Questions about anti-gravity

Discussion in 'StarCraft 2 Strategy Discussion' started by Redscorcher, Jul 29, 2008.

Questions about anti-gravity

  1. Redscorcher

    Redscorcher Guest

    Since you can pick up buildings with anti-gravity, you should be able to pick up prottos pylons. I was wondering if this disabled pylons. If it does , it could open up many new tactics when facing protoss with protoss. Can someone give me a confirmation on this? also If you pick up a builing that is building units, does it halt the building process or take away the units being built and refund? If anyone has any other questions on anti-gravity, please post them here.
     
  2. MeisterX

    MeisterX Hyperion

    Joined:
    Jul 23, 2007
    Messages:
    4,949
    Likes received:
    17
    Trophy points:
    38
    From:
    New Port Richey, FL
    Yes, it disables Pylon power. Yes, it disables buildings that are producing units and it also pauses research buildings when researching abilities.
     
  3. HatoXanadu

    HatoXanadu New Member

    Joined:
    Jul 19, 2008
    Messages:
    195
    Likes received:
    1
    Trophy points:
    0
    That's awesome, =O. Can't wait to piss some people off with this :)
     
  4. Kaaraa

    Kaaraa Space Junkie

    Joined:
    Sep 19, 2007
    Messages:
    1,335
    Likes received:
    3
    Trophy points:
    0
    From:
    United States
    Use the Search function. It's second to the right, between "Unread Posts" and "Quick Links" when you're on the forums.
     
  5. AlexBlaze

    AlexBlaze New Member

    Joined:
    Apr 9, 2008
    Messages:
    116
    Likes received:
    0
    Trophy points:
    0
    From:
    Hyperion's cantina.. *BURP*
    Anti-Grav will be one of the most used abilities in PvP i think..
     
  6. Nikzad

    Nikzad New Member

    Joined:
    Jun 11, 2007
    Messages:
    1,405
    Likes received:
    0
    Trophy points:
    0
    yeah, Jon experimented with nullifiers a lot
    but he found that you would have to bring the nullifier within range of a lot of photon cannons if you wanted to anti-grav the pylon
    so the best idea would be to send in some air units first, before the nullifier to give the photon cannons a target before bringing in the nullifiers
     
  7. HatoXanadu

    HatoXanadu New Member

    Joined:
    Jul 19, 2008
    Messages:
    195
    Likes received:
    1
    Trophy points:
    0
    So basically this needs to be a very strategic thing?
     
  8. Jissé

    Jissé New Member

    Joined:
    May 27, 2008
    Messages:
    222
    Likes received:
    2
    Trophy points:
    0
    From:
    Dublin
    Few questions :

    _Does this "I thrown ur buildings in the air lol" ability work with Zerg buildings (that are supposed to belong to a big living organism)?
    _Is it possible to cancel/dispel the effect of this ability?
    _Is there any opposite version of this ability (like the web ability in WC3, that can catch air units and hold them on the ground)?
    _Does the building take damage when elevated in the air? Does it take damage when falling back on the ground?
    _What about the units under the building when it does come back on the ground?
    _Does a barrack keeps on producing units when back on the ground, or has the units making list been totally cancelled when the effect of this ability is over?
    _Does a "in air" supply depot still supplies its supply points, a bunker attacks close enemies and a command center still be a gathering point, or will all those buildings be totally turned disabled and be cheap "plz kill me, I sux so much" targets during the effect?
    _Can I move a "in air" (allied and/or enemy) building anyhow?
    _Will in air buildings be obstacles to close air units (will have air units to move around them like ground units have to move around ground buildings)?

    I am sorry if this sounds newbish, but I am really curious about this ability, because this does sound a really weird ability to me...
     
    Last edited: Jul 30, 2008
  9. Simbob

    Simbob New Member

    Joined:
    May 1, 2008
    Messages:
    481
    Likes received:
    2
    Trophy points:
    0
    From:
    Australia
    *Raises own Nexus*

    Doh!
     
  10. sc.rew

    sc.rew New Member

    Joined:
    Jul 25, 2008
    Messages:
    64
    Likes received:
    1
    Trophy points:
    0
    You can't use anti-gravity on Nexus/Command Center/Hatchery ;)
     
  11. Gasmaskguy

    Gasmaskguy New Member

    Joined:
    Aug 3, 2007
    Messages:
    4,071
    Likes received:
    4
    Trophy points:
    0
    From:
    Sweden
    @Jissé.

    It also works with Zerg buildings, but the visuals for that are yet to be finished.

    No, it can't be dispelled, all you can do is to quickly kill the Nullifier.

    There's no opposite kind of spell.

    I don't know if the target unit or building takes damage, but I think it might take some damage when it crashes back down. Not sure.

    The units will get hidden inside the building. Then they get pushed out, like in SC1, I think.

    The production is halted, not cancelled.

    I don't know if supply remains, but I am sure the units inside the Bunker will get disabled. Main structures (gathering points) can't be anti-gravitated.

    No, they are fixed in position and later crash down on the same spot they got anti-gravitated.

    Air units will most likely be able to just fly through buildings.
     
