Showing posts with label starcraft2 full game downloads. Show all posts
Showing posts with label starcraft2 full game downloads. Show all posts

Monday, December 17, 2007

Terran TF-620 Nomad



TF-620 Nomad

Builds From: Starport
Armament: None
Role: Battlefield Support/Construction


Terran's new unit the Nomad is an advance air mobile multi purpose unit of the Terran Forces.
It works as manufacturing center and observation post that detects cloaking units that will replace the science vessel. Its two aft-mounted nano-welders, the nomad can construct a variety of small, semi-permanent defensive structures to meet various threats in a matter of moments.



Several standard template constructions are available to the nomad, a popular example being the auto turret. This simple robot gun emplacement is suitable for driving off smaller hostile life forms for an extended period of time.




Nomads provided low-level protection to its most isolated outposts, typically manning them with local civilians as something akin to a volunteer fire truck or ambulance service.




Wednesday, November 7, 2007

The Protoss Oberver


Observer

Builds From
:
Robotics Facility
Armament: None
Role: Scout


The best tactical spying unit the Protoss Observer is still in the cast of the most anticipated PC games this 2007, the Starcraft 2. These spying drones are employed to survey vast wasteland areas or observe and record battles for study within the protoss archives. Their complex sensor array leaves little energy for defenses, but they can detect cloaked or concealed enemies with ease. This ability makes observers invaluable auxiliary units on the battlefield.



Observers that are used for deep-space exploration are often deployed without any defensive systems. However, those destined for use in a combat zone are equipped with a micro-cloaking field to hide them from the enemy. The small sensor signature of an observer means that the drone does not have to drain its energy in order to maintain the field over long periods.



Saturday, October 27, 2007

Terran Sensor Tower



Terran's new structure the Sensor tower will give the Terran army good intelligence on the enemy positions. Operation Terran military analysts all agree that "Knowing is half the battle" and that early warning is one of the keys to victory. The sensor tower is a vital tool for long-range surveillance of enemy movement and the detection of stealthed aggressors. Sensor towers are a lynchpin of terran base defenses, and as such, they need to be heavily guarded. A smart attacker will try to destroy sensor towers as the first priority.



A sensor tower processes a whole battery of input, constantly updating a commander's knowledge of the battlefield. By using both passive and active thermal and electromagnetic scanning mixed with millimetric radar sweeps, input from seismic sensors, and Doppler analysis, a sensor tower can quickly pinpoint any target within range. Even foes that are out of sight behind terrain can be detected, although a visual verification will still be required to positively identify them.






The downside to all this multi-spectrum output is that foes can easily detect the presence of a sensor tower and use it to identify the whereabouts of a terran base. Other strategies revolve around "spoofing" the tower with decoy units or simply staying outside its range. Terran commanders have been known to counter by erecting sensor towers in fake base locations just to keep enemies guessing. Just like the video below.



Friday, October 5, 2007

Carrier has arrived!!!



Carrier

Builds From: Stargate
Armament: Interceptors
Role: Capital Ship

The most popular ship in Starcraft 1 the Protoss Carrier, it was supposed to be replaced in Starcraft 2 but Blizzard decided to return the fan favorite Protoss unit.


The massive carriers serve as operations centers for leaders of the protoss fleets. Heavily armored and shielded, carriers can punch their way through enemy blockades by unleashing flights of robotic interceptors at vital enemy targets. These maneuverable, computer-guided craft tear through enemy flight formations and relentlessly strafe slower ground targets with potent plasma charges.


Interceptors are automatically manufactured and serviced inside the carriers’ bays, and a number of prepped interceptors can be launched in rapid succession. In battle, carriers appear to be virtual hornets’ nests of activity as their agile offspring dart out to launch their attacks and retreat just as rapidly to repair any damage they sustain. Terran scientists have long yearned for an opportunity to study just how the smoothly orchestrated operations of a carrier are achieved in detail.

