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Je libo n?jak kniha z oblasti SC v ?etin??

13.10.2009 | 04:11 - Jata

Novinkové sucho je hrozná v?c, proto bychom ho rádi alespo? trochu zkrátili, a tak vám dnes p?edstavujeme výtvor jednoho opravdu správného fanouška StarCraftu z Ma?arska. Ten si nechal na speciální autofólii vytisknout známý obli?ej z oznamovacího cinematic videa. Tuto fólii pak umístil na p?ední karoserii svého skútru. Jak to vypadá m?ete ohodnotit na fotkách níe.

 

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Ochrana proti spamu. Napište číslici pět:

protossove-borci - 15.10.2009 | 21:58   (odpovědět)

---StarCraft II Q&A Batch 54 ---

[SC2 Forum]
1. Does the Zergling vs. Zealot ratio remain at 4:1 or has it changed in the latest builds?
One zealot can usually take out two, and sometimes three zerglings. However, the ratio is mainly based on positioning and micro-controlling. As the number of zealots grows, it will take more zerglings to win the fight since the zealots can clump up and reduce the attacking surface area. Smart use of terrain, such as a choke or backing up against a wall, will also help a protoss player reduce this attack area. Zerglings have to secure a good surround around the zealots to keep the ratio close.

[SC Legacy]
2. In World of Warcraft pvp they found an issue over time that it was "very unsatisfying" to the player when they lost control of their character as it limited their ability to do their job or role. There is a noticeable increase in stuns and immobilization in Starcraft 2, which was barely present in Starcraft 1. From your experience in testing, do you feel abilities, which limit unit control, provide more dynamic game play so far or are you noticing more concern?
First of all, there were actually some abilities in the original StarCraft that could cause players to lose control of units. These abilities include the ghost’s lockdown, the corsair’s disruption web, and the dark archon’s mind control. It may be premature to suggest at this point that there’s a “noticeable increase” in stuns and immobilization in StarCraft II.
To address the comparison anyway, in World of Warcraft, you control a single character, unlike RTS games where you manage multiple units and bases. The difference in the World of Warcraft is when you lose control of your character you simply have to wait it out, assuming you don’t have any control breaks. However in StarCraft, when units in your army are being controlled, you can still issue orders to the rest of your army, manage your base, build new units, etc. There are a lot of options and we happy with the diversity it brings to gameplay at this point.

3. What is the current status of the Mothership? What niche does it fill at this time, and if the unit were removed, would there be a reason to fill that niche with a different unit or would protoss still be fine?
Currently the mothership has a passive cloaking field for nearby units and buildings, wormhole transit, temporal rift, and vortex as its abilities. We are happy with the state of the mothership at this time, and would like to hear feedback from the players once beta starts.

4. What is your overall goal for the Infestor? The units have had and removed so many abilities, are you trying to focus into a support role, or disruption and harassment, or just to have a wide variety of spells so it can be a quick response unit?
It is intended to play more of the disruption/harassment role. They are meant to burrow and move up ahead of the swarm to soften up their opponent’s forces.

5. Is EMP dodgeable, or there's some sort of indication that it's going to be launched? And does this cause a problem with Immortals?
It’s possible to dodge EMP, but it is difficult to do. Your options include anticipating your opponent will be casting an EMP by seeing the ghost or its shimmer and predicting it; being near the edge of the EMP range and moving out quickly; or using the stalker’s blink ability.

[Vile Gaming]
6. Map/mod to site communication – Will there be support for map/mod makers to bridge a connection between their map/mod to their site? For example, if a person wanted their map/mod to submit scores/results to the site, and vice-versa the map/mod could pull the highest scores from the site and display it in the game.
It is possible for players to make their own custom score screens but there are no specific plans to bridge map data to web sites via Battle.net.

7. Launcher support – Will maps/mods be able to have their own "launcher" (ala WoW’s launcher), as in shortcut or start icon from the computer outside of StarCraft, and have their own screens, after a Battle.net authenticating screen (ala Twitter’s, or Facebook’s, application authentication).
There are no plans to allow maps and mods to have their own launcher. However, making a loading screen or launch screen is still possible.

sclegacy.com

z - 15.10.2009 | 21:56   (odpovědět)

Tak sem kone?n? nael (aspo? zdovou ) anatomii hydraliska (http://www.starcraft-overmind.ic.cz/sc2/artworky/119.jpg), tam sou vid?t ostny p?ipojen svalama. Aha, tak takle je mon e by hydra mohla hzet ostny. Teda jestli nevad e jich na celou bitvu bude mt jenom 5 jak je tam vid?t.

