Sunday, February 21, 2010

First commentary on a replay.

Hey check out my replay if you are bored. I am not super polished or deadly at Starcraft II.

This is my first time doing this sort of thing so there are probably some rough edges, the worst being the shortness of each part.

Part 1 http://www.youtube.com/watch?v=19veDZ4IFuQ
Part 2 http://www.youtube.com/watch?v=He0YHryR_08
Part 3 http://www.youtube.com/watch?v=5G-88g-vqKU
Part 4 http://www.youtube.com/watch?v=iwDDaKsvDmc

Tuesday, June 23, 2009



Toastmold
Here's a 16 minute interview between Chris Sigaty and Dustin Browder conducted by a Swede and a Germ in front of a sedate mob of thirty people. There are no earth shattering new information but there are some interesting facts about single player. Something seemed a little unusual with the interview. I can't quite put my finger on it though.

Gavimandius
They totally spoiled single player! With the revelation that you will be surfing a super nova they've completely destroyed the plot of Starcraft 2. I'm not even sure if I can justify the purchase anymore.

Saturday, June 6, 2009

Economicraft II: Wings of Puberty

In an effort to add depth to the economic side of Starcraft II Blizzard is planning on bestowing at least one ability per race that can boost their economy. Lets take a look at the units these abilities are being applied to.


Dark Pylon
- Powers nearby structures, has 3 abilities that require energy
- Costs 50 more minerals than a normal pylon (assuming their cost hasn't changed)
- Weaker shields than a normal Pylon
- Evil twin to the normal Pylon

#1 Proton Charge
: Area of effect ability that temporarily increases the amount of minerals that probes collect. Lasts for 30 seconds.

#2 Null Shield: Temporarily cloaks a friendly unit.

#3 Argus Link: Gives energy to nearby caster.

zkss5
The Dark Pylon seems a little clunky to use. I think it would be a better idea to just allow Pylons to upgrade into Dark Pylons. This way you don't have to worry about keeping space open for their eventual placement.

Proton Charge
is easily my least favorite of the economic spells. You basically want this active all the time so it's this tedious "Oop, it's been 30 seconds, need to reactivate it, blarg" ordeal. A slightly stronger effect with a greater cost would be a more interesting decision and have more conflict with its other abilities.

I don't understand why Null Shield is apparently not getting a lot of use, other than the fact that its name doesn't make any sense. The more I think about cloaking my own units, the more useful it sounds. Cloaked scouts early in the game, cloaked Colossi tromping around the map, cloaked Warp Prism drops, cloaking Archons, etc etc. It really seems like it has a ton of potential. The only real concern I have with this is the duration - if it isn't long enough then that would certainly cut into its use. But Invisibility's duration in Warcraft 3 was pretty great, so hopefully this one's long enough to be useful too. My mouth is kind of starting to water at getting my hands on this...

Argus Link I hardly need to touch on - more energy for Templar = more Psi Storms = more viktories. 'nuff said.

Toastmold
I'm a little concerned that it seems that you can build multiple dark pylons per mineral group and permanently have Proton Charge active. I don't think the slightly increased mineral cost (50) and weaker shields are a big enough trade off when you consider that you will quickly make the money back, and they have two other useful abilities. Blizzard might want to consider limiting the amount of dark pylons you can make to one per nexus, or making them cost a bit of extra gas.

Null Shield looks like it won't have a large amount of uses, assuming it only lasts around 10 seconds (I have no idea). You could use it to save defenders, or hide motherships or maybe squeeze a scout out of an offensive blockade. Another tweak they could do is to increase the duration, but make the cloak fade when you attack.

Argus Link looks like it could be potent. In addition to disgusting amounts of psi-storm you could use it to help you make a larger hallucinated army with your Nullifiers. [Those are called Disruptors now, Toast. -zk]


Orbital Command
- No longer an add-on, it is an upgrade to the Command Centre
- Retains ability to lift off
- Mutually exclusive to the Planetary Fortress
- Picks up HBO

#1 Calldown Mule: Brings down a nomadic MULE that can mine minerals for a short time.