Protoss Carrier in Action:

Saturday, September 29, 2007

Battlecruiser...operational


Battlecruiser

Builds From: Starport
Armament: Laser Batteries, Yamato Cannon, Plasma Torpedoes
Role: Capital Ship

Terran's flagship the Battlecruiser is back with new weapons, popularly known in the voice of Russian accent "Battlcruiser operational". This heavily armored combat ships are virtual flying fortresses, built to keep the peace and dominate the space lanes of the Koprulu sector. Outfitted with bristling laser batteries and thick neosteel armor, these imposing vessels are among the most powerful to be found in terran space. Many commanders use battlecruisers as their command vessels during extended campaigns.

Research has led to the development of two alternative weapon upgrades that can be retrofitted into a battlecruiser hull to supplement its already formidable armament.


Plasma Torpedos:


Plasma torpedoes give battlecruisers an armament capable of saturating a target area with a lethal deluge of fire, ideal for breaking up oncoming attack waves or ravaging a defensive position.

For me it just similar to The Banshee's cluster rockets which is an anti-ground bombardment.


Yamato Cannon:


The Yamato cannon is a terrifying weapon that uses an intense magnetic field to focus a nuclear detonation into a cohesive beam of energy. The cannon requires a huge reserve of energy to fire, but its effects on the target are impressive, to say the least.

Monday, August 13, 2007

Starcraft 2 Latest Changes!!!!

Starcraft 2 the game is still being developed and far from becoming finalized, these are the latest changes and latest developments. Let see how the game will look like.

Protoss:

* The Carrier is back, and will replace the Tempest. The Carrier will look bigger than all other Protoss aerial units, except for the Mothership. The Carriers will carry Interceptors, which will have a normal laser attack. The Carrier will also have an “auto-build” option for its Interceptors - great automation, we approve.

* The Colossus can not be transported. Its mobility is limited to its walking speed. The Colossus also has an upgrade that increases its shields.


* The Reaver has been removed from the game. Developers say that it was overlapping with the Colossus in the “kill a lot of small units” department, and that it was no longer necessary.

* The Warp Ray has changed its theme to a Dark Templar one - it’s darker, and also smaller, to allow the Carrier to become the distinctive capital Protoss ship.

* The Star Relic has been changed to a “Statis Orb“, which will now be a land based unit. It has an attack that slows down the movement and rate of fire of its enemies.
archon2.jpg

* The Twilight Archon no longer has feet - it hovers, just like in StarCraft 1. Also, it has received the “Feedback” ability, which was previously used by SC1’s Dark Archons:

Feedback is a targeted spell that when cast on a unit, that unit lose all of its mana and will take an amount of damage equal to the mana lost. Example:

If a Science Vessel with 150 Energy Points is within the range of the spell and Feedback is cast on it, the Science Vessel will lose all 150 Energy Points as well as lose 150 HP instantaneously.

If the unit has more Energy Points than HP when Feedback is used on it, the unit will instantly die.


* The Mothership has lost the Timebomb and Black Hole ability (though we suspect that at least the Black hole ability will return in some form). Instead, it now has a cloaking ability, similar to that of the SC1 Arbiter - it cloaks all ground units in a surrounding radius, while staying visible itself. Currently, it’s possible to build more than one Mothership. Their air-to-air attack has also been nerfed considerably.

Terran:

newtanks2.jpg

* New unit: Nomad. This is a Science Vessel redux, featuring EMP, which drains all shields and energy from units in an area, and Defense Matrix, which is now an area of effect ability, defending all units in the area it’s set up in. The Nomad can also auto-repair close flying units.

* New unit: Predator. This is an updated Wraith, with an air-to-air attack only. Also, it can transform into an Interceptor that can block enemy missiles. Unlike the SC1 Wraith, the Predator doesn’t have a Cloaking ability anymore - it passed that along to the Banshee.

* Banshee: Anti-ground attack only. It fires a volley of missiles that deal splash damage in a relatively large radius. Its rate of fire is slow, however. Since it has cloak, we are bound to see packs of Banshees performing hit and run attacks on unsuspecting enemy forces.

