真假难辨 国外玩家试玩《星际争霸2》
17173 新闻导语
根据国外网站的信息,瑞典SuperPLAY杂志的编辑已经试玩了《星际争霸2》,并写下了试玩感受。以下内容为国内网友根据原文做出的翻译(原译文并未配图,小编添加了其中提到的部分兵种的图片),如果您想看原文,小编在最后一页附上了英文原文。●对于一款如此受关注的游戏,在正式发布前,
● 对于一款如此受关注的游戏,在正式发布前,总会有些消息令人真假难辨,原文的真实程度实在难以考证。译文如下:
前几天大家已经看过了瑞典一家游戏杂志刊登了一些人族单位情况,里面提到了人族雷神(Thor)。(据称Thor已经得到了暴雪官方的承认)

Thor
其实那篇文章还包括了某编辑的星际2对战感受,翻译如下,希望大家喜欢。
● 先把这篇感受的要点简单总结一下:
1、星际2的设计比较传统和保守
2、母船为每方可造一艘,并非战场上只能出现一艘,母船可用消耗能量点的方式来恢复生命值
3、目前对战还只限于PvP
4、rep功能可用
5、界面上有可以找到闲置农民的按钮

神族
● 下面是正文:
星际争霸2可能会有很多特点,但肯定不包含前卫。Super PLAY(译者:瑞典游戏杂志)的一位编辑应该是世界上第一个玩到星际2的瑞典人了,他感到一种颇为奇异的熟悉感,下面就是他的试玩感受……
地堡能攻击到空中单位吗?运输机里能装多少兵?有什么单位能避开雷达吗……在亲身感受星际2之前,我们的脑海里装满了诸如此类的问题。
不过在暴雪的那些顶级设计师面前,这些问题还是显得太奇怪了,目前他们所有的精力都放在平衡性上。比如说:哪种飞船攻击力强,哪种武器对另外一种最有效,什么兵种应该具有隐形功能,什么兵种会埋雷,地雷爆炸时在中心和边缘受到的伤害是否一致……等等……
设计师们考虑的这些问题充分说明了一个事实,星际争霸2的设计风格是难以置信的保守和谨慎,作为即时战略游戏它一点前卫的要素都没有。从演示中就可以看出,暴雪并不想打破传统。在游戏企划书中明确写到,不要“太”有创造性。不过,游戏中还是设计了一种能装载五个步兵的运输单位。
我不是那种把暴雪用的卫生纸都奉若神明的铁杆暴雪fans,也不会觉得一款游戏只有绝对的创新才有存在意义。但一次次体验之后,我只能很严肃的说星际2的一切都还是未知。在玩到最终发售版本之前,我们依旧对平衡性缺少了解,而对于即时战略游戏来说这恰恰是最重要的。
● 第一局这局开始之后我很迷茫,不知道什么兵有用。不过作为一个空军迷,我决定不惜一切代价造最酷的神族空中单位——母船(Mothership)。


游戏的科技树还没确定,毕竟这只是个早期测试版本(pre-alpha)。我造了个飞机场(Stargate),然后升级所有建造母船所需的科技。积攒下来的大量资源使我足以造出母船并升级行星打击和黑洞技能。

Tempest
又造了几架风暴(Tempest)之后,我率领着舰队出发了,没想到很快就遇到了敌人,一名英国记者(译者:这哥们在后面提到了他的对手是德国人,也不知哪个说法对,看来失败让他神经错乱了……)。除了一大堆风暴之外,他也拥有一艘母船!一场遭遇战马上爆发,最后我只能指挥着冒烟的母船撤回基地。幸好我修了不少防空塔,他也只能放弃追赶返回了。
我用牺牲所有能量点数的方法快速修复母船,现在只能等待能量慢慢恢复。不过很快敌人又指挥舰队杀了过来,把母船打得冒烟。于是我第一次使用黑洞,看来在这个技能上暴雪还有很多平衡工作要做,黑洞把对手的所有部队甚至包括母船都吸了进去,他的空军瞬间就化为乌有了。
我估计敌人应该没什么后续兵力,所以就率领舰队杀了出去,一连干掉他三个分基地,什么抵抗都没遇到,这简直就是帝王的感觉啊。可惜这如同水银泻地般流畅的攻势却在我开始没发现的一个分基遭到迎头痛击,他早就憋了一大堆战车,在干掉母船之后就扑向了我毫无防守的基地,我只能等着认输了……唉,他拆建筑的速度还真快……
对战发生这样的转折确实挺有趣的,用高速观看这场53分钟的rep也很有意思。暴雪说rep观看功能还不一定能用,但在我看来一切正常。
●第二局
这局开始之后仍然走的是母船路线,现在我对科技树很熟悉了。不过在14分钟的时候……几道空气的扰动出现在我的基地里——隐刀!还有一分钟就能造出母船了。
我既没造炮台也没有OB(译者:此处原文为Overseer,监视者,这是OB的新名字吗?),对于隐形单位简直是无可奈何。他砍掉几个至关重要的水晶后……又送过来几个追踪者(Stalker)。

Stalker
OK,今天天气真好……
从世界第一场星际2线上对战我们得到以下的印象:
一切都很熟悉。用户界面非常简单明了,就算暴雪说这是最后成品我也不会有任何意见。你所需要的一切信息都可以从状态栏和弹出窗口中得到,我最喜欢的就是可以找到闲置农民的按钮。
水晶和气矿的采集方式以及作用没有变化。
暴雪总是强调星际2不会过于前卫,也许这就是我们上手容易的原因吧。在游戏发售前估计还要经过长期大量的线上对战测试,确保不出什么错误,这个过程可能可能要两三年时间。
