Comments: 20
LordDarkstarr [2016-03-03 07:29:41 +0000 UTC]
I love how supply depots can be retracted in SC2. There's nothing quite as annoying as having a SCV stuck in one position because the game engine put the little [CENSORED] in a bad location after it finished building a supply depot in an out-of-the-way place and not having a dropship to move the little son of a you-know-what out of the way! At least with protoss probes, you have a moment to move the little twerp before the building warps in.
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Randroid7 [2015-10-16 17:14:45 +0000 UTC]
It actually looks like somewhere someone would go to eat lunch. I can only imagine a group of Terrans having a lunch break, then the building lowers into the dirt when someone tries to walk out. XD
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LordDarkstarr In reply to Randroid7 [2016-03-03 07:31:05 +0000 UTC]
Yeah, I hear that they got that idea from the cafeteria at Blizzard HQ in real life. Too many employees not paying their lunch tabs, so they just pen them in until they pay their bills with awesome renderings like these.
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Mikekillkill [2015-08-09 22:43:22 +0000 UTC]
What is in a supply depot?
also the supply depot skin looks like a house with direct-TV
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LordDarkstarr In reply to Mikekillkill [2016-03-03 07:32:15 +0000 UTC]
Don't you know that's where Phil stashes all his favorite fat chick posters?
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Boarguts In reply to Mikekillkill [2015-08-20 17:08:43 +0000 UTC]
You don't want to see a Supply Depot without direct-TV.
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LordDarkstarr In reply to Boarguts [2016-03-03 07:31:45 +0000 UTC]
Not a fan of Comcast either, I take it?
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whitedragonguardian [2013-04-21 15:14:49 +0000 UTC]
lol the best Gate against zergs in Multiplayer.
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Clonetrooper21 [2013-04-13 20:55:14 +0000 UTC]
When you played StarCraft 2 Wings of Liberty, at ten Protoss research points did you get either Micro-Filtering or Orbital Depots?
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Boarguts In reply to Clonetrooper21 [2013-04-15 01:34:08 +0000 UTC]
Micro-Filtering!
Once you hit 200 supply the Orbital Depots are no longer beneficial. Micro-Filtering always benefits you as long as you're harvesting gas!!!
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Dak--Commstar [2012-02-01 03:10:48 +0000 UTC]
can units standing on it be lifted up when you raise the supply depot?
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Boarguts In reply to Dak--Commstar [2012-02-02 16:41:20 +0000 UTC]
Nope. If a unit is standing on the Supply Depot it will be unable to raise up.
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LordDarkstarr In reply to Dak--Commstar [2016-03-03 07:27:03 +0000 UTC]
Oh, man, the mental image you just gave me with that comment...
Siege Tank Commander: "Sir, we need more range on our cannons. The zerg are staying just out of range!"
General (in command center): "Adjutant, can our supply depots support the weight of a siege tank?"
Adjutant: "Affirmative. Due to improved construction techniques, each supply depot's hydraulic lift pistons can support up to three times their own weight. The combined mass of a siege tank and a supply depot is well within design tolerances."
General: "Alright, boys, here's what you do. We'll retract the depots, then you park on top of them. Then, we'll deploy the depots, and the added elevation should add half a click* to your range."
ST Commander: "Will do, sir!" (Moves the tank on top of a retracted supply depot.)
(Supply depots with tanks all raise.)
(Tanks all change to siege mode.)
[Sounds of zerg being blasted from ludicrous range]
ST Commander: "Got 'em, sir!"
(Zerg player then dashes off angry email to Blizzard about Terrans having an unfair advantage. Blizzard replies by nerfing siege tanks. Terran players all zerg rush Blizzard HQ, leaving it a smoking crater in the ground.)
Yeah. Who needs game balance anyway, right?
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Dak--Commstar In reply to LordDarkstarr [2016-03-03 09:51:42 +0000 UTC]
It would be crazy though XD. The editor is pretty good, maybe someone could script it in and terrans can just make pathways around safe on top of a depot highway! Actually building your own terrain ramps would be a really cool. Like having supply depots lift units to the next cliff level, or building a ramp against the cliff wall to let units up.
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Boarguts In reply to ZeroCartin [2011-05-23 17:01:31 +0000 UTC]
The animation was pre-established by another artist when we first implemented the sinking Supply Depot. When I did the visual update we were able to reuse the old animations with the newer art.
The spark is a particle effect, but the glowing lights are mostly emissive maps.
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Boarguts In reply to ZeroCartin [2011-05-27 06:27:08 +0000 UTC]
Buildings can take between 1 week to 2 weeks depending on various factors. Terran structures can usually fly so alot of moving parts and extra animation attention is given to them. Time limits are also various, but usually we get enough time to do the job well.
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