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Más cambios en las habilidades

NotaPublicado: Vie Oct 17, 2008 4:47 pm
por espectro
Visitors to BlizzCon 2008 got a chance to play the latest StarCraft 2 build, and, as expected, this one is not without an abundance of changes, just like the one from last year’s event. As we get closer to the beta and the eventual release, these changes become more and more important, as they are more likely to stick through to the end. Without further ado:



* Banelings no longer require any gas to be produced, after the initial 150 gas investment in a Baneling Nest. Previously, Zerg players had to decide whether to invest in Banelings, which have an early-game crippling potential, or to use the gas to tech up. With this change, using Banelings does not inhibit the Zerg’s player tech advancement.

* The Queen is no longer a unique unit. As such, it is no longer upgradeable by itself, instead relying on global upgrades, and is treated like a normal spell caster. Its abilities now include:

Mutant Larva: Create three large Larvas that are not attached to the hatchery. Bring them into battle with you to create adaptive reinforcements.
Razor Swarm: Creates a cloud of Zerg insects, controllable by the player, which damage units caught in it over time.
Create Creep Tumor: Extends the range of Creep, similar to a Creep Colony.
Dustin Browder, lead game designer, commented that players saw the Queen as too much of a defensive unit and neglected investing time and resources into developing it, instead choosing to focus on the offensive in most games.



* The Mothership currently has the following three abilities:

Cloaking field: As the StarCraft 1 Arbiter ability, this bestows the cloaking effect to all friendly units in a small radius surrounding the Mothership.
Vortex: A nerfed Black-Hole, this ability only disables the units it pulls into its event horizon for the period of the spell.
Timebomb: This ability disables all units, enemy and friendly, who enter it for the duration of the spell.
* The Nighthawk’s (formerly Nomad) abilities are:

Deploy Auto-Turret: Deploys a permanent Turret on the field.
Deploy Spider Mine: Deploys a “burrowed” mine on the field, ready to pop out and explode on any passerby.
Deploy Targeting Drones: Deploys cloaked drones which fly around the targeted unit, lighting it up with a targeting laser. This adds 50% to any damage that unit receives, and provides sight around its location.


* The Vespene Geyser mechanic has changed again. As we suggested, and no doubt partly thanks to feedback from our readers, the “Replenish Gas” process is now Auto-Cast. When the gas in the Vespene Geyser is depleted, it automatically goes through the replenishing process, which takes 60 seconds - during which the workers are unemployed, and can be utilized for something else at the cost of the player’s attention. Unfortunately, this process cannot be turned off.

Dustin Browder has commented that the current gas mechanic isn’t liked by many of the developers and will likely be changed. Perhaps our full suggestion will be implemented - allowing the automatic repleneshing to be turned on and off and the player’s volition - or just scrapped altogether, in place of a system that does not require much action from the player.



In the screenshot above, “Available” refers to the amount of gas left in the Vespene Geyser before it has to go through the replenishing process, while “Remaining” is the total remaining amount of gas in the Geyser.

* The High Templar has gained a new ability: Phase Shift. Affecting single units, this takes them out of the battle by shifting them to another dimension for a short period. Effective for both enemy and friendly units. This ability joins the Templar’s two other abilities, the Infamous Psi-Storm and Archon Warp.

* The Ghost’s Snipe has been replaced with an ability called Psi-Round. This still deals a lot of damage to single units, but also deals an additional 50 points of damage to “Psionic” type units.

* The current unit types are: Light, Massive, Armored, Biological, Psionic and Mechanical. Structures also have the Structure property.

* The Colossus has a new upgrade, Extended Thermal Lances, which increases its attack range from 6 to 9. This is a major upgrade for the Colossus, allowing it to dish out damage from protected locations enemy units can not get to, like heightened terrain spots and fortified positions. Its attack animation has changed yet again: the beam focuses on a single position while intensifying, then sweeps across the field quickly, scorching everything in its path.



* Upgrading Protoss Gateways to Warp Gates now costs 50 minerals and 50 gas. This allows warping units built from it to any powered-up location on the map and reduces some of the build time, but removes the option to queue units.

* The Lurker’s spines and the path of destruction they form are now much wider. As well, it also receives a bonus against armored targets.

* The Battlecrusier can now utilize these three, battle-oriented abilities:

Yamato Cannon: As in StarCraft 1, the Battlecruiser charges up a large amount of energy, which is then released as a hot ball of death, capable of destroying most units on the ground or in the air in a single hit.
Missile Barrage: This new ability allows the Battlecrusier to saturate a piece of the sky with missiles, inflicting area of effect damage. Especially deadly against lightly armored fliers.
Defensive Matrix: The Battlecrusier can now cast this old Science Vessel ability, but only on itself. This is a temporary shield that adds a layer of protection to the already heavily armored Battlecruiser, allowing it to take even more damage.
Each produced Battlecruiser can only choose one of these abilities to utilize throughout its life - it cannot pick another or change its choice.



