Register or login to get the full experience.
Search
spotlightspotlight
1 2 3 
spotlight
screenshotssearch
Custom Search
Question about Terran Supply Depos
 by Ggg-templar
Permalink Here | Jump to thread
26 May 2009, 06:21
Ok, we all know terran supply depos have the ability to deploy underground(allowing units to walk over them), or deploy above ground as a wall.

My question is when deployed underground, are they able to still be attacked//be able to be targeted by enemy units?
(if so, will it be a burrow-like mechanic where you need a detector? xD)



I wonder what supply depo micro looks like o.O
Re: Question about Terran Supply Depos
 by Karune
Permalink Here | Jump to post
26 May 2009, 20:31
Quote:

Last I heard, absolutely nothing changes other than the pathing. Armor, HP, detection status, and units attackable are all the same.


This is correct. But the implications of having supply depots block off areas is pretty awesome when you think of it in tactical terms, being able to separate an enemy army who foolishly rushes in when you are ready for them, can easily determine the outcome of a battle.
Re: Question about Terran Supply Depos
 by Karune
Permalink Here | Jump to post
26 May 2009, 22:48
Quote:

I know this was asked before big K, but are you able to raise the depots if enemy units (or friendly?) are on top of them?


You will be able to raise the depot when units are on top. The unit atop will be pushed to one side or the other of the depot, depending on which side they are closer to.
Re: Question about Terran Supply Depos
 by Karune
Permalink Here | Jump to post
26 May 2009, 22:50
Quote:



I agree that the turtle terran will probably be more annoying than ever, but a mid-tier upgrade won't really stop this because a depot+barracks block should suffice until mid-range tech.

Edit: Although I guess we can't say for sure because most of us have no idea how pathing between buildings will work.

Karune, any comments on how effective buildings blocks are currently? :)


Terrans are currently very effective at building blocking in early game, but they can still be broken into if the Terrans are straight teching. I have played games with Protoss where I used a nullifier to force field the other side of the supply depot to keep SCVs from repairing them, and then blew up the supply depot as well. With Zerg, using Banelings, you can often hit multiple supply depots at once with each Baneling, destroying a choke relatively fast.
Re: Question about Terran Supply Depos
 by Karune
Permalink Here | Jump to post
26 May 2009, 22:59
Quote:

when the unit is pushed off the supply depo, is it instantly pushed off or will it squirm out like in starcraft 1?


Not exactly sure what you mean by "squirm," but it gets pushed to the side instantly.
Re: Question about Terran Supply Depos
 by Karune
Permalink Here | Jump to post
26 May 2009, 23:45
Quote:



Waiiiit....

I thought the HP for supply depot was reduced from 500 to 350?

(think i saw it in BR2 or 1)


Nope.
Re: Question about Terran Supply Depos
 by Karune
Permalink Here | Jump to post
27 May 2009, 02:07
Quote:

Assume a choke:

====== [DEPOT] Marine
====== [Buried Depot] Marine
====== [DEPOT] Marine
====== [DEPOT] Marine

If you attack move from the left side, and click to the right of the marines, will your units attack the buried supply depot on the way, or will they path through and attempt to attack marines on the other side?

If all of the depots are up, and there is no way through, will your units engage the supply depots on their own, or will they 'bug out' like in sc1?


If you attack move with the Banelings, they will go straight for the Marines always. In order to hit the building, you will have to manually target them with the Banelings. This is to help players control Banelings from exploding into targets they don't intend to attack. Additionally, the Baneling has a new ability that allows it to detonate with a hotkey, making it possible for Banelings burrowed to detonate underground and explode units above it. This detonation will in no way affect the amount of damage it already does on explosion. Yes, you really do have Baneling MINES now :)



1 year 2 months ago

#1 Undifty Aland Islands(ax)

  | 10931 minerals
Baneling mine.. goddamn I really like this >=)
1 year 2 months ago

#2 TusHin[TL] Canada(ca)

  | 2306 minerals
its so nice hahahaha
1 year 2 months ago

#3 kraken1001 Bolivia(bo)

  | 2877 minerals
baneling mines well placed in expansions could destroy the nexus or hatcherys while these being builds..... muahahaha
1 year 2 months ago

#4 Khalleb Canada(ca)

  | 4380 minerals
i dont know, if is a good idea, people don't like ally mine in scbw but in sc2 people doesn't care ?!?

im not sure that look so much to ally mine move
1 year 2 months ago

#5 Undifty Aland Islands(ax)

  | 10931 minerals
Difference is: Ally mine is not expected the same way as Baneling Mines are..

Ally mine is more like abusing a multiplayer option to gain an unfair advantage more like an ingame feature.
Register or log in to comment.
 
Terran Zerg Protoss
Heroes
Units
Buildings
Scrapped
StarCraft 1 Units