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russow

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  1. vdd o balance do SC2 vai dar trabalho....aquela nydus worm tb ta preocupante...tem muita cosia pela frente ainda, chuto o game pro final do ano q vem....infelizmente =/
  2. tava olhando aqui, as units ficaram um pouco lentas não axam????comparado com bw...
  3. cara não lembro aonde vi, acho q foi numa entrevista se não me engano...
  4. só pode haver uma mothership por jogo...mesmo se for toss Vs toss, você tem q destruir uma para poder fazer a outra...
  5. Agora pra varia um pouco, um joguinho diferente dos fps.... Audiosurf mt divertido esse jogo, perfeito pra se matar tmp...
  6. CoD4 1024x768 aa 2x af 16x td setado no max. possivel
  7. Star Wars Republic Commando 1024x768 bumpmapping no low e o resto td no max.... por algum motivo esse game ta tendo problemas com a serie 8, o unico jeito de jogar ele é com o bumpmapping no low...mas é o melhor game da serie SW q joguei até agora
  8. CoD2 é mt bom, a melhor faze é aquela do desenbarque...mt boas as SS Bruno... Cavalheiroreis: mt show as SS, esses efeitos de luz do flatout2 ficaram mt legais, preciso pegar esse jogo pra descontrair um pouco, desde q troquei de pc só joguei FPS aqui '...Kane and Lynch fiko mt bom tb... Leandro_Flynn: o que faz o project reality??é para melhorar os graficos do BF2??ou pra melhorar a simulaçao dele???traga mais SS q essas duas ficaram boas =)... em breve posto umas de Star Wars Republic Commando..
  9. pro publico não...o que tem até agora é essas demos q o pessoal joga nos estands da blizzard durante os eventos dela, agora pra comunidade ainda não saiu nada... é realmente fiko exagerada....me pergunto como ela vai faze pra camufla aquela aprte q não ta coberta =p...
  10. na Worldwide Invitional em Paris, tera uma demo jogavel de SCII... http://jogos.uol.com.br/ultnot/finalboss/2008/02/12/ult3277u14190.jhtm talvez revelem mais unidades tb...
  11. mt boas as SS do Crysis...pena q é curtinho o jogo =/.... o que significa " Sunshafts + Parallax"???? é algum mod pra aumenta a qualidade?
  12. talvez seja um chute...grandes chances do primeiro sc ter sido lançado em outubro, eles devem tar palpitando q vai ser lançado na data dos 10 anos de sc
  13. starcraft ghost era um projeto antigo da blizzard q seria um jogo de açao tatica em 3ª pessoa, o perssonagem principal seria uma ghost cujo nome me foge a memoria....primero eles suspenderam o projeto, ai depois disseram q talvez fossem retomar e ai depois disseramq jogaram td fora...acho q é isso...
  14. nossa senhora qnt de vida vai ter uma medic????ta mt resistente, imagine medic block com isso O.O!!!! é, parece q a blizzard não vai mudar o design dos tanks mesmo =/ ... PS:o barulinho das medic curando fiko mt estranho =p
  15. na verdade sempre foi sim =p....só q nunca me importei...mas agora estamos falando de SC2 então to um pouco p da vida com eles ¬¬...
  16. bom to meio sumido, mas tenho acompanahdo as ss de vocês e tão tdas show...mt bom parabnes pra todos...não vejo a hora de por minahs maos no CoD4 e em The Witcher... só pra não dizer q é flood vou deixa 3 imagenzinahs do TF2 aqui...