* The Infestor does no longer actually infest. It has also lost its famous Dark Swarm ability, and can no longer cast Disease. It now has the following abilities:

Fungal Infestation: Infests a single, non-massive unit, slowly reducing its hit points until it dies - creating an explosions that damages nearby units.
Neural Parasite: Takes control over a unit for 10 seconds.
Spawn Infested Marines: This somewhat senseless ability allows the Infestor to hatch five eggs, out of which Infested Marines pop out, regardless of the Zerg’s current enemy on the field.
The Infestor now possesses the ability to use his special abilities while burrowed. Coupled with his natural ability to move while burrowed, this makes the Infestor a very interesting unit for the Zerg.

* The Nydus Worm is no longer a unit. The player must now build the Nydus Network building and then “plant” a Nydus Worm with an Overseer.



* The Overseer has received the Queen’s Heal ability. The Overseer is now a fast, flying detector unit with a large sight radius, capable of “summoning” Nydus Worms and healing Zerg units and buildings.

* The Phoenix now possess the old Nullifer ability, Anti-Grav. It can now lift up units off of the ground, throw them into the air and attack them with its anti-air attack.

* The Nullifer, which lost its Anti-Grav ability to the Phoenix, now has these three abilities:

Force Field: Creates an impenetrable barrier on the field which lasts for 15 seconds.
Hallucination: Like the StarCraft 1 High Templar spell, this creates a fake version of the targeted unit, serving as a decoy.
Molecular Displacer
* Siege Mode for Siege Tanks is now researched at the Armory, pushing this ability further up the tech tree.

* The Hellion (formerly Jackal) has received a boost in stats and efficiency. When microed well, it can now outrun most enemies while still being able to stop and fire off a quick burst of flame.



* The Hydralisk has been reduced in tier, hit points, damage, and overall efficiency. It is now mainly used as the Zerg’s anti-air unit.

* Marines now have 80 hit points with the Shield upgrade. The Stim upgrade has been moved up the tech ladder to the Shadow Ops building, and further help arrives a bit later, from the Starport, in the form of the healing Medivac Dropship. These upgrades keep the Marines very useful for the Terran race throughout the entire match.

StarCraft 2’s latest playable multiplayer build coupled with the surge of details about the campaign, along with the StarCraft 2 beta key, are all clear indications that StarCraft 2 is entering a mature presentable stage, soon to culminate with the much anticipated beta.

http://www.sc2blog.com/2008/10/17/blizz ... arcraft-2/

Re: Más cambios en las habilidades

NotaPublicado: Vie Oct 17, 2008 6:24 pm
por GeoN
Weeeee!! La mayoria de los cambios son cualquier cosa!!
Espero que para la proxima muestren una construccion con mas sentido, reinas multiples con habilidades re malas, marines con 80 de hp con el escudo, mejoras basicas en tiers altos, le siguen sumando habilidades ''exoticas'' a los protoss, el overseer pone el huevo del gusano nydus y encima el infestor pueda poner huevos de marines infestados!!

Realmente se fueron al carajo esta ves :S

Re: Más cambios en las habilidades

NotaPublicado: Vie Oct 17, 2008 7:37 pm
por AngelLestat2
Sip sip. Espero que salgan diciendo "ahh solo fue una broma para el dia del inocente" pero creo que no estamos en ese dia :)

Quien se puede armar una lista con todas las unidades de cada raza y todas sus habilidades, porque veo una gran diferencia en unidades y en cantidad de habilidades.

Re: Más cambios en las habilidades

NotaPublicado: Vie Oct 17, 2008 7:43 pm
por Baron_Samedi
Pues es un resumen completo de lo que ya se comentaba en SC2Armory, le pegaría mejor en el título añadirle ese rango.
Y me ha gustado el balance que se le ha hecho a algunas Unidades Terran y Zerg, excluyendo la Queen y Infestor.

Re: Más cambios en las habilidades

NotaPublicado: Vie Oct 17, 2008 7:47 pm
por Golondrin
Algunos cambios estan bien acertados, como darle la antigraved al phoenix. Ya que este solo tiene ataque aire-aire, asi tiene la posibilidad de atacar. En otras fuentes dice que despues de usar la habilidad queda inutilizada un cierto tiempo como su antigua habilidad. En cuanto a las mejoras de las unidades terran, en algun fansite lei que habian cambiado drasticamente. Osea en lo que seria lel arsenal ahora se investigan las habilidades que antes eran de la anexion y en el tech lab las armas y armadura de las unidades que salen deledificio al que esta acoplada. El phase shift del templar tambien suena bastante bien. Nadie aclara la habilidad del nullifier "molecular displacer"... :xd:

Re: Más cambios en las habilidades

NotaPublicado: Vie Oct 17, 2008 11:57 pm
por GeoN
A mi no me pinta el hecho de q la infanteria terran tenga tanta vida... ya hace tiempo habian hablado los de blizz sobre la mejora del escudo, kerian ver si el marine no kedaba demasiado fuerte con 55 de HP, resulta que ahora se va a 80hp, el ghost tiene 100 y el marauder 125... son casi tan duros como los vehiculos, con la diferencia de que pueden ser rapidamente sanados por la medivac... en los pocos videos que vi de terran, parece q la infanteria aguanta bien sin necesidad de tankes o otro apoyo (una guasada)...
Encima, esta raza ya sta arta de atakes anti-tierra, por lo que el tanke (super potenciado) ni sikiera se usa... para que crear un vehiculo blindado que tiene que transformarse para atacar y desarmarse para moverse cuando ya tengo Marauders, hellions, vikingos, banshees, minas araña y otras cuantas unidades que pegan duro a tierra


La reina esta hecha una cagada!! ya no es mas una reina, para eso que la eliminen y pongan otro caster q a los zerg no les viene nada mal... Se fundamentan en que esa unidad, como base de la defensa era practicamente ignorada por los jugadores hasta tiers altos... ciertamente la raza mas rushera del juego no va a chaparse ni bien arranca para usar a la reina...

El infestor ahora se mueve y castea enterrado, pero viendolo desenterrado parece tan grande como un tanque... sus habilidades, salvo por fungal infestation me parecen cualkier cosa

Por el lado d los protoss, MUCHAS HABILIDADES!! 2 casters dedicados y un habilidad propia para cada unidad... siguen engrosando las unidades, mientras, a su ves, despotencial al coloso, que ahora paso de ser una mortifera maquina que fue ''prohivida'' por su gran potencial destructivo, a tener que atacar desde arriba de los desfiladeros pq no aguanta una mierda

Re: Más cambios en las habilidades

NotaPublicado: Sab Oct 18, 2008 2:26 am
por j4vi3i2
creo que estan llegando al tope!!! recuerdo cuando unos pocos zealots hacian pomada a el doble de marines ahora con sus 80 hp y los zealots con muchisima menos vida cuando van a hacerles algo, se supone que los protos eran los resistentes, pocos pero hacian mucho daño y la nueva habilidad de los high templars no es la misma que la nave nodriza?? solo que se aplica a una sola unidad la reina me gustaba como era antes unica y con buenas habilidades y habia que estarla cuidando porque de morir tenias que evolucionarla de nuevo se me hacia buena unidad ahora no se ni que pensar, vaya cambios tan drasticos que hace blizzard espero los corrijan o al menos les lluevan quejas y quejas de los fans para que recapaciten

Re: Más cambios en las habilidades

NotaPublicado: Sab Oct 18, 2008 3:32 am
por Tu_peor_pesadilla
Sentemos el punto, los camaradas de blizzard sabien bien lo que hacen, ádemas ellos decidirán como queda el juego al final. Si no nos gusta como queda el juego al final pues ni modo, a jugarlo aunque no nos guste camaradas.

Re: Más cambios en las habilidades

NotaPublicado: Sab Oct 18, 2008 4:37 am
por xXLunaXx
Tu_peor_pesadilla escribió:Sentemos el punto, los camaradas de blizzard sabien bien lo que hacen, ádemas ellos decidirán como queda el juego al final. Si no nos gusta como queda el juego al final pues ni modo, a jugarlo aunque no nos guste camaradas.

tampoco es tan asi... blizzard no es dios como algunos creen ... se puede equibocar ;p y no tenemos porque jugarlo si no nos gusta ... jugamos dow 2 o alguna otra cosa que se nos cruze por el camino y ya ;p o mejor empesamos a tener vida social ;p

Re: Más cambios en las habilidades

NotaPublicado: Sab Oct 18, 2008 5:46 am
por AngelLestat2
Jaja, Geon se supone que yo soy el que le da el toque negativo y los comentarios ironicos al foro.

Recordas? vos eras el que no hace perder la fe y el que da optimismo.. XD
Devolveme mi trabajo!!! :(

Sentemos el punto, los camaradas de blizzard sabien bien lo que hacen, ádemas ellos decidirán como queda el juego al final. Si no nos gusta como queda el juego al final pues ni modo, a jugarlo aunque no nos guste camaradas.


Uff. Si metanselo en la cabeza, ellos no vienen del espacio exterior con una inteligencia 1000 veces mas avanzada.
Son humanos, y lamentablemente disponen de una muy limitada cantidad de gente para trabajar.
Igual asi se merecen el mejor de los respetos por las ideas buenas que sacaron hasta ahora y que siguen eforzandose. Pero no confundan respetar con idolatrar.

Ademas si sacan estas ideas y las muestran es porque desean saber la opinion de quienes lo van a jugar/comprar.
Quizas no nos tengamos que limitar a decir: esto no... esto tampoco..
Vamos a tener que ver que tratan de lograr ellos con eso, y si decimos que no, buscar alguna idea que lo remplace o solucione. Seguramente les va a servir mas que una simple critica u opinion.