Sam - 15.10.2009 | 20:53   (odpovědět)

na twitteru ta zprva teda vypad jinak..

Sam - 15.10.2009 | 20:52   (odpovědět)

StarCraftStarCraft #StarCraft Q&A Batch 54 is up! http://tinyurl.com/ygwox2t

killer.exe - 15.10.2009 | 20:41   (odpovědět)

hmm p?lka ?jna v ?iti a BR furt v neznmu

Ultramarine - 15.10.2009 | 19:12   (odpovědět)

Zatracenej snh. Uili jste si n?kdo vpadk? (teplo, elekt?ina, doprava)? Na Vyso?in? v ?r snh, ale jinak to jde.

Ultramarine - 14.10.2009 | 13:16   (odpovědět)

Na thle strnce je spo?k se zealotem:
http://www.starcraft-overmind.ic.cz/index.php?sc=1

Ultramarine - 13.10.2009 | 23:33   (odpovědět)

Ty smajly m?ly bejt konec zvorky a te?ka. Asi.

Ultramarine - 13.10.2009 | 23:29   (odpovědět)

CainPullo: V broodwarovm intru m?l jeden z mari?k? pod hlavn (n?co jako) grantomet. Palebnou slu, ani panc? neodhadnem (v pom?ru k "dneku") a tak bych zatm neporovnval, i kdy humwee s v?, nebo obrn?nej transportr by se opravdu mohli blit. Narozdl od vozidel je manvrovateln?j, men a m NBC a podporu ivota v zkladn verzi. Nejsp i manvrovac motory do bezte (Tychova zda) a (snad) magnetick podrky. Vozidla budou zase rychlej na del trati (rychlost marna je omezen rychlost b?hu "pilota") a uvezou (ochrn) vc lid + nklad. Zase ale nemaj prostupnost jako ?lov?k (nevyplh, neprothne se a zavalen cesta ho zastav). V tomhle "vesmru" je to pro terany vbornej nstroj, do kosmu skoro "nutnost", protoe jedin znm ekvivalent je scv, ve kterm m ?lov?k manipula?n schopnosti v dostate?n m?e na to, aby vyt?il krystaly, nebo "postavil" budovu, nebo opravil vozidlo/lo?, ale men ochranu a nulovou vzbroj. Takhle kdy nastane dekomprese trupu, je posdka po?d akceschopn.

CainPullo - 13.10.2009 | 21:35   (odpovědět)

CainPullo [...SC "real" :)...] - 13.10.2009 | 21:35   (odpovědět)

pro? ne, ale zatm to beru tak, e mari?k z SC je sm o sob? OT, kdy mue vst p?mou palbu i na lehce chrn?n cle.

Romla - 13.10.2009 | 18:35   (odpovědět)

Tak beta nejsp neza?ne d?v jak 11. listopadu, co asi nikoho nep?ekvap, ale po 11. listopadu u by se n?co mohlo za?t dt, protoe na ten den je plnovn p?echod na nov battle.net:
http://us.blizzard.com/en-us/news/?d=2009-10#121400

Ultramarine - 13.10.2009 | 18:08   (odpovědět)

Z: U warcrafta trojky to na hrdinech lo, ale wc3 vid?li blizrdi jako hru o hrdinech a sc m?lo naopak ozna?it jedince jako nepodstatnej kousek davu. Teda a na hrdiny, ale i ti m?li bt jen "zkuen?j" jednotky bez ance na expy. Stejn? jako "oldci", kter plnujou do sc2. Kdy to p?jde, zva e si hru pu?, bo zkus u kmoe. Bude to zadara a uvid to na vlastn o?i.
Ondra: Nikdy nic podobnho ow sem zatim nehrl. M?li tam hodn? neot?el npady a povedlo se to i jinak.

ondra - 13.10.2009 | 17:11   (odpovědět)

OW byla na svou dobu pecka, a koneckoncu i ted je vyborne hratelna ..