暴雪希望用多年来积累的所有经验制作一款紧张刺激的即时战略游戏,在合适的时间、合适的情况下推出合适的游戏,相信他们会成功的,那些星际fans会高兴得发狂——我知道四个人看到炮台能移动之后几乎厥倒……
当然,对于核心玩家来说,一点小小的改变都会感觉完全不同,这是正常的。
最后我对游戏的首席设计师们进行了一个简短的采访,可惜他们说的不多。
星际2准备何时发布?
“当它完成的时候”,最早2008年,希望能赶在2010年之前。
目前你们怎么测试游戏?
四人对战,PvP,两张地图。
多人模式支持几个人对战?
至少8个。
发售时会有什么版本?
Mac和PC版本同时发售。
看过译文,如果您感兴趣,可以浏览一下下页的原文。
So, the new Terran units were recently mentioned in a SuperPLAY (swedish gaming magazine)-article. Why I do this post is because I translated pretty much the whole article on another thread, but guess it''ll dissapear in the crowd on page, like, 15 on a thread with a totally diffrent name. So I make a new thread out of it. Without further ado, here''s the article:
BLIZZARD PLAYS SAFE
Starcraft II can become many things. Pioneering isn’t one of them. Super PLAY’s author has as the first Swede played Blizzard’s vision of future’s RTS – and think it feels strangely familiar.
- Can the fort shoot targets in the air, too, or only ground targets?
- How many troops can a transport carry?
- Are there any units that can avoid the radar?
The questions whine through the heads of Blizzards representatives that have just demonstrated Starcraft 2 before we’re allowed to play for ourselves.
But the questions are a bit odd. Especially to come directly after the showcase of such a anticipated game from the world’s probably most loved developers.
They’re exclusively about game balance. Numbers. Which ship that’s the most effective against yours. Which weapon that works best against what. Which troops that can be invisible. Who that can lay mines and how big the damage is if you’re shooting if from a distance and happen to have a unit close to the explosion – less then if you happen to step on it, or not?
The questions are actually only interesting because they reveal how incredibly conventional a sequel Starcraft 2 is. In a genre that haven’t seen anything more pioneering since it’s introduction Blizzard is absolutely determinated to not be the one to break the trend. That explicitly includes in the project description to not be *too* creative. But at there’s a new transport unit – that holds five infantries.
