Starcraft 2 Confirmed

Aod said:
dragoons are gone :(
they've been replaced by immortals instead :D

hope arbiters are still there :eek: dragoons + arbiters was a nightmare for most enemies barring guardians and devourers, guardians were awesome, anyone ever attack with zerg defences, man i miss doing that, creep invasion into enemies base :D siege tanks look a little odd in the new one and zealots seem a little weak compared to old one, the pain of large zealot rushes :o anyone think lurkers will still be on new one, cause i love lurkers
 
I remember reading about the original StarCraft in a PC magazine. It was still in Alpha back then, using an early version of the new engine.... jeez, the drop-ships were huge! Back then, I was genuinely excited about games. Perhaps it was my younger age or the fact that it wasn't all about graphics, physics and photo-realistic textures. Anyway, I waited what seemed like years for StarCraft to arrive.

I have waited much much longer for this sequal and, finally, I find myself unable to contain my excitement. Every screenshot, every video, every morsel of information... assimilated again and again until my eyes bleed.

And I simply know that Blizzard won't screw this up. They, like 3DRealms, won't release something until it's stable, polished and perfected. Sure, patches are likely... but the initial release will no doubt be simply amazing to behold.

Long Live StarCraft! I can't wait to squish some Zerg! And hell-yeah, it IS about time!!! :D
 
Watched the video last night... wow it looks amazing. Timeless playability and traditional functionality, married with a new engine and cool new features. The collosus looks awesome. :D
 
Gashman said:
hope arbiters are still there :eek: dragoons + arbiters was a nightmare for most enemies barring guardians and devourers, guardians were awesome, anyone ever attack with zerg defences, man i miss doing that, creep invasion into enemies base :D siege tanks look a little odd in the new one and zealots seem a little weak compared to old one, the pain of large zealot rushes :o anyone think lurkers will still be on new one, cause i love lurkers

24 guardians could kill any defence or mass of ground units without question...
 
cleanbluesky said:
24 guardians could kill any defence or mass of ground units without question...
3 high templar and 12 dragoons say otherwise for an aweful lot less resources. Or replace the goons with Archons.
 
Kreeeee said:
3 high templar and 12 dragoons say otherwise for an aweful lot less resources. Or replace the goons with Archons.

high templar get owned by guardians, plus there psi-storm doesn't kill guardians, just badly damages them, and dragoons don't last long either, but nobody in their right mind uses JUST guardians, best thing to do against dragoons is defiler and that cloud, can't remember the name and rush with adrenal glanded and upgraded zergling, infact when upgraded with adrenal glands zergling actually become capable of hurting stuff, or you could always spawn broodling the high templar just before sending guardians and let guardians wipe out dragoons, best way to counter guardians i found was with terrans, cloaked wraiths or massed valkyries, only problem with massed valkyries is the whole max effects allowed on screen at once thing :(
 
Gashman said:
high templar get owned by guardians, plus there psi-storm doesn't kill guardians, just badly damages them, and dragoons don't last long either, but nobody in their right mind uses JUST guardians, best thing to do against dragoons is defiler and that cloud, can't remember the name and rush with adrenal glanded and upgraded zergling, infact when upgraded with adrenal glands zergling actually become capable of hurting stuff, or you could always spawn broodling the high templar just before sending guardians and let guardians wipe out dragoons, best way to counter guardians i found was with terrans, cloaked wraiths or massed valkyries, only problem with massed valkyries is the whole max effects allowed on screen at once thing :(
HTs absolutely cane guardians. Do you play online (no, not money maps) or just missions?

Against goon's you use the mutaling combo.

As terran, as long as there aren't cliffs simple stimmed M&M combo walks all over guardians. If so then a science vessel with irradiate followed by a very small wraith/valkryie combo will be a very cost effective counter. You should always have a few science vessels when 1v1ing a Zerg opponent as terran.

Zerg are my race online, and after more than 800 games I think I know their weaknesses fairly well.
 
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Kreeeee said:
HTs absolutely cane guardians. Do you play online (no, not money maps) or just missions?

Against goon's you use the mutaling combo.

As terran, as long as there aren't cliffs simple stimmed M&M combo walks all over guardians. If so then a science vessel with irradiate followed by a very small wraith/valkryie combo will be a very cost effective counter. You should always have a few science vessels when 1v1ing a Zerg opponent as terran.

Zerg are my race online, and after more than 800 games I think I know their weaknesses fairly well.

i 'played' online for many many years, more or less since release of SC and brood war, played LAN with friends, had most games against friends however and there tactics became predictable and easy to counter, plus they weren't very creative at times, i play terran most of the time with most common enemy being zerg on 8 v 8 maps as well as custom made maps, my style of play depends on only a few factors, how many resources can i get (have the mineral fields been modded with more resources common in some third party maps), are there resources close by, choke points and such (i found vital when playing a rushing fanatic who plays zerg), haven't played SC in a while now, haven't got it installed either, but the second SC2 is released i'll be straight on it :)

the person i play with most (scott) plays protoss 99% of the time and likes using dragoon, scout, arbiter combinations and i came up with decent counter to this: ghosts lockdown arbiter(s), science vessels to chuck a couple of EMPs into the fray to get rid of there shields, goliaths own the scouts and marines/medics own the dragoons, worked a lot of the time, sometimes i got my ass psionic stormed and all my marines/medics died, but hey, you win some, you loose some :)

Edit: another common anti-guardian/mutalisk combo i seen was maelstrom (dark archon) and psionic storm, seemed to be lethal
 
Was just about to post this. :D Looks very interesting.

Also:

On June 13 2007 20:17 hixhix wrote:
Originally posted in Blizzforums by Nazzul, the guy who uploaded the video on Youtube. The info in the post is from the magazine:
http://www.blizzforums.com/showthread.php?t=9143&page=12

-------------------------------------------------
Hey guys I was asked to show everyone the info straight from the magazine so here are all the units mentioned in it.

