Friday, February 26, 2010

Unit cap: Is there one?

One Zerg strategy back in SC1 for late-game sure-wins, was to get your army to max, then just build as many Overlords as you could. As they wouldn't effect your unit count, you could have hundreds of them. As they still count as "Units" it would effect the global unit cap. If you built enough, it would cap out the game, then just queue some more up if someone loses a unit, it'll complete the overlord(s) and fill that gap. Effectively cutting off the other players from building more army as you slaughter them.

This doesn't seem to be the case in SC2, as currently, a couple of our testers have over 3,000 Overlords between them in a 1v1 game, specifically to test the unit cap. It has taken then quite a while to get this many overlords, and is covering most of the map, so I wouldn't expect this to be a viable tactic in SC2, as it was in SC1.

Happy hunting, and good luck!

(Oh, and here's random screeny to keep your eyes happy)

Friday, February 19, 2010

Rock, Paper, Scissors, Lizard, Spock!

As of current testing, this is how the different races compare as an RPS weighted value sheet:

Vikings Vikings Vikings!

So this is what happens when we get enough time to tech:

Thursday, February 18, 2010

Day 2 Screen Shots!

So Me and Tanaa have been playing SC2 non stop and taking as many screen shots as possible! We are also in the works of making a "Tech Tree" image showing the requirements to make all the buildings, What they build, What they upgrade, and so on!

Example:

Until then here is a large number of 1680x1050 Hi Res Screen Shots with the game on Ultra Graphics settings! Enjoy :)




Just some pretties while we wait, Vol.1


Hmmmm.. Just thought I'd post some pretties while we wait, and finish testing some other things:

One of the Motherships Abilities. An AoE Stun! (Enemy units only!)


Summoning a Gas Extractor!