I’m neither belonging to Blizzards most dedicated fans that would eat shit if it had the right logo nor those who consider that a game has to break new ground to have any means of existence. But after time and time again have had been royally owned by my more Starcraft-oriented journalist colleges I can soberly state that Starcraft 2 in the end can be however. Without having played the finished version I know disappearingly little about the game balance, and in an RTS that’s all that counts.
FIRST MATCH
In my premier match I’m totally lost because I don’t know what units are good to what. But I’ve always been a sucker to flying units and decide to run die hard to get the cruellest protoss airship: The Mothership.
I check the game’s most temporary tech-tree that looks like something I’ve been able to draw in Paint. Nothing’s decided yet. It’s that pre-alpha means. But I build myself a Stargate and all needed upgrades to be able to build my gigantic mothership. And I gather insane amounts of resources to be able to upgrade the mothership in two rounds and get the new attacks Planet Scourch and Black Hole.
Build a few Tempests as support and glide my majestetic army out of my zone of comfort – and immediately meet the opposition. A journalist from the English PC Format [his name is censored in my translation, but it used in the original article] has a whole armada with Tempests. And a mothership of his own! A wild dogfight breaks out and I get forced to retreat with a smoking mothership to my home base. Fortunately he turns aside and aborts the attack. Perhaps because I’ve build a gang of defence towers.
I repair the mothership quick as lightning by sacrificing all its manapoints, which slowly regenerates. Time to when it’s smoking hot again the PC Format-guy returns, with mothership and all. I for the first time test my black hole. And here Blizzard seem to have a balance-question ahead of them. The hole sucks every one of Jums ships, including the Mothership, and leaves him totally without an air force in a matter of seconds.
I think he probably won’t have much more to come with, so I go on rampage with my ships. Find three spread-out bases to destroy more or less undisturbed. I feel like a king. Gliding around a bit more, and freeze in the middle of a grin when I fly into an enemy base I completely missed. There, my opponent have gathered many enough of vehicles to crush my mothership and then take the fight to me in my now undefended base – I’ve only flown around like a looser without continuing to build new war toys.
After that he makes the process rather short.
It sure felt fun that the match turned so quickly towards the end. And the 53 minute long replay was interesting to see on the highest speed. Blizzard’s American PR-responsible didn’t even know the replay was implemented yet, but I can hereby report that it’s working fine.
SECOND MATCH
In match number two I intend to build the mothership again, as fast as I could. Now I’ve learned the tech-tree. Fourteen minutes after the start- about one minute before my mothership would’ve been complete – I see a change in the air in my base and then a warning that I’m under attack. Dark Templars!
Because I’ve built neither a cannon tower nor an Overseer I can’t even put my units to attack the opponent’s permanently invisible units. He cuts down my most important nodes that gives the power-supply to the buildings in my base and transports a couple of Stalkers.
Right. Thanks and good night.
A few general impressens from the world’s first online-matches in Starcraft II (apart from the first intern betweens Blizzards’ employees):
It’s all familiar. The interface is already in this early pre-alpha a wonder of clearness. If Blizzard were to decide the layout on the interface today I wouldn’t complain. I’m especially glad about the idle-button that reveals idle workers that’s not gathering or building anything.
The vespene gas and miners that’s gathered to be able to build new stuff is the same as before and works the same as before. Remember: Don’t scare away the fans!
Blizzard always comes back to that Starcraft II won’t reinvent the wheel. Perhaps that’s why it’s so surprisingly easy to get into. Right at this early stage, possibly two to three years before release, it’s possible to play large multiplayer-matches without any problems. The shortcuts are where they’re supposed to be and all info you’ll ever need is shown either in static textboxes or in pop-up windows when I click a building or vehicle.
