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Post by Kait on Feb 26, 2004 19:01:31 GMT -5
You rock! :thumb:
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Post by Eldae on Mar 8, 2004 23:56:53 GMT -5
protoss caste system: info for all who wish to play a protoss: Templar: Includes zealots, dragoons, high templar, carriers, and scouts. The warriors and explorers of the protoss
Judicator: Arbiters, the rulers/governers of the protoss
Dark Templar: Exiled, don't follow the laws of the other protoss, includes Dark Templar and Corsairs
all units in italics are flying vehicles. Dragoons house the minds of fallen protoss templar in a life support/armor 'shell'
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Post by Eldae on Mar 9, 2004 23:33:15 GMT -5
General information on spaceships:
Protoss: (all protoss units have plasma shields) Carrier: heavy command ship, attacks by sending out robot interceptors Scout: Fast attack vehicle, much better air-air attack than air-ground Corsair: medium-sized, very fast, only air-air. Special ability disruption web, incapacitates all ground weapons beneath it Arbiter: Crewed by judicators, weak attack. Special abilities: cloaking field (always atcive, cloaks friendly non-arbiters nearby) Recall (teleports friendly units to arbiter location) Stasis field (immobilizes/invincblizes units in certain area temporarily) Observer: Robotic, always cloaked, can see cloaked units Shuttle: Transport
Terran: Battlecruiser: Capitol ship, posesses ability yamato cannon (v. powerful shot) Wratih: Fast attack fighter, better at air-air than air-ground attacks, special ability cloaking Valkyrie: Air-air missile frigate, fires lots of missiles v. fast, air-air only Dropship: Troop transport Science vessel: Detects cloaked units, special abilities: Defense matrix (temporary plasma shields) emp shockwave (destroys all mana/energy in radius, depletes protoss shields) irradiate (deals lots of damage to bioglogical unit, some damage to all biological units nearby.
All special abilities other than protoss cloaking and shields require energy to use. All non-protoss cloaking is temporary and drains energy.
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Post by Eldae on Mar 16, 2004 19:48:39 GMT -5
(I know this is a double post, but I figured people might want some info on ground vehicles.)
Terran: Vulture: Fast attack hover cycle, anti-personnel grenade launcher. Vultures can be upgraded to carry three spider mines (bury themselves in the ground, pop out and run into a target when they sense one nearby) can only attack ground units Seige tank: Heavy attack tank, uses treads, has special ability seige mode (tank becomes immovable/anchors into ground, aquires minimum range, does lots of damage w/larger range than any other unit for any race) can only attack ground units. Goliath: Walker unit, twin autocannons for ground attack, missiles for anti-air. More effective vs. air than vs. ground.
Protoss: Dragoon: Four-legged walker, Contains fallen protoss warriors, their minds encased in the robotic shell. Uses phase disruptor for both anit-air and anti-ground Reaver: Very slow, robotic crawler, fires explosive "scarabs" at long range, no anti-air capability.
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Post by Kait on Mar 16, 2004 19:51:20 GMT -5
Definitely helpful! Thanks.
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Post by Eldae on Mar 16, 2004 22:56:44 GMT -5
oh, by the way, I just played the demo. The events in the demo are before 'the betrayal' rpg. right before chau sara gets fried. If you want to go through the levels to simply get the storyline value, pm me and I can tell you how to just basically skip the fighting and just listen to the people talk.
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Post by Eldae on Mar 19, 2004 22:39:10 GMT -5
Zerg info!! This is for anyone interested in the zerg. If you are wondering why they haven't been included in the vehicle/ship posts, it is because... they have none! They are entirely biological! So here's some info
Zerg command
Overmind: Commands all Zerg (unless outside forces change something, exists to rule all. Incapable of movement (except through warp jump type things) and also incapable of fighting, it does function as a 'detector'
Cerebrate: There are many cerebrates, most of which have distinct purposes. They each control a 'brood' of zerg, and have they same capabilities as the Overmind, except that they are under its command (usually)
Overlords: They help Cerebrates conrtrol the broods, and also cannot fight but do function as detectors. Overlords can fly, however, and can also transport Zerg forces.
Queens: Queens tend to control the battling zerg, not being detectors but they can fly, much faster than overlords, and they can also: Ensnare, (reveals cloaked units and slows them in an area of effect) Parasite (see through unit's eyes when they wish) and spawn broodlings (plants egg in biological unit, the egg hatches into two short-lived broodlings which consume the host and then are under the queen's command until they are killed or die of their very short lifespan. Queens can also infest terran command centers, turning those terrans inside into infested terrans, who proceed to blow up whenever they are near an enemy, doing massive damage.
Ground forces: Drones: Basic workers, harvest minerals/gas, transform themselves into the zerg equivalent of buildings. Zerglings: weak basic ground unit, very fast, melee attack Hydralisk: Ground unit, ranged attack (ejects acid) Ultralisk: Living Tank, slow but hard to kill, attacks with tusks doing lots of melee damage Lurker: Mutated hydralisk, attacks with spines only while buried.
All zerg ground units other than the ultralisk can bury themselves, being hidden to all nodetectors but (other than the lurker) being unable to attack as well.
Flying units: Mutalisk: Attacks both ground and air with 'glaive wurm', some kind of acid or something that ricocetes (spelling?) off of one enemy unit and hits another, hitting about three total. Guardian: Mutated mutalisk, very slow, attacks ground units only with globs of acid from long range. Devourer: mutated mutalisk, very strong, attacks air enemies only with dissolving acid that weakens the hulls (or carpaces) of enemy ships (or enemy zerg flyers) Scourge: Suicidal, rams into enemy ships (or enemy zerg flyers) to deal damage.
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Post by Eldae on Apr 29, 2004 22:39:17 GMT -5
I say get rid of the SC board. I know I'm the one who suggested it, but there just isnt enough intrest
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Post by Kait on Apr 30, 2004 16:11:37 GMT -5
It's your choice, Ereinion. If you really think we should get rid of it then we'll take a vote for all people participating in a thread in that board.
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Post by Eldae on Jun 29, 2004 21:30:46 GMT -5
oh yeah, that thread is kind of back and running, so some people should really go and post there. *coughgabilgatholandkaitcoughcough*
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Post by Vìncê on Nov 23, 2004 6:00:43 GMT -5
Starcraft is one of the only places that I can feel quite comfortable role playing. I can't really role play a lot, thus I don't role play too much here because you people are like pros but I used to play that game a lot so I am more familiar with it than some of the other topics.
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