* Salvage: This unique Terran ability allows them to “sell off” a building for a full refund of its resources. The process takes some time, and can not be reversed. Very similar to the Command and Conquer of selling off buildings, which deconstructs them step by step for a nice, instant wad of cash.

* A Command Center, when upgraded, cannot be lifted off the ground. This means its function as an offensive weapon will be very limited.

* New Siege Tank design! Verdict: Awesome.

newtanks.jpg

* Missile Turrets no longer serve as detectors, a role which has been assigned to the Sensor Dome.

* The Starport can now be upgraded to a Starbase. The Starbase can produce units while airborne.

* Battlecruisers come in two flavors: Plasma Turret and Yamato Cannon. The Battlecruiser will look different depending on which version the player chooses. The Plasma Turret is an AoE ground bombardment ability, which deals heavy damage in a large radius, while looking very impressive. The Yamato Cannon is unchanged from its previous incarnations.

plasmathumb.jpg

* Click for Big (it’s worth it!)

* Snipe, the Ghost ability, deals 150 damage points to organic units. I’m betting the Ghost will soon take a new name - given to it by pleased Terran players - “High Templar Hunter“.

* The Thor’s long range bombardment ability requires it to dig its feet down into the ground, giving it the stability it needs to fire off all four cannons on its back. It appears that the Terrans have really gone to lengths to ensure that the success of the Siege Tank is replicated in their new unit designs.

thor2.jpg

* Reapers: These are recruited at the “Merc Haven” building. The reapers aren’t produced like normal units. Instead, the building slowly “recharges” up to 4 of them, which can then be quickly recruited.

* The initial Viking form is the ground assault form. An upgrade is required for it to transform to fighter mode.

* The Cobra is especially strong against armored units, such as the Siege Tank or Colossus. It is relatively weak against small targets, though.

* The Radar Dome shows exclamation points for units under the fog of war.

domepoints.jpg

General:

* Building queues are five unit deep.

* Unit selection is limitless.

* an idle worker button has been added to the UI.

* The Xel’Naga Observatories are not capturable per se. They are activated and work for your benefit when you have a ground unit near one.

* The game starts with six workers, instead of four in SC1.

* Start of game fog of war is no longer black - you can now see a grayed out layout of the map, just like you would normally have after revealing an area and not having a unit present in it, in SC1.

* The GUI now displays a list of attributes for every unit. Since the damage units deal to each other depends on these attributes, this will greatly help players understand the advantages and disadvantages of these units, and will allow them to make the most out of their forces.

Saturday, August 11, 2007

Starcraft 2 Terran Units: Marines



Marine
Trains From: Barracks
Armament: 8mm C-14 Impaler Gauss Rifle
Role: General-purpose Infantry

The Marine will continue fulfilling his role as the backbone of the Terran army in StarCraft 2. Even though the Marine is the first buildable combat unit, large numbers of them usually stay in the fight for the entirety of the game.

*Marines are the first line of defense for most terran worlds in the Koprulu sector. In the time of the old Confederacy the vast majority of marines were criminals or rebels who had undergone mandatory neural resocialization. Freed from any previous allegiances or ideologies, these fearless soldiers stood ready to defend Confederate interests with their lives.

Marines are normally armed with C-14 Impaler gauss rifles that fire 8mm metal “spikes” at hypersonic speeds. Basic rounds are designed to provide maximum penetration against all armor types, but a number of specialized rounds exist. Of these, the U-238 depleted uranium spike is the most popular because it extends the lethal range of gauss rifles by up to 25%.

*It has been confirmed that the range upgrade for the Marines will appear in StarCraft 2, increasing their range from 4 to 5.



If the practice of using resocialized marines has remained controversial, the use of stimpacks is even more of a hot-button subject. These inbuilt chemical delivery systems dose marines with a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer. Marines on stims benefit from greatly increased speed and reflexes, but are subject to long-term side effects including and not limited to insomnia, weight loss, mania/hypomania, seizures, paranoiac hallucinations, internal hemorrhaging, and cerebral deterioration. Nonetheless, both commanders and the marines themselves stand by the use of stims as essential to their continued survival and effectiveness on the battlefield.