Blizzard simply wants to create a tight and action-filled real time strategy game that uses all the experience they’ve gained throughout the years. With right time, right resources and right game balance they will succeed. And the Starcraft-fans will be over joyous – I saw four of them almost faint today when they noticed that you can move the cannon-towers in your base.
To a hardcore-gamer a small change can feel enormous. And be all that’s needed.
I took the game’s lead producer Cris Sigaty and lead designer Dusting Browder aside to ask those questions that’s not about armour, ammunition and rate of fire.
Following this is an interview that doesn''t give us much. Also, there''s a few questions on the article which answeres might be of interest.
---------------------------------------------- Questions -----------------------------
When does it release?
"When it''s done". Earliest 2008. Hopefully before 2010.
What did you get to play?
Four-player matches, protoss on protoss, on two different maps.
How many players can meet in multiplayer?
At least 8.
What formats will it release on?
Mac and PC, simultaneously.
-------------------------------------------------------------------------------------- I also made another translation of those new units, used as texts next to small pictures. I know this isn''t new, but it''s just as well hidden on a 15ish page.
--------------------------- Yet another translation -----------------------------------
Terrans
We got to see but not touch the human warriors in Starcraft II. Here''s what we know of any value about them. Some are old friends while others are new acquaintances.
Viking Fighter
Say hello to terran''s own transformer. The Viking can swap form from aircraft to walking robot. Clever if you fly to an enemy base and get attacked by Anti Air.
Supply Depot
New to the arthlings base: A building you can undeploy and sink down below ground so your units can pass by. Works nice as a first obstacle to your base in the early phases.
Marine
Starcraft wouldn''t be anything without it''s marines, who are the backbone of the Terran Armada.
Planetary Fortress
Terrans'' Command Center* can upgrade to a Planetary Fortress. This is a Command Center with a damn lot of defensive weapons on.
*Original word "högkvarter" is a free swedish translation of CC that becomes HQ if you translate back.
Thor
The Heaviest* new guy is called Thor and have gotten it''s name from the Thunder God. One of these buddies can pluck** a whole base on his own hand.
*Original word "Fetaste" is slang somewhere along "big", "bad" and "heavy".
**Original phrase "plocka ner" is more slang often used for "beating someone up".
Sensor Dome
With one of these sensors you can see enemy unit on the map even if they''re moving in unexplored areas.
Ghost
Yupp. The Ghosts are in once more*.
Original phrase is "med igen", which is just hell to translate, as "returns" indicated it''s been gone, as does "back again".
Protoss
Protoss was the faction that we were actually allowed to play with and blast to smithereens.
Twilight Archon
Sacrifice two Dark Templars and voilá*! You get an even meaner Twilight Archon. But you probably already knew this.
*"häpp" isn''t even slang, but something the author made up. It''s tone is "not much a problem" and "tadaa!" at the same time.
High Templar
Recognised, p''haps?
Dark Templar.