#2 Calldown Extra Supplies: Adds 2 permanent supply.

#3 Scanner Sweep: Works like in Starcraft 1, reveals map and cloaked units.

zkss5
I'm not sure why this thing is competitive with the Planetary Fortress. I don't exactly see how giving up the ability to lift off, be salvaged, use Scanner Sweep, call down MULEs and improve Supply Depots is really worth the attack of the Planetary Fortress, particularly on the race with Siege Tanks and Bunkers.

There's not much to say about Scanner Sweep; it was invaluable in Starcraft and I don't expect that to be changing. Ever.

MULEs are looking rather strong; the only thing keeping them mildly in check is that they compete with Scanner Sweep for energy. They mine more than an SCV and they can mine from a mineral patch at the same time as an SCV. These things make Proton Charge look silly. Oh yeah, but then we take into account they can also be used to block pathing and can be called down anywhere the Terran can see. So you can do things like dropping MULEs on enemy Siege Tanks and chuckle as they blow each other up. *sigh* I can't believe they could actually attack and repair earlier. I know it's alpha but come on. Hasn't blizz learned anything about summoned units by now?

Calldown Supplies seems like an ability they should be worried doesn't compete. Yes, okay two permanent additional supplies on an existing depot that costs you no resource other than energy seems rather nice on paper. But it's competing with Scanner Sweeps and MULEs for energy... and that's a losing fight right there. I wonder, can a depot only be upgraded like this once?

I'm also wondering if I'll seriously consider making extra Orbital Commands in place of some depots just to have MULEs and Sweeps coming out the wazoo, and then use Calldown Supplies somewhat to make up the cost.

Toastmold
Calldown MULE is a more interesting mechanic than Proton Charge. The fact that it brings down a physical unit leads it to a lot of other potential uses. I envision some last second blocking, or using it scout. I'm wondering how many you can produce from one Orbital Command though. In the last Battle Report the Terran player seems to be able to call a very large amount at a time.

Calldown Supplies seems like a boring ability. It is interesting in that it permanently augments a structure, but I don't really see myself using it that much.

Scanner Sweep will probably be the difference between victory and defeat at times in Starcraft II just as it was in it's predecessor. Except now if a Terran gets too greedy with MULEs he will have even less energy for revealing cloak. Also, everytime he uses it he is losing potential minerals, so it is an interesting dynamic there.


Zerg Queen
- Glue that holds the hive together
- Lost its ability to fly
- Important for spreading creep
- Zerg formed from her larva have large ears

#1 Build Creep Tumor: Placed on creep, produces additional creep, is burrowed.

#2 Spawn Larva: Generates four additional larva at a hatchery.

#3 Razor Plague: A controllable swarm of tiny units that damage units.

zkss5

She's neato, I love the direction they're going with her. She'll just be chillin' at hives going' "grar, get away from mah babies!" usin' her nifty abilities, and generally just making me smile.

Razor Swarm and Creep Tumors seem like pretty straight forward useful abilities that don't require further explanation.

Spawn Larva's where all the fun on her's at the moment. Although I'm also concerned it's currently overpowered. Once a Spawning Pool’s up, you can spend 150 minerals and wait 25 seconds for a Queen to pop out with 50 energy that can use Spawn Larva for 25 energy to immediately generate 4 larvae? Compared to the 300 minerals/100 seconds/Drone of a new Hatchery? That seems really, really good early in the game. Like crazy good. And I’m not even one of those number cruncher types who gives a crap about optimizing builds or stuff like that! Balance concerns aside, I love this ability though. And I’m not exactly sure why, ‘cause it’s just “now you have more larvae” but there’s just so many wonderful things you can do with them that makes me grin. :D

Toastmold
Queens are the most important out of these three caster units, but they are also probably the most vulnerable. The queen promotes base management, defense and most importantly unit production.

Build Creep Tumor
is interesting because if you lack a Queen, you won't be able to expand your own base's creep cheaply. (Yes I know you can use Hatcheries or the Overlord's ability) Creep is also doubly important in Starcraft II because zerg ground units move substantially faster on creep.