  12. MeisterX

    MeisterX Hyperion

    Joined:
    Jul 23, 2007
    Messages:
    4,949
    Likes received:
    17
    Trophy points:
    38
    From:
    New Port Richey, FL
    Some of the unanswered questions.....

    The target building does NOT take damage either when it is lifted or when it comes back down, but units that can hit air can do damage to it while it is lifted.

    Units will be pushed out from under it... you don't even notice it happening.

    If you lift a bunker the units inside cannot shoot but they still take up supply.

    Air units actually fly "over" it.

    It also has a duration of under 5 seconds. Very quick.
     
  13. Jissé

    Jissé New Member

    Joined:
    May 27, 2008
    Messages:
    222
    Likes received:
    2
    Trophy points:
    0
    From:
    Dublin
    Thank you very much for these pieces of information.

    So, it is a channeling ability if I understand correctly, like the Blizzard spell in WC3 for example?

    I thought it was a kind of "I disable all ur buildings the time I destroy all ur army lol ur so ded nub lol" ability, that would ruin the whole game within a fingersnap, but if you can't use it on gathering points, and if it does not last long, and especially if you can stop the effect somehow, that is ok then.

    I understand the building may then be vulnerable to air attacks, no problem with that, this sounds to be the main point, but this ability really asks a lot of questions by itself, like the possibility to throw the building at the enemy army for example, and/or to destroy it in one shot just with this ability.

    I am sorry for my persistence, but the bunker point still make me questioning...
    If a bunker is lifted up, and if the units inside cannot attack/defend, can they still at least go out of the bunker?
    Oh, and is a tank in siege mode considered like a building?

    If not, looks like few nullifiers + zealots = the ultimate base crushers team against the terrans.
     
  14. MeisterX

    MeisterX Hyperion

    Joined:
    Jul 23, 2007
    Messages:
    4,949
    Likes received:
    17
    Trophy points:
    38
    From:
    New Port Richey, FL
    You can lift any unit, so yes, a Siege Tank can be lifted.

    Also, units in the bunker cannot exit while the building is being lifted.

    Lastly, the ability costs 150 mana and lasts only a short time, so it's really not OP at all. It's just great for keeping Terran on their toes and not allowing them to just sit immune behind a wall.
     
  15. HatoXanadu

    HatoXanadu New Member

    Joined:
    Jul 19, 2008
    Messages:
    195
    Likes received:
    1
    Trophy points:
    0
    Haha, that would be hilarious if I could lift my own Nexus
     
  16. overmind

    overmind Active Member

    Joined:
    Jun 7, 2007
    Messages:
    2,188
    Likes received:
    3
    Trophy points:
    38
    From:
    New Zealand
    haha, i imagine it could be used defensively

    *collosus raid*
    *lifts important buildings to give time to retaliate*
     
  17. MeisterX

    MeisterX Hyperion

    Joined:
    Jul 23, 2007
    Messages:
    4,949
    Likes received:
    17
    Trophy points:
    38
    From:
    New Port Richey, FL
    You can't lift a Nexus, CC, or Hatchery (which makes no sense because it's the Zerg production building, so you should be able to lift it...)
     
  18. SOGEKING

    SOGEKING New Member

    Joined:
    May 25, 2007
    Messages:
    1,572
    Likes received:
    2
    Trophy points:
    0
    I don't think that units subishing the anti gravaity ability will be able to fight against each other.

    The ground units will float in the air, and their capacities to shoot against ground units will fall down because they will not get their stable normal situation. For instance a Crucio tank in siege mode (not normal mode) needs to get support on the ground to fire, so in the air the Crucio Tank can't do anything.

    A marine can, maybe attack, but will be destabilized. And no unit can move in the air. The marines can maybe shoot against some units, but the frequency of shooting will be low. Some units like the tank can't attack anymore.

    For the zerg ? Zerglings can't do anything, but hydras maybe can attack with a lower frequency.

    EDIT :

    For every units, (Terran, Zerg, Protoss, and maybe Hybrids) who subish the antigravity they all move differently once in the air. I don't see a marine in the air, standing in the air, as nothing was happening. I see the marine panicking, maybe running, moving his legs, and not moving at all of course. Maybe he will turn, pivotate, etc ...

    And of course EACH unit of EACH race mus have a special animation once in the air. THIS WILL BE A BIG JOB for Blizzard to create those masses of animations.

    Of course all this job needs a reward : the ability must last over 10 seconds according to me.

    Maybe Blizzard just want to make the units float and does not want to create all those abimations. That's why the ability lasts just 5 seconds
     
    Last edited: Aug 2, 2008
  19. freedom23

    freedom23 New Member

    Joined:
    Aug 8, 2007
    Messages:
    1,172
    Likes received:
    2
    Trophy points:
    0
    im thinking on using force field 1st in the face of cannons before u barge in youre units and antigrav them nexus.. but if its a protoss match id still go for me templars than nulls.. unless im feeling very mechanical lol
     
  20. 10-Neon

    10-Neon New Member

    Joined:
    May 23, 2007
    Messages:
    1,713
    Likes received:
    4
    Trophy points:
    0
    From:
    Gainesville, FL
    Jon: but you can lift Larva, right? It's a bit more expensive, compared to disabling a Terran or Protoss player's production, but it's still somewhat doable.