  17. Vou por ai os trechos de umas entrevistas q tem sido publicadas....apenas algumas perguntas... OBS: detalhe para as perguntas do tipo "o que um protoss come?", "Como um Overlord voa?" *************************************************************** http://sc.gosugamers.net/news/more_starcraft_ii_questions_answered 1) Can the Nomad's auto-turrets attack air units? No, the auto-turrets currently only attack ground. Nonetheless, with their rapid fire rate, they are excellent for worker raids and supporting an engaging battle. 2) Will the Nomad build other mechanisms besides the auto-turrets? Yes, the Nomad will be able to build multiple stationary defenses. We are currently testing a few of these, to see which will fit the best for the Nomad. http://sc.gosugamers.net/news/sc2_qa_batch_24 1. Will there be a way for fan sites to parse replays uploaded to their website so they can pull information such as race, player names, map, etc.? (www.vilegaming.com) Exact details have not been finalized, but we do plan to create a much more robust way of being able to search and share replays in game. 2. The Soul Hunter was considered a good counter unit against the Zerg; why did you remove the Soul Hunter from StarCraft II? There were a couple of reasons, but one of the more important ones is that it was difficult to make it easily readable in big battles when the Soul Hunter had upgraded. Another reason is that this unit was way too targeted against the Zerg, since they have so many low hit point units, as opposed to other factions. 3. Has the Merc Haven been removed since the Reaper is built from the Barracks? If so, whats replacing it (if anything)? (www.Starcraft-Source.com) The Merc Haven has been brought back in for the current build. It currently needs a Factory as a prerequisite, and is a prerequisite building to build Reapers from the Barracks. 4. Will "Unlockable Content" be included with the game, such as Art Packs, Secret Maps and Missions, Extra Units, and Special Sounds and Movies? (www.starcraftzone.com) We are exploring the possibility of having various types of art unlockables, which may include some in-game decals. 5. Is it possible to build Phase Cannons, turn them into energy and then move them across the map to your opponents base or an expansion, redeploying them using a Phase Prism? (www.starcraft2.com.au) Yes, this tactic will be possible. 6. How does a Zerg Overlord fly? (www.gamereplays.org) To fly, the Zerg Overlord uses gas sacs (filled with helium) combined with a weak telekinetic psi-ability for lift and motive power. http://sc.gosugamers.net/news/sc2_qa_batch_23 1. Will the Campaign have as many videos as the original Starcraft? (www.starcraft2.hu) There will be several more in-game cutscenes, which are at a much higher quality than the original StarCraft pre-rendered movies. And while StarCraft II's single player will likely feature a few less pre-rendered movies, they will be much longer and more epic than anything seen in the original StarCraft. 2. Is the ghost unit going to be able to use the EMP Shockwave and -within short time interval- the Nuclear Strike as well? (starcraft2.4players.de) Currently, there is no restriction to when you can follow up a special ability with another, as long as there are available energy points. 3. Will the Ghost's EMP affect building shields and energy? (www.TheWarCenter.net) Yes, the Ghosts EMP ability currently affects both building and unit shields, as well as casters energy. It is important to note that there is a possibility the Ghost may lose its EMP ability due to balance. 4. Will there be some sort of wall structure in StarCraft, for any of the races? (www.vilegaming.com) Aside from building current structures close to each other to form walls, such as a line of Terran Supply Depots, no, there will not be walls that can be built. On the other hand, there will be some new wall structures in the single player mode and these doodads can also be accessed in the map editor. 5. Will the game feature a mechanic similar to Warcraft 3 where if a selection of units contains more than one unit type then the whole selection will move at the speed of the slowest unit to maintain cohesion? (www.sclegacy.com) No, units in the same selection will not move at the same speeds. The slower units will need to be micromanaged by the players to keep up with the larger group. http://sc.gosugamers.net/news/starcraft_ii_questions,_batch_22 1) Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc? [Dustin Browder] Yes terrain texture is mixable now. Also tilesets are also mixable. [brett Wood] Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft III. 2) Will the new StarCraft II Map Editor support text coloring, unit coloring, player "12" (i.e. neutral player) units? [Dustin Browder] Yes, all of these features will be supported. 3) Will maps be larger than 256x256? [brett Wood] The maximum map size will still be 256x256, and we have no plans to increase that. 4) Will the new map editor support locking maps? People hate losing credit for a map. [Dustin Browder] Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps. 5) Will the new map editor support "square" terrain building as well? [Dustin Browder] Yes. In the editor, users can adjust the footprint of buildings to whatever shape and size they like. http://sc.gosugamers.net/news/sc2_batch_21_an_innovative_observing_mode 1. Do you have any plan to put the auto-casting ability into StarCraft II units, just like in Warcraft III? At the moment, Medics are the only units that we have deemed fit to have an auto-cast ability. StarCraft II, compared to Warcraft III, has fewer abilities but are much more potent when executed properly, thus making them manual cast will give players a huge opportunity to demonstrate much skill in the game. 2. Would you make it possible for players on observing mode to check various information including a mini map, upgrading status, and resource status on a personal window? If not, would you consider developing this function? These are all great ideas and we will work to get these in for observing mode. We will be working hard to have the observing mode innovative and comprehensive, building upon all the features that were in our previous RTS titles, as well as other titles in the market. 