Spawn Larva seems like it might be the most potent of the three economic abilities. While it doesn't boost your mineral income for 'free' you have the option to build extra drones with it, thus giving yourself permanent miners. Also, it is equally useful for making any other Zerg unit. This would particularly help mortal players like me who when finishing crucial tech structures, like the Spire for instance, find that they often don't have many larvae available right away. Spawn Larva would let you build a substantial extra amount of units at any given time. I suspect that Spawn Larva will need to be researched so it probably won't be usable right after making a spawning pool.

I think all the introduction of these units will add some strategic depth to Starcraft II, but some abilities need tweaking and it might be a while before the mechanics emerge from adolescence and mature to hit the right balance. Periodic raiding will probably also increase, at least versus Protoss and Zerg where their 'economic casters' can be relatively quickly eliminated to meaningfully disrupt their economy. An Orbital Command should be less vulnerable to this sort of attack, but will be more vulnerable to energy drain from cloaked harassment.

Wednesday, May 13, 2009

Change alone is eternal, perpetual, Immortals!



IMMORTAL
- Souped up versions of the old Dragoon
- Counters heavy hitting units
- Vulnerable to fast attacking units
- Has fancy looking shields

Toastmold
It is nice to see Blizzard mixing up the classic Dragoon unit. The main feature of the Immortal is its hardened shields. I don't know the exact numbers, but I believe it takes a maximum amount of damage from all attacks. So a battle cruiser that normally does around 30 damage, but the Immortal's heavy shields will reduce this to 9 damage. So as you can see this will make it very nice versus units with slow attack speeds and massive damage. On the flip side units like Marines and Zerglings will kill Immortals at normal speed. This should lead to some interesting micro choices. I suppose a broad way of thinking about the Immortal could be looking at its similarities to the Mountain Giant from Warcraft 3.

Gavimandius
The introduction of the Immortal should lead to more strategic options in a lot of circumstances. With its ability to counter units like Siege Tanks we won't see the same sort of stale match ups in high level play, particularly between Protoss and Terran. Another great use will be to send in the Immortals first to soak up initial damage so your real bruisers can get in and start throwing hay-makers. I especially look forward to using Immortals to break through pansies and their 'towered' up bases. Contrary to this sentiment from the official Immortal page, "But the loss of every immortal is keenly felt. These ancient warriors are a dying breed pledged to give their all in the end times of their people" I think that Immortals will be best used as cannon fodder. If your Immortals are the last things to die, you are probably having problems.

Cleopatra
In some Shakespearean play I said "Give me my robe, put on my crown; I have Immortal longings in me." As a result of this previous expertise in the subject, and the similarity to a line from the notorious BloodNinja cybering escapades, I have been asked to comment on the Immortal in Starcraft 2. I want to know, can this unit even hit air units? While reading the official page it seems like it might not. This will be a major deterrant to making more than a few of this unit at a time. Do the Protoss even have an specialized ground to air unit? (I'm not going to count Archons) I doubt that Stalkers will be beefy enough to counter air units too effectively. If they can't hit air, then their only job might end up being to fight tanks, and this might turn out to be too narrow to be ultimately useful.

Tuesday, May 12, 2009

Thor She Blows!



THOR
- Has undergone many changes (link is not up to date)
- Anti-air focused
- Has a 'second-life' mechanic, where it is immobile and can be repaired

Toastmold
It is too bad that they abandoned the original super-unit idea, where a single SCV would build it, but I can see where that would be tricky. The Thor now functions as a long range, tough anti-air unit. Its ability to have a 'second life' seems to lend itself more to defense which makes it sort of like a mobile super turret? It is hard for me to envision what the second life mechanic plays like so I guess I will have to wait and see. Maybe they can give it something to make it more interesting. Let's see.. Thor is a Germanic god associated with a hammer and lightning as demonstrated in this painting. Maybe it could have a Yamato Cannon-like, energy expensive, ability that would temporarily stun or disable a unit. Or perhaps it could do a Shockwave (a la Tauren Chieftain) that unleashes a barrage in front of him for a bit of damage. It's long cooldown, need for Thor to slowly rotate to aim (if it still does that) and propensity for friendly fire damage could make this an interesting ability.