Damn Dark Templar. Second match was over after excactely 15 minites when a German ran in with three invisible Dark Templars in my base and cleared up most stuff. I didn''t manage to build any Overseer, which can discover invisible
这局开始之后我很迷茫,不知道什么兵有用。不过作为一个空军迷,我决定不惜一切代价造最酷的神族空中单位——母船(Mothership)。


游戏的科技树还没确定,毕竟这只是个早期测试版本(pre-alpha)。我造了个飞机场(Stargate),然后升级所有建造母船所需的科技。积攒下来的大量资源使我足以造出母船并升级行星打击和黑洞技能。

Tempest
又造了几架风暴(Tempest)之后,我率领着舰队出发了,没想到很快就遇到了敌人,一名英国记者(译者:这哥们在后面提到了他的对手是德国人,也不知哪个说法对,看来失败让他神经错乱了……)。除了一大堆风暴之外,他也拥有一艘母船!一场遭遇战马上爆发,最后我只能指挥着冒烟的母船撤回基地。幸好我修了不少防空塔,他也只能放弃追赶返回了。
我用牺牲所有能量点数的方法快速修复母船,现在只能等待能量慢慢恢复。不过很快敌人又指挥舰队杀了过来,把母船打得冒烟。于是我第一次使用黑洞,看来在这个技能上暴雪还有很多平衡工作要做,黑洞把对手的所有部队甚至包括母船都吸了进去,他的空军瞬间就化为乌有了。
我估计敌人应该没什么后续兵力,所以就率领舰队杀了出去,一连干掉他三个分基地,什么抵抗都没遇到,这简直就是帝王的感觉啊。可惜这如同水银泻地般流畅的攻势却在我开始没发现的一个分基遭到迎头痛击,他早就憋了一大堆战车,在干掉母船之后就扑向了我毫无防守的基地,我只能等着认输了……唉,他拆建筑的速度还真快……
对战发生这样的转折确实挺有趣的,用高速观看这场53分钟的rep也很有意思。暴雪说rep观看功能还不一定能用,但在我看来一切正常。
●第二局
这局开始之后仍然走的是母船路线,现在我对科技树很熟悉了。不过在14分钟的时候……几道空气的扰动出现在我的基地里——隐刀!还有一分钟就能造出母船了。
我既没造炮台也没有OB(译者:此处原文为Overseer,监视者,这是OB的新名字吗?),对于隐形单位简直是无可奈何。他砍掉几个至关重要的水晶后……又送过来几个追踪者(Stalker)。

Stalker
OK,今天天气真好……
从世界第一场星际2线上对战我们得到以下的印象:
一切都很熟悉。用户界面非常简单明了,就算暴雪说这是最后成品我也不会有任何意见。你所需要的一切信息都可以从状态栏和弹出窗口中得到,我最喜欢的就是可以找到闲置农民的按钮。
水晶和气矿的采集方式以及作用没有变化。
暴雪总是强调星际2不会过于前卫,也许这就是我们上手容易的原因吧。在游戏发售前估计还要经过长期大量的线上对战测试,确保不出什么错误,这个过程可能可能要两三年时间。
暴雪希望用多年来积累的所有经验制作一款紧张刺激的即时战略游戏,在合适的时间、合适的情况下推出合适的游戏,相信他们会成功的,那些星际fans会高兴得发狂——我知道四个人看到炮台能移动之后几乎厥倒……
当然,对于核心玩家来说,一点小小的改变都会感觉完全不同,这是正常的。
最后我对游戏的首席设计师们进行了一个简短的采访,可惜他们说的不多。
星际2准备何时发布?
“当它完成的时候”,最早2008年,希望能赶在2010年之前。
目前你们怎么测试游戏?
四人对战,PvP,两张地图。
多人模式支持几个人对战?
至少8个。
发售时会有什么版本?
Mac和PC版本同时发售。
看过译文,如果您感兴趣,可以浏览一下下页的原文。
So, the new Terran units were recently mentioned in a SuperPLAY (swedish gaming magazine)-article. Why I do this post is because I translated pretty much the whole article on another thread, but guess it''ll dissapear in the crowd on page, like, 15 on a thread with a totally diffrent name. So I make a new thread out of it. Without further ado, here''s the article:
BLIZZARD PLAYS SAFE
Starcraft II can become many things. Pioneering isn’t one of them. Super PLAY’s author has as the first Swede played Blizzard’s vision of future’s RTS – and think it feels strangely familiar.
- Can the fort shoot targets in the air, too, or only ground targets?
- How many troops can a transport carry?
- Are there any units that can avoid the radar?
The questions whine through the heads of Blizzards representatives that have just demonstrated Starcraft 2 before we’re allowed to play for ourselves.
But the questions are a bit odd. Especially to come directly after the showcase of such a anticipated game from the world’s probably most loved developers.
They’re exclusively about game balance. Numbers. Which ship that’s the most effective against yours. Which weapon that works best against what. Which troops that can be invisible. Who that can lay mines and how big the damage is if you’re shooting if from a distance and happen to have a unit close to the explosion – less then if you happen to step on it, or not?