3. Will the story of StarCraft II be continued right from where the original StarCraft story ended? Or, will it begin at the moment after some amount of time passed since the last time of the original StarCraft? The StarCraft II storyline will continue 4 years after the events of Brood War. 4. It is not possible to watch how a mouse was moved in a saved replay game. Could you make this possible to see the movement of mouse? We would also like the mouse to be viewable in saved replays, however, it may be more likely that well have the options to show both the view of the players playing as well as selection icons of the units being currently selected in the replay. 5. When grouping units to a control group, how many units could be added to one group? Currently, players are able to select more than 150 units in a single control group. The final actual number will be determined by hardware performance tests on the game, but should still be close to that number. 6. Players often tend to stack up workers and air units looking as one group in original StarCraft. Will this still be possible in StarCraft II? In StarCraft II, this is harder to do than in the original StarCraft, but still possible. Units tend to group together more and more with each manual attack order. As long as you keep giving that manual attack order upon a target certain attacking units of the same type will group closer together. When the unit attacked upon is destroyed or the units become idle, they will naturally spread out again. http://sc.gosugamers.net/news/sc2_questions_and_answers_20 1. Will it be possible to give more fluid and realistic movements to small aircraft with proper banking and turning rather than just abrupt sprite-style direction changes? We are currently in the process of implementing banking animations for flying units, but playability always comes first. If the animations affect playability negatively, it could get cut. 2. With the Reavers no longer in the game, will the Protoss have any units capable of performing brutal worker raids? (Starcraftlive.net) The Colossus is an excellent choice for worker raids, since it is able to attack from higher elevations, and can be transported by the Phase Prism. In addition, we are exploring some ideas for the Twilight Archon that would allow him to make devastating attacks on enemy workers. 3. Will there be a escort ship for Battlecrusier because Protoss have like many kinds of capital ships? With the Predator unit cut, the Viking is now the primary Terran air to air fighter. In addition, the Viking no longer requires an upgrade to transform between a ground and air unit and is also built directly from the Starport rather than the Factory. 4. Will there be units who can trample opponents (such as an Ultralisk)? (gamereplays.org) Currently, there are no units that trample, but have discussed this idea as a possibility. Nonetheless, we also hit the dilemma of having a trample unit that is able to destroy enemy unit assets far beyond its own cost of the trample unit, with relatively little micro. 5. Will siege tanks be able to shoot at targets in the fog of war picked up by sensor towers, but not yet confirmed by visual sighting? No. Siege Tanks will only be able to hit targets within visual range. In addition, Siege Tanks firing from the fog of war, such as on an unseen cliff, will not reveal its location from the fog of war to its enemy, thus will not be able to be return fired upon. http://sc.gosugamers.net/news/sc2_questions_and_answers_19 1. Will the Protoss be getting any mechanism for healing their units or repairing their buildings? There are no plans to give the Protoss any healing abilities, especially since their shield regeneration rate when out of combat, is more than twice the rate of the original StarCraft. 2. With the new physics engine, can explosions affect surroundings? (like hurt or push units, destroy doodads, etc ) (sc2blog.com) Explosions will not be able to push units, but they can destroy doodads. In fact, destroying certain doodads will be vital on certain maps, to get access to expansions or other strategic locations. Furthermore, explosions will not be able to push units because it would affect gameplay and balance negatively, in having units be knocked off cliffs, be stuck in unplanned locations, or ultimately have units disoriented where the player cannot control them. 3. How long does a unit typically take to make from concept to playable unit? With a finished concept piece, it could take from a few days to a few months, to create it for the game. Much of this time depends on the priority of the unit amongst other development goals, as well as the iterations necessary to perfect the unit. The Zerg Baneling is an example of a unit that took only a few days to complete after the concept, whereas the Protoss Stalker has gone through several iterations, and has taken 4-5 months. 4. Are the units on the official site finalized, or is everything still up for grabs at this point? (gamereplays.org) We are still heavily in the development phase of StarCraft II, thus none of the units on the website are 100% final. We are also still testing out several new units, abilities, and mechanics, to create the most fluid StarCraft II experience. 