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	<title>Comments on: StarCraft 2 Q&amp;A 17: The Beginning of Thor&#8217;s End ?</title>
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	<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>By: funkinthenight</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1540</link>
		<dc:creator>funkinthenight</dc:creator>
		<pubDate>Sat, 24 Nov 2007 03:33:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1540</guid>
		<description>What&#039;s this about taking out firebats?  I mean, they can adjust them however much but common, you CAN&#039;T take out the guy who&#039;s like &quot;need a light?&quot; and plays with fire... he&#039;s gotta make a comeback.</description>
		<content:encoded><![CDATA[<p>What&#8217;s this about taking out firebats?  I mean, they can adjust them however much but common, you CAN&#8217;T take out the guy who&#8217;s like &#8220;need a light?&#8221; and plays with fire&#8230; he&#8217;s gotta make a comeback.</p>
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		<title>By: Nick</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1304</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Fri, 26 Oct 2007 20:44:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1304</guid>
		<description>Don&#039;t Nerf Thor. T.hat&#039;s retarded. If it&#039;s not going to live up to its name (a god) it shouldn&#039;t be in there. it would be nice to play with though, maybe if they just put it on map-edit or something lol.</description>
		<content:encoded><![CDATA[<p>Don&#8217;t Nerf Thor. T.hat&#8217;s retarded. If it&#8217;s not going to live up to its name (a god) it shouldn&#8217;t be in there. it would be nice to play with though, maybe if they just put it on map-edit or something lol.</p>
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		<title>By: Chucky</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1267</link>
		<dc:creator>Chucky</dc:creator>
		<pubDate>Tue, 23 Oct 2007 03:59:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1267</guid>
		<description>I don&#039;t understand why if two units overlap, one has to go.

just give them a slightly different edge, and players will always be able to be creative about them, I have no idea why they think if A does what B does, then A should go.

this is the second time this is being mentioned:

Reaver v Colossus
Thor v Battlecruiser

and I must say, I find it disturbing.
Just leave in more units, leave room for interesting strategies. 

I will Vouch for Reavers to return, and Thors to stay.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t understand why if two units overlap, one has to go.</p>
<p>just give them a slightly different edge, and players will always be able to be creative about them, I have no idea why they think if A does what B does, then A should go.</p>
<p>this is the second time this is being mentioned:</p>
<p>Reaver v Colossus<br />
Thor v Battlecruiser</p>
<p>and I must say, I find it disturbing.<br />
Just leave in more units, leave room for interesting strategies. </p>
<p>I will Vouch for Reavers to return, and Thors to stay.</p>
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		<title>By: Ken</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1259</link>
		<dc:creator>Ken</dc:creator>
		<pubDate>Mon, 22 Oct 2007 05:01:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1259</guid>
		<description>guys, what&#039;s FD?</description>
		<content:encoded><![CDATA[<p>guys, what&#8217;s FD?</p>
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		<title>By: Frozenlingon</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1230</link>
		<dc:creator>Frozenlingon</dc:creator>
		<pubDate>Fri, 19 Oct 2007 21:46:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1230</guid>
		<description>#27 
Haven&#039;t thought about it, but when you metion goliath I miss him alot. But having a walking super turret seems strange, as thor is built in combat/battlefield/whatever, you might aswell build stationary turrets that serves almost the same purpose.</description>
		<content:encoded><![CDATA[<p>#27<br />
Haven&#8217;t thought about it, but when you metion goliath I miss him alot. But having a walking super turret seems strange, as thor is built in combat/battlefield/whatever, you might aswell build stationary turrets that serves almost the same purpose.</p>
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		<title>By: Arthur Santana</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1227</link>
		<dc:creator>Arthur Santana</dc:creator>
		<pubDate>Fri, 19 Oct 2007 17:31:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1227</guid>
		<description>Someone up here talked of the Thor having good anti-air power. That is an uncovered terrain for the terrans, isn&#039;t? We don&#039;t have the Goliath, it would be interesting to have a walking super-turret.</description>
		<content:encoded><![CDATA[<p>Someone up here talked of the Thor having good anti-air power. That is an uncovered terrain for the terrans, isn&#8217;t? We don&#8217;t have the Goliath, it would be interesting to have a walking super-turret.</p>
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		<title>By: Joshua</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1224</link>
		<dc:creator>Joshua</dc:creator>
		<pubDate>Fri, 19 Oct 2007 13:50:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1224</guid>
		<description>I don&#039;t see why it is a problem to have some tactical overlap. I think it would be fun to double up the different units in each race. You would have some super specialists and some general units that have alot of overlap and everything in between.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t see why it is a problem to have some tactical overlap. I think it would be fun to double up the different units in each race. You would have some super specialists and some general units that have alot of overlap and everything in between.</p>
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		<title>By: Mercutio</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1216</link>
		<dc:creator>Mercutio</dc:creator>
		<pubDate>Fri, 19 Oct 2007 05:53:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1216</guid>
		<description>@Ken

The Reaper mine is pretty cool, and I&#039;m sure I&#039;ll blow up many a building with it, but it&#039;s primarily an offensive tool. I&#039;d like to be able to do actual minelaying. Of course, I&#039;d also like a pony, so I probably shouldn&#039;t complain too much.

