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Starfeeder |
4 years 2 months
by Mr.Pibbs
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Daniel Lee on Starfeeder |
4 years 2 months
by Super Daniel Man
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Starfeeder |
4 years 2 months
by PuertoRican
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Sc2Blog |
4 years 2 months
by Anderson Mccutcheon
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Starfeeder |
4 years 2 months
by Lipton
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Starcraft Zone |
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Starfeeder |
4 years 2 months
by Lipton
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Starcraft 2 Forum |
4 years 2 months
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Daniel Lee on Starfeeder |
4 years 2 months
by Super Daniel Man
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Starfeeder |
4 years 2 months
by Lipton
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Starcraft 2 Forum |
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Starcraft II Armory |
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Starfeeder |
4 years 2 months
by Lipton
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The Peanut Gallery |
4 years 2 months
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Starfeeder |
4 years 2 months
by Lipton
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Starfeeder |
4 years 2 months
by Lipton
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Starfeeder |
4 years 2 months
by Lipton
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Starcraft 2 Forum |
4 years 2 months
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Daniel Lee on Starfeeder |
4 years 2 months
by Super Daniel Man
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Starcraft II Armory |
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The Peanut Gallery |
4 years 2 months
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Starcraft II Armory |
4 years 2 months
by ...
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Starfeeder |
4 years 2 months
by Mr.Pibbs
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Starfeeder |
4 years 2 months
by PuertoRican
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Daniel Lee on Starfeeder |
4 years 2 months
by Super Daniel Man
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Starfeeder |
4 years 2 months
by Lipton
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The Peanut Gallery |
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Starfeeder |
4 years 2 months
by Lipton
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Starfeeder |
4 years 2 months
by Lipton
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Sc2Blog |
4 years 2 months
by Zetaras Xal'Kurat
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Starfeeder |
4 years 2 months
by Mr.Pibbs
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Starfeeder |
4 years 2 months
by PuertoRican
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StarCraft Legacy |
4 years 2 months
by Gradius
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Starfeeder |
4 years 2 months
by Lipton
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Starfeeder |
4 years 2 months
by PuertoRican
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Starfeeder |
4 years 2 months
by Lipton
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Starcraft II Armory |
4 years 2 months
by ...
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Sc2Blog |
4 years 2 months
by Anderson Mccutcheon
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Starfeeder |
4 years 2 months
by Mr.Pibbs
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Blizzard a week or so ago posted a poll asking about the current fan feelings about the game play mechanics in StarCraft II. Overwhelmingly the response is very positive, with only about 14% unhappy (probably "leet" players that haven't even played the game) and a tiny % just unsure and waiting for a chance to beta the game.
The Gameplay mechanics that where discussed by Blizzard: The StarCraft 2 team has made a number of changes in each of the races and the new game mechanics are expected to provide players with more strategic options and chances. Here are the new game mechanics for gathering resources and building up army. And you can check more changes in each races at the latest StarCraft II Q&A - Batch 49 as well.
So, what do you think of this new game mechanics change?
Protoss Dark Pylon: Proton Charge: an area-of-effect ability that gives all targeted Probes additional charge for their Proton-Cutters. Probes that have an additional charge gather additional minerals per trip when collecting resources. The Proton Charge lasts only a short time before dissipating.
Personally I think the Dark Pylon's 'Probe Charge' effect is just another means of adding extra micro back at your home base. It just costs energy to use, so like the dual gas mechanic it's another thing that you need to remember the timing off and go back and execute every now and then. I'm not really liking "forced micro" for the sake of extra micro/base management myself, however I do like the single cloaked unit ability otherwise called Null Shield. Would make for nice Prism + Zealot drops in the mineral line. Also Argus Link is a nice micro quality skill; it lets you give a High Templar or similar caster extra energy in an emergency situation, like a base attack and your forces are stuck out in the field. A passive ability like extra food limit would be a good default imho.
Terran Orbital Command: Calldown Mule: sends a single automated mining robot by drop-pod that assists SCVs in collecting resources by working around current SCV mining operations. Unfortunately the Mule is still in the prototype phase and has a limited battery supply (timed life).
Calldown Extra Supplies: sends additional supplies to a targeted Supply Depot. Generally used by Terran commanders only in an emergency to allow them to support additional troops.
The Calldown Mule is the Terran version of 'forcing' extra micro and base management that the Dark Pylon current does for the Protoss. Not liking it, but would be fine if it only made an apperance in Single Player mode.
One could make an argument that the Mule has situational uses in combat, since you can call it down anywhere in the field, however it just seems like a strange mechanic to me, I'll have to wait for Beta to test it out fully. It's also another unit model for the DotA makers to get crazy with 
Zerg Queen: Spawn Larva: by injecting Queen ichor into a Hatchery, Lair or Hive the Queen can cause the Zerg structure to undergo a startling metamorphosis. The Hatchery starts to throb and green sacks swell up on the structure. Eventually four additional larva burst out of the Hatchery and land next to whatever larva are already wriggling around nearby. While a Hatchery hosts more than 3 larva, the Hatchery will not spawn additional larva, until that number drops below 3.
This is my favoriate of all the new gameplay mechanics, great offensive/defensive situational use imho. Karune expands a bit more about the new Zerg ability in StarCraft II:
Karune: Being able to spawn additional larva can potentially help Zerg production quite a bit actually. Prior, when a Zerg player hatched offensive units, they were always sacrificing the creation of more drones. This ability allows more bandwidth to create even more offensive units for a big push, build more balanced with more drones and additional units, or double up on the teching effort with all drones. There are a lot of options to play with that will surely inspire many new strategies.
So what are your thoughts on these new gameplay mechanics in StarCraft II?
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Starfeeder |
4 years 2 months
by PuertoRican
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Starfeeder |
4 years 2 months
by PuertoRican
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Starcraft II Armory |
4 years 3 months
by ...
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