5. What do the Protoss eat? (Where do they get energy and mass?) (starcraftcz.com) Protoss gain nutrition from sunlight, or at a pinch, moonlight (which is just reflected sunlight anyway) by absorbing through their skins. They can go for extended periods without absorbing sunlight. What little moisture they need is also absorbed through their skin." http://sc.gosugamers.net/news/starcraft_ii_qa_batch_17 1. Will the defensive matrix of the Terran Nomad apply to enemy units within its AoE (Area of Effect)? - Yes, the Terran Nomads Defense Matrix ability will affect both friendly and enemy units, thus using this ability on a position that the player can hold will be wise. 2. What helps to delineate the Thor and Battlecruiser as both being high-tier support units? Lots of concern over this duality? - Currently, the Thor has splash damage, whereas the Battlecruiser has direct damage in its attack. We definitely agree with most of the community that the Thors role overlaps with various other roles on the Terran Faction, thus we may modify that role or possibly cut the unit. 3. Will there be any consideration of having an oceanic battle.net server? - Unfortunately, this has not been decided yet, as many aspects of Battle.net has still yet to be implemented. 4. Will the Protoss Colossus be able to walk over Supply Depots like over cliffs? - This is an issue that is still being discussed quite a bit. We like how when enemy units enter your base, they are forced to deal with the layout of your base, but at the same time we are also dealing with the realism factor, where cliff climbing Colossuses ought to be able to step over Supply Depots. Many issues we face are similar to those debated amongst the community, and for this particular topic we dont yet have a final answer. 5. An obvious goal (among many) for Starcraft2 is to maintain the profile of being an E-Sport. What facet do you consider more integral to the growth of that ideal: An extremely high skill ceiling that demands years upon years to achieve mastery, or an extraordinarily large base of interested players to provide the attention that such a sport needs in order to succeed and grow? Obviously both are important, but when it comes to design ideals, what has more pull? Accessibility or Longevity? - I think for e-sport we need the high skill ceiling. Though really as you say, both are very important. As designers we have spent years focusing on accessibility. Ideas must be accessible to even be put into the game. So we are just not as worried about making the game accessible. That will happen. What we are focused on, what is the more challenging problem is making the game last for years and years and years. So in our development cycle at the moment, longevity definitely has the larger pull. Longevity is the harder problem to solve, so we put way more effort into making the game as challenging as possible to master. Dustin Browder, Lead Designer of StarCraft II 6. How will unit collision and stacking be handled ? Can flying units pass on top the Colossus or is it blocking? - No, the Colossus will not block a flying unit. In terms of collision and stacking, units first always follow your order, and when it completes your order, they will stop and spread out. The area in which those units spread out will be slightly less than in the original StarCraft. ***************************************************************************** apenas da 25 até a 17...depois cloko as outras.... PS:eu tinah gastado uns 15 minutos editando o post mas na hora de enviar deu pau e eu perdi td...¬¬ quando tiver paciencia eu edito d novo
  18. O Leandro Flynn, aquela ultima foto ali é um drift ou a previa de uma bela rodada na pista?=p mt boa as imagens... PS: ja assistiu o Drift Bible?se não assistiu ainda, procure porque tenho certeza de q você vai gostar
  19. do jeito q ta indo as coisas, no sc2 base só vai servi pra dinhero mesmo...porque as duas raças mostradas até agora tão com uma mobilidade tremenda...se no antigo as construçoes não eram tão flexiveis assim imagine no sc2 o que q os player não vão inventa.... off: gandalfnho é moderadora agora???ou ja era e eu não tinah visto?? de qualquer forma parabens
  20. verdade...blizzard demora, mas quando entrega não tem mt o que reclama...e no caso do SC2 alem dos bugs eles tem o problema de balanceamento do jogo q é o mais difícil....lembro q quando saiu o primeiro sc a pool dos zerg custava só 150 de minerio, umas patchs depois eles aumentaram o custo dela pra 200... uma duvida sobre essa fusao...q é o chefe de quem agora???tipo poderia a parte executiva da activision mete o bedelho em projetos da blizzard tb??? off:é na east, a west é mt deserta =p....
  21. encontrei esses 3 videos no youtube...ainda não tinha visto eles, então resolvi por eles aqui caso mais alguem não tenha visto... EDIT: no site do gosugamers tem uma serie de pergutnas referntes a jogabilidade do SC2...as perguntas foram respondidas por produtores do game...porém tdas as entrevistas estão em inglês como não sou mt bom para traduçoes vou postar em inglês mesmo ai caso alguem se disponha a traduzi-las antes de eu posta-las é só me mandar uma MP....
  22. por acaso aquele troço na segunda imagem seria um overlord???se for os cara resolveram compensa a falta d olhos dele no primero....ta parecendo uma mosca =p... talvez seja o unico a ter essa opiniao mas, tomara q não...DX10= frescura pra vende mt hardware...alem do q se forem fazer em DX10 acho q o game vai demora mais ainda pra sai =x... EDIT:só pra completar a resposta, segundo o que foi revelado até agora talvez o game tenah alguns efeitos esclusivos pra DX10 mas o jogo em si não sera td DX10...
  23. como q ta a campanha do UT3 Balrog?? ela é estilo as do Unreal 1 e 2 com uma historia e tal ou é só uma sequencia de torneios??
  24. meu palpite é q ano q vem rola uma demo gamplay pelo menos....10 anos de starcraft!!!!não creio q eles vão deixar passar em branco....

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