Zealot: Zealots are the standard infantry unit of the Protoss from starcraft. Still equipped with a pair of glowing psionic blades for melee combat, the zealot will now charge the enemy to close distance with ranged units quicker than before.

Stalker: Stalkers are a new type of dark dragoon. Theyre fast moving and lightly armored with a powerful anti-air and anti-infantry weapon, but their secret weapon is there blink ability that will allow them to teleport anywhere in visual range in an instant.

Immortal: A new type of heavy dragoon, the Immortals will be equipped with a shield that activates only when hit by heavy weapons like Siege Tanks, making them excellent for assaulting heavily defended positions but weak against raiding parties with light weapons.

Observer: The invisible flying eyes of the Protoss are back. We can confirm they'll be in the game, but further details are shrouded in secrecy.

Colossus: True to its name, the Colossus is an enormous four-legged walker that rakes the ground with a heavy beam weapon. They will be extremely effective against small swarming units like Zerglings or Marines -their beams target one unit at a time, and instantly sweep to a new target when the first is destroyed. Using their long legs, they can step up and down ledges with ease.

Phoenix: When its standard fighter weapon won't do the job, the Phoenix will be able to activate its overload ability to damage all enemy air units nearby, which also disables the Phoenix itself for a few moments. If the overload doesnt demolish the enemy you'll be a sitting duck.

Phase Prism: .The new Phase Prism will act as both a troop transport and a mobile power pylon allowing you to restore functionality to a base when your pylons are destroyed by raiders or when you build away from your base. Combined with the warp-in tech,you'll be able to use them to create and army anywhere on the map.

Warp Ray: These flying weapons inflict additional damage the longer they fire on a single target as they bring as they bring more beams online, which will make them extremely powerful against large targets like Battle Cruisers and structures. Their focused fire makes them vulnerable against small anti-air units like Marines.

High Templar: The High Templar is back and he'll bring his powerful psionic storm area attack with him. But hes gotten a handy new power, he'll be able to create a force field to trap enemy units temporarily or create barriers. Blizzard testing has revealed some extremely effective bottlenecks tactics using him. The ability to say you cant go there anymore will be very powerful.

Dark Templar: Just like in the first game the Dark Templar is a stealth unit that wreaks havoc to any force foolish enough to leave home without a detector. Any new special abilities have yet to be revealed.

Twilight Archon: Blizzard hasn't exactly worked out what its doing with the Twilight Archon in terms of his powers. But the team promises that he will be just as powerful as he was in starcraft 1.

Tempest: The Tempest is a dark carrier with a disc fighter and a strong shield that activates when attacked from the ground. It will have no defense whatsoever against air units.

Soul Hunter: Soul Hunters are anti infantry units that float around on hover boards and suck the souls out of enemies. The more souls they consume the more powerful they get, going from firing one beam at a time to three. Theyll be effective against organic units but practically useless against robotic units like the Protoss own reaver.

Reaver: The armored slug like Reaver artillery is as nasty as ever. While we didnt see any upgrades abilities, we witnessed a new version of the old Reaver drop attack (putting one right in the middle of an enemy resource collectors and watching the fireworks) when combined with the Pase Prism.

Phase Cannon: This stationary base defense is no longer stationary. The Phase Cannon can now convert into energy form and relocate and redeploy as long as you stay in a pylon power range. But if the pylon is destroyed while the cannon is in energy form it'll go poof.

Star Relic: When it comes to casting spells the Star Relic makes the High Templar look like an armature. It'll be able to create a cloak field that will conceal even buildings, and fire a fusion beam that slowly damages a target until it dies -and when it dies itll explode and cause damage to everything around it. Remember the larger the target the bigger the boom.

Mothership: At the top of the tech tree you'll find the Mothership. It comes equipped with a time bomb field that stops incoming projectiles, matrix style, in mid air. When the field shuts off, all missiles will fall harmlessly to the ground. Like any good mothership, it'll be able to fire devastating Planet Cracker beam straight down to annihilate ground units below. Finally it will be able to generate a mini nlack hole to suck enemy air units into oblivion. Theres nothing quite like watching a fleet of enemies battlecruisers circle the drain!

From TL.net
 
Twilight Archon in SC1? :confused:

There was the normal, light Archon, and the Dark Archon wasn't there? Twilight kind of implies somewhere inbetween, although the video just made it look like a normal Archon.
 
Gashman said:
i 'played' online for many many years, more or less since release of SC and brood war, played LAN with friends, had most games against friends however and there tactics became predictable and easy to counter, plus they weren't very creative at times, i play terran most of the time with most common enemy being zerg on 8 v 8 maps as well as custom made maps, my style of play depends on only a few factors, how many resources can i get (have the mineral fields been modded with more resources common in some third party maps), are there resources close by, choke points and such (i found vital when playing a rushing fanatic who plays zerg), haven't played SC in a while now, haven't got it installed either, but the second SC2 is released i'll be straight on it :)

the person i play with most (scott) plays protoss 99% of the time and likes using dragoon, scout, arbiter combinations and i came up with decent counter to this: ghosts lockdown arbiter(s), science vessels to chuck a couple of EMPs into the fray to get rid of there shields, goliaths own the scouts and marines/medics own the dragoons, worked a lot of the time, sometimes i got my ass psionic stormed and all my marines/medics died, but hey, you win some, you loose some :)

Edit: another common anti-guardian/mutalisk combo i seen was maelstrom (dark archon) and psionic storm, seemed to be lethal

No offense but that sounds like you never really tried competitive 1v1 and just used higher tech units for the sake of it.
 
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