And if I wanted to beat a Terran early game... depends a  little. Zealots probably won&#039;t be able to hack down a supply depot line while under withering fire from a couple bunkers, although its conceivable you could get a Zealot rush into a base before they&#039;ve walled off entirely.

Mid-game, you have a LOT more options. Stalkers can do your tech scouting for you. A Phase Prism can warp-in units past a supply line, or Immortals can trundle up, weather the Siege Tank fire, blow the depots away, and then retreat while the Zealots and Stalkers swarm in to deal with the bunkers and army. Presumably the Collosi can step over them, and they&#039;ll eviscerate marines.

But the Terran defensive shell is going to be a tough nut to crack to get at their gooey center. That&#039;s just how the Terrans are.</description>
		<content:encoded><![CDATA[<p>@Ken</p>
<p>The Reaper mine is pretty cool, and I&#8217;m sure I&#8217;ll blow up many a building with it, but it&#8217;s primarily an offensive tool. I&#8217;d like to be able to do actual minelaying. Of course, I&#8217;d also like a pony, so I probably shouldn&#8217;t complain too much.</p>
<p>And if I wanted to beat a Terran early game&#8230; depends a  little. Zealots probably won&#8217;t be able to hack down a supply depot line while under withering fire from a couple bunkers, although its conceivable you could get a Zealot rush into a base before they&#8217;ve walled off entirely.</p>
<p>Mid-game, you have a LOT more options. Stalkers can do your tech scouting for you. A Phase Prism can warp-in units past a supply line, or Immortals can trundle up, weather the Siege Tank fire, blow the depots away, and then retreat while the Zealots and Stalkers swarm in to deal with the bunkers and army. Presumably the Collosi can step over them, and they&#8217;ll eviscerate marines.</p>
<p>But the Terran defensive shell is going to be a tough nut to crack to get at their gooey center. That&#8217;s just how the Terrans are.</p>
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		<title>By: Ken</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1214</link>
		<dc:creator>Ken</dc:creator>
		<pubDate>Fri, 19 Oct 2007 01:37:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1214</guid>
		<description>quoting Mercutio:

&quot;I dunno about making the Cobra a debuffer; the Terrans already have a meaty, meaty tech tree that requires lots of buildings and lots of units. And where are my spider mines, dammit? I want to be able to buy badass mines for 25 minerals a pop, even without a free vehicle.&quot;

The mines are now with the Reapers. They aint motion-detecting mines though, unlike the spidermine, they&#039;re more like ticking time bombs. This takes out a large portion of the Terran strategy pool for SC1. However it creates new strategies that are yet to be uncovered.

SO, WHEN IS THE RELEASE DATE?!?</description>
		<content:encoded><![CDATA[<p>quoting Mercutio:</p>
<p>&#8220;I dunno about making the Cobra a debuffer; the Terrans already have a meaty, meaty tech tree that requires lots of buildings and lots of units. And where are my spider mines, dammit? I want to be able to buy badass mines for 25 minerals a pop, even without a free vehicle.&#8221;</p>
<p>The mines are now with the Reapers. They aint motion-detecting mines though, unlike the spidermine, they&#8217;re more like ticking time bombs. This takes out a large portion of the Terran strategy pool for SC1. However it creates new strategies that are yet to be uncovered.</p>
<p>SO, WHEN IS THE RELEASE DATE?!?</p>
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		<title>By: Ken</title>
		<link>http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1210</link>
		<dc:creator>Ken</dc:creator>
		<pubDate>Thu, 18 Oct 2007 23:24:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/16/starcraft-2-qa-17-the-beginning-of-thors-end/#comment-1210</guid>
		<description>The common tactic in OSL, Terran players block their choke with a supply depot and a barracks to prevent anything to come in early on. Then they just lift off the barracks if they&#039;re ready. Now, its even easier to block your choke with lowering supply depots.

Maybe they&#039;ll balance it by lowering the depot&#039;s hit points, I dunno. I can&#039;t think of anything to beat terran early to mid game with this. Its even more difficult to scout his tech if he&#039;s blocking with this.

I suppose that&#039;s why they create the reapers and stalkers to counter choke point blocks. What do you guys think?</description>
		<content:encoded><![CDATA[<p>The common tactic in OSL, Terran players block their choke with a supply depot and a barracks to prevent anything to come in early on. Then they just lift off the barracks if they&#8217;re ready. Now, its even easier to block your choke with lowering supply depots.</p>
<p>Maybe they&#8217;ll balance it by lowering the depot&#8217;s hit points, I dunno. I can&#8217;t think of anything to beat terran early to mid game with this. Its even more difficult to scout his tech if he&#8217;s blocking with this.</p>
<p>I suppose that&#8217;s why they create the reapers and stalkers to counter choke point blocks. What do you guys think?</p>
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