Gavimandius
Thor? More like Bhor! No, no, more like Snhor! (Get it!?) This poor schizophrenic unit has been kicked around for a while. The Thor is like Blizzard's new son-in-law. He doesn't really fit in with the family business, but Blizzard needs to find a job for him somewhere so he doesn't let his daughter down, especially after he paid for that expensive wedding. (Uhm.. the wedding is all the effort and excitement that went into developing and promoting the Thor maybe?) He's a good learner Pa, I swear! [Oo A bit of a stretch don't you think? -T] In these tough economic times I'm sad to see Worf and his Goliath given the pink slip. If I was the King of Blizzard I'd give Worf his job back, and fire the Siege Tank instead. Let the Thor be the long range bombarding unit for Terran, as God intended, and take the Siege Tank out behind the barn to be retired, even though they look cool.


zkss5
I hardly know what I'd say that Toast's pink alter-ego didn't already. Except I wouldn't replace the Siege Tanks with the Thor, and I never thought the Thor even looked cool.
I'd tell the poor little son-in-law to look for work some place else.

Sometimes I really don't understand blizz, man. Their reasoning for turning the Goliath into the Viking was pretty spot on, and then they go and put a bigger, slower Goliath in. All this thing's going to do is waddle around slowly and shoot air units that get too close to it; it's just something to protect Siege Tanks from air units, and it's not even something interesting at that role. Given all of Cavez's blathering about being interesting I find it ridiculous that the Thor continues to exist; no plan for this unit has ever been anything other than lame.

Saturday, May 9, 2009

Oh, I Thought You Died...

In video games, movies and television shows characters have a habit of not staying dead. The question today is, who is going to pull an 'Illidan.' By this I am referring to the events at the end of Warcraft 3: The Frozen Throne where he is apparently killed by Arthas, who I assume knows a thing or two about death, but I guess Illidan was holding his breath really well because he reappears in WoW. There are quite a few contenders that could potentially make a comeback in Starcraft II.


Tassadar
It has been recorded that this Protoss criminal died at the end of Starcraft trying to cowardly flee from Zerg. In my estimation his chance to come back would have been in Brood War, and since that didn't happen his window of returning is probably gone.


Alexei Stukov
This guy was one of the first characters to eat a bullet from Samir Duran. In the Nintendo 64 version of Starcraft there was apparently a level where you rescue and cure an infested Alexei Stukov. Whether or not this is considered canon I guess we will see but it's hard to go wrong with a Russian accent. This is a good example of how Blizzard could bring someone back from certain death though.


Aldaris
This noble High Templar was wrongly murdered by the vile Zeratul. During this mission Aldaris has convinced the lawful archons to his cause. I can see it being possible that his spirit managed to somehow progress into an archon form. With a heavy does of luck we may see this noble defender of Aiur again.


Edmund Duke
This guy had a great voice and character. I hope he somehow returns, despite being annihilated by Kerrigan's treachery. Perhaps he can come back as some kind of cyborg monstrousity that quips that it doesn't 'have all day.' Or perhaps his stacked battlecruiser simply had escape pods.


Fenix
This Protoss warrior has already come back from the dead once as a Dragoon. You could say that he is the Ultros or Mikhail of Starcraft. They probably threw his rotting corpse into a fridge so that they can just drop it into a Colossus.


Nova
While technically Nova didn't die, her game sure did. *Shakes fist* One of the initial Starcraft: Ghost videos got me so psyched that I bought a Gamecube to prepare the way for its arrival. Blizzard has spent so much money on sculpting perfect buttockses into life sized statues, surely they will want to integrate this character into the Starcraft 2 campaign to earn back their money.


Daggoth
Whatever happened to this guy anyways? I guess he probably became the second Overmind that eventually got enslaved by the UED, and later destroyed. Surely not all the cerebrates are dead though, the zerg campaign would be a little boring if there was no opposition to Kerrigan within all of Zergdom.