Co se tyce editoru .. tak by bylo zajimave prenest nektere efekty do SC...

Teleportacni munici - z mista dopadu premisti kazdou nepratelskou jednotku kousek nahodnym smerem.
Autoteleport - pokud poklesnou HP pod kritickou mez jednotka se teleporti kosek smerem k nejblizsimu command centeru

Neviditelnost - dobre treba pro zergy, jednotka, ktera se urcitou dobu nehybe, tak se stane neviditelno, dokud se nepohne

JInak kdyz jsem koukal na nektere reporty tak me prislo ze tam maji neco jako SAS od altaru, tj muzu dopredu naklikat cestu nebo nekolik akci ..

z - 13.10.2009 | 16:56   (odpovědět)

Njn expovn jednotek a jejich nsledn povyovn na dal rove? a tm zskvan dal zbra?ov kvalifikace ve sc nikdy nebylo a nebude, na to se mus koupit jin hra.

Marek53: K editoru bych si sednul kdybysem ho m?l Ale a ho vydaj tak se pokusim ho sehnat (stahnout) klidn? i bez hry, nechce se mi utrcet za originln kampa? kter se mi mon ani lbit nebude kdy si budu moct ud?lat vlastn jakou chci

Ultramarine - 13.10.2009 | 16:46   (odpovědět)

Je pravda, e jsou to dv? r?zn v?ci, ale r.t."s.trategie" tyhle v?ci uthnout m?e. T?eba dow2 m funkci r?znejch typ? p?choty zmknutou obstojn? (nap?. granty). Turn-based strategie ala ufo, p?padn?. Dalm p?kladem byl original war, s "p?evlknm" zam?stnn a specializac (p?k, sniper, minomet?k, raketomet?k). Myslim, e do singlu by to rozdejchali. U by to ale nebyl klasickej blizrd "craft", kterym (s modernazicema) vyd?lvaj od wc1 a slav vrazn a pom?rn? zaslouen sp?chy.

Marek53 - 13.10.2009 | 16:09   (odpovědět)

Jak :,,Rd bych?" Tak si sedn?te k editoru a to vydaj a ho?te je tam.

z - 13.10.2009 | 14:49   (odpovědět)

Jo ale pr minomet?k? bysem tam rd vid?l...arclite cannon je fajn ale vid?t grant nebo bombu jak se po balistick k?ivce sn na hlavy nep?tel m n?co do sebe.

Romla - 13.10.2009 | 14:17   (odpovědět)

To Ultramarine: Ve Starcraftu toho ne?eej, s tm bych si hlavu ned?lal...
Samoz?ejm?, e normln p?chota nevypad tak, e se skld ze samch stejnch mari?k? se stejnma zbran?ma a vybavenm. V kad jednotce mus bt vojci s t?kma zbran?ma, jsou tam medici, enisti atd. Kad v?t jednotka mus bt podporovan d?lost?electvem nebo protileteckou obranou atd. atd. Tohle se do m??tka Starcraftu ale v?bec nevleze, protoe Starcraft je real-time strategie a ne n?jak hardcore vle?n turn-based hra.

Ultramarine - 13.10.2009 | 12:56   (odpovědět)

P?kn. koda e tam neni i kolik ho to stlo a kde vzal ty samolepky. Zkusit to taky, by pak nebyla takov "pot".
Jin soudek. Napadl m? bod kterej v sc ne?eej - nep?m palebn sla p?choty a t?k dalekonosn (protitankov/ protivesmrn) palba (p?choty). Je z?ejm, e terani na to techniku maj (a na to posledn to vechno u JE a jsou to p?enosn systmy) a dost by jim to zlepilo "monosti". Dalo by se ?ct, e "protitankovou" palbu u zosob?uj maraude?i (i kdy st?lej v podstat? po p?mce - proti tomu co by dokzal minomet, nebo "?zen" raketa hornm hlem). Jak ale pou v encyklopedii, pukou ekvivalent stha?ky, nato krajzru, nikdo nesest?el.

z - 13.10.2009 | 10:46   (odpovědět)

Nejlep sou ty nosn drky na ventilaci :o

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