remotely worthwhile.
The Infested Troopers are an identical marine unit that spawns from/are inside of the bunker. I honestly don't know why they have separate names. Perhaps in balance testing they wanted the flexibility of nerfing the free troopers that come from the bunkers without hurting the barracks unit?
That's pretty much where I am at. Although I am not sure the Queen's are necessary. Since they cannot really interact with hybrids I have found them underwhelming. I want to incorporate more siege tank play, but often I have found them fiddly. In general it is tough to get control group properly set for stukov. That and rally points are constantly being screwed up by the beacon. Why are my buildings walking into the enemy base? Of yeah, they follow the beacon too.
I did not realize the siege tank upgrade actually threw a viable unit, instead of just increasing the damage. I must have lost it in the mass of units and not noticed.
No disagreement here.
I'll have to give that a try. Typically I can clearing my natural with 1-3 Marines and the first wave of civilians. Not sure how the timing compares. Defensively I usually have an infest up for the first attack wave, which except for the recent cloaking mutator was OK.
The granularity in that case is interesting. I wonder what the testing process is, or if they had a different plan for what those units did.
Personally I really have no interest in broodwar so the shrinking of starcraft 2 is even more unfortunate in my case. I know in general a lot of people didn't like the oversaturation era around heart of the swarm. However I liked being able to come home and there were live matches on. When they changed the schedule I lost attachment to what was happening since I would frequently miss the now less frequent events.
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I never had a complaint about oversaturation myself
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I am gonna bump just because this is insane adn I wasn't aware
but SCARLETT is the first foreigner to straight up qualify for code S since the very first tournaments where they had 64 players and people like IdrA were qualifying.
can't believe she's gonna be playing in code s! nuts.
She's playing right now in Nation Wars, which I just happened to notice. Representing Canada in a ZvZ, they're currently 0-2 vs Sweden.
Maybe she'll be able to turn the tide!
Edit:
Game three, 17 minutes in, and no one has over 60 supply lol
She pulled it off! 3 wins in a row. Now she gets to play their ace...
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