N3rull

N3rull

Joined Member # 3360631
27 Posts 995 Replies 2,274 Reputation

If anybody's from the Europe realm and interested, I'm WhoTheHell 113. PS. My shot at clan name might be Starduck or Starducks [e digicons]:P[/e]

61 Replies 130,092 Views

I said in my first post here that a SC2 mod for Soase would most likely be so far from SC2 that it isn't really worth the hassle. I hold on to it. I just point on possible solutions where people seem to see an unpassable wall. Maybe those ideas help someone someday, doing another mod most likely.

26 Replies 25,387 Views

Omg, not another zerg whiner ;D. Anyway, another way to do this is to leave the game as is, just reskin the ships. You would then have the same game of Sins, only that the fleets are effectively Toss, Terran and Z. A little tweaking here and there (like +30% all stats, +30% cost for protoss units or -50% stats, -50% cost for zerg units to have large swarms of them) and it might do fine. Oh and there is one issue that came to my mind now. Units in Sins are not animate

26 Replies 25,387 Views

[quote] Lol if you look at it that way the buildings aren't just compatible to be use in space [/quote] One might actually drop the idea of space structures and add more planet upgrades that would represent various planet-based structures. Or create a special starbase-like structure that would function as a planetary command center - the player would build structures on the planet by upgrading the command structure in the orbit like they upgrade starbases now. Options are so

26 Replies 25,387 Views

[quote who="Darvin3" reply="45" id="2713827"]Completely irrelevant; whether you consider these two the same series or not (I do) the technical aspect of setting up a 2-10 player multiplayer game is completely unchanged.[/quote]That was a joke. [quote who="Darvin3" reply="45" id="2713827"]WC3 was very popular, and at its peak had similar traffic to SC2 . (...) SC2 is brand new, WC3 is ten years old. Of course they're going to have differe

76 Replies 64,957 Views

[quote]The reason is simple: it DOES work just fine in Warcraft III.[/quote] When you clicked a couple of time on Artanis in SC1, he said "This is not just Warcraft in space!". Face it, how many people play WC3 and how many play SC2. Just dig out the sales numbers and you will see. Where in WC3 you have 20 games, in SC2 you'd have 200 or more waiting for players, each filling up in split second. What you're saying is pretty much like " I don't know why cargo truck

76 Replies 64,957 Views

The thing you fail to notice is that whenever a game is local-hosted , it opens up doors for hacks and closes doors for detecting them. Niche games like Sins may not see too much hacking online, but Blizzard is getting spammed 24/7 about hackers. Having everything stored, resolved and recorded server-side makes it far easier for them to track down hackers. You must've never met a guy who enters the game and instantly has 999999 of any resource he wants with no way for you to prov

76 Replies 64,957 Views

[quote]This is, IMO, SC2's greatest failing. The system is essentially worse than no filter at all. In essence, bnet is the host of every game, and it maintains a list of "popular" maps. If the map you want to play isn't on the list of popular maps, you can't play it (unless you're the one who uploaded it to bnet in the first place, but good luck getting people to join when you're at the bottom of the popularity list)! You have no way of knowing which games actually contain people

76 Replies 64,957 Views

[quote]We seem to be talking over one another.[/quote] Yes, I agree my post sounds like I wasn't listening. I wanted to clear that out, but I had to post it and leave home on the run. You previously said: [quote]No, like I said the TEC and Advent Star Base's rotate outwards and given their weapon banks have the same amount of damage there's no reason for them to rotate.[/quote] This above sounds as if you tried to "reason" that they don't turn because they don't h

16 Replies 25,581 Views

[quote]given their weapon banks have the same amount of damage there's no reason for them to rotate[/quote] That is untrue. As I showed in my first post in this thread, Argonev can fire one bank of weapons in some directions and two banks at once at other directions. Orkulus has the same, not sure about transy (but I s'pose it is the same there as well). So in a situation where an Orkulus (or even a cap ship) is attacking an Argonev, the Argonev would definately want to point one

16 Replies 25,581 Views

thanks for the technical explanation, but my question was a direct response to this: [quote]I'll just say that all starbases can turn around themself faster then Orculus Starbase can move around them.[/quote] If what the guy said is true, then I would very much like to know how to order a transy/argonev to turn. Without editing the game files etc. The guy seems to think that you can order any starbase to turn and face the orkulus as you see fit. Is that true? Can you make

16 Replies 25,581 Views

The worst thing about DNF is that whatever the developers did 13, 10 or even 5 years ago is already out of date by a century in the gaming technology calendar. You cannot release a game in 2010 that runs on a modified engine from what... 1997? So basically if anyone is going to actually develop DNF, they are going to have to do it from ground up. Whatever was done about it five or more years ago isn't worth a lollipop now.

34 Replies 70,828 Views

As for combined assaults, you can already do that sort of thing with an AI by pinging a planet with an attack ping. Select a ship of your ally and in the command box (lower right of the screen) you will have three buttons. Use the first on an enemy planet and your AI ally will try to assault it.

2 Replies 2,544 Views

[quote]Does SC2 have a good "game browser filter"? With thousands of games available it seems like it would need a filter with numerous options people could check off. Ideally I'd want to be able to select every option that I would want in a game--map, number of players, speed, races allowed, size of maps, pings, etc.[/quote]It's not as robust as you'd like, but it's good enough. There is the custom games matchmaking that allows you to filter this and that, but as I said - the game is meant t

76 Replies 64,957 Views

I launched SC2 multiplayer for the first time since the beta (I was busy with the campaign before now, curious what comes out) and noticed something interesting. There are 50 (!!) practice matches available. That means that any of you can play 50 automatches on normal speed and no-rush maps (at least two destructible rocks block the way, meaning only a fast reaper can harm you in the rush department). By that time you should be pretty handy with the game and ready to step into normal

76 Replies 64,957 Views

[quote]how do you prevent enemy ships from simply bypassing an advent or tec starbase and going to the other side of the gravity well[/quote]The only thing you can do is to place everything the enemy could destroy somewhere around the starbase and give it the aux government upgrade. That way there is nothing the enemy can do to hurt you in that particular gravwell, except maybe bombing the planet to reduce your income a little. The enemy is not threatened by the starbase, true, but if they at

16 Replies 25,581 Views

[quote]I understand what you're saying about Starcraft having a deeper strategy and about how it's hard to appreciate it until you've become a veteran player and studied the game, just like Sins. [/quote]Yeah. [quote] But how the hell are you supposed to be able to do something like scout when almost all of your time has to be spent clicking on your SCVs and telling them to build supply depots and then clicking on the barracks and ordering up marines, etc. (.....)[/quote]Wa

76 Replies 64,957 Views

[quote]Sins has many advantages over SC2 Most important is : in sins u must think fast, in sc2 u must klick fast.[/quote] Bull.... . Fast clicking alone in SC2 won't win you any more than LRF spamming would win you in Sins. And thinking? Trust me, there is just as much thinking in SC2 as there is in sins, if not more. For example, do you (in sins) time your research with your attacks so that you can fool your enemy into thinking that your ships are weak, just to give

76 Replies 64,957 Views

SC2 is much less of a clickfest than SC1. Everyone who thinks you need to click five times a second and that this is all what the game is about should take a novalith in his face. SC2 has two major advantages over Sins in my eyes: 1. It is balanced. NOW. Maybe not 100% balanced, it cannot be when you've got three COMPLETELY different races, but sins compared to sc2 is about as balanced as rock-paper-shotgun. Sorry. 2. It takes 15-25 minutes for a match, 40 mi

76 Replies 64,957 Views

[quote who="TheExecutor" reply="6" id="2690301"] I'll just say that all starbases can turn around themself faster then Orculus Starbase can move around them. [/quote]I have never seen a starbase turn as I was attacking them from different angles. Especially, I've never seen an Argonev turn to double-bank my orkulus when I moved my orky into the argonevs one-bank-only area. I've ran a test a minute ago and what I see is: - all starbases are built in accordance to where t

16 Replies 25,581 Views

Warning! Sins Multiplayer-related post detected! Sanchezz wall-of-text reply inbound! As for MP, it's like this. At first there are 1000 people who wanna play for fun, everybody does cool stuff and all research trees are put into action. Then one of them notices something that wtfpwns everybody. So that guy uses it perpetually on other people. Some people will get pissed off and go play chess/SP/Lan. Others will adapt and think "if I can't beat him playing no

17 Replies 24,794 Views

I made a nice big wall of text to pinpoint every flaw of your arguments, so if you want to discuss this further - see "view edits". The bottom line however is that 1. Gravbomb can delay a retreat only once. The enemy will jump out before your cooldown ends. Subs don't affect caps, so they're outta this. Reverie gives you control of when the enemy starts jumping again and with minimal micro you can stop him forever. 2. DA < DS < Reverie. Yeah,

14 Replies 15,045 Views

[quote]ya, vasari need thier numbers reduced... but we cant nerf them back to when they were almost non-existant... do you remember before carriers were buffed? skirantras were still quite common back then... expecially when compared to kortuls, mauraders, and desolators. course, everyone got them for thier 2nd or third cap ship for the repair cloud. skrantras didnt really need to be buffed, but Scramble bombers was horrible, so thats fine... but then, buffed again! redi

14 Replies 15,045 Views