The questions are actually only interesting because they reveal how incredibly conventional a sequel Starcraft 2 is. In a genre that haven’t seen anything more pioneering since it’s introduction Blizzard is absolutely determinated to not be the one to break the trend. That explicitly includes in the project description to not be *too* creative. But at there’s a new transport unit – that holds five infantries.
I’m neither belonging to Blizzards most dedicated fans that would eat shit if it had the right logo nor those who consider that a game has to break new ground to have any means of existence. But after time and time again have had been royally owned by my more Starcraft-oriented journalist colleges I can soberly state that Starcraft 2 in the end can be however. Without having played the finished version I know disappearingly little about the game balance, and in an RTS that’s all that counts.
FIRST MATCH
In my premier match I’m totally lost because I don’t know what units are good to what. But I’ve always been a sucker to flying units and decide to run die hard to get the cruellest protoss airship: The Mothership.
I check the game’s most temporary tech-tree that looks like something I’ve been able to draw in Paint. Nothing’s decided yet. It’s that pre-alpha means. But I build myself a Stargate and all needed upgrades to be able to build my gigantic mothership. And I gather insane amounts of resources to be able to upgrade the mothership in two rounds and get the new attacks Planet Scourch and Black Hole.
Build a few Tempests as support and glide my majestetic army out of my zone of comfort – and immediately meet the opposition. A journalist from the English PC Format [his name is censored in my translation, but it used in the original article] has a whole armada with Tempests. And a mothership of his own! A wild dogfight breaks out and I get forced to retreat with a smoking mothership to my home base. Fortunately he turns aside and aborts the attack. Perhaps because I’ve build a gang of defence towers.
I repair the mothership quick as lightning by sacrificing all its manapoints, which slowly regenerates. Time to when it’s smoking hot again the PC Format-guy returns, with mothership and all. I for the first time test my black hole. And here Blizzard seem to have a balance-question ahead of them. The hole sucks every one of Jums ships, including the Mothership, and leaves him totally without an air force in a matter of seconds.
I think he probably won’t have much more to come with, so I go on rampage with my ships. Find three spread-out bases to destroy more or less undisturbed. I feel like a king. Gliding around a bit more, and freeze in the middle of a grin when I fly into an enemy base I completely missed. There, my opponent have gathered many enough of vehicles to crush my mothership and then take the fight to me in my now undefended base – I’ve only flown around like a looser without continuing to build new war toys.
After that he makes the process rather short.
It sure felt fun that the match turned so quickly towards the end. And the 53 minute long replay was interesting to see on the highest speed. Blizzard’s American PR-responsible didn’t even know the replay was implemented yet, but I can hereby report that it’s working fine.
SECOND MATCH
In match number two I intend to build the mothership again, as fast as I could. Now I’ve learned the tech-tree. Fourteen minutes after the start- about one minute before my mothership would’ve been complete – I see a change in the air in my base and then a warning that I’m under attack. Dark Templars!
Because I’ve built neither a cannon tower nor an Overseer I can’t even put my units to attack the opponent’s permanently invisible units. He cuts down my most important nodes that gives the power-supply to the buildings in my base and transports a couple of Stalkers.
Right. Thanks and good night.
A few general impressens from the world’s first online-matches in Starcraft II (apart from the first intern betweens Blizzards’ employees):
It’s all familiar. The interface is already in this early pre-alpha a wonder of clearness. If Blizzard were to decide the layout on the interface today I wouldn’t complain. I’m especially glad about the idle-button that reveals idle workers that’s not gathering or building anything.
The vespene gas and miners that’s gathered to be able to build new stuff is the same as before and works the same as before. Remember: Don’t scare away the fans!
Blizzard always comes back to that Starcraft II won’t reinvent the wheel. Perhaps that’s why it’s so surprisingly easy to get into. Right at this early stage, possibly two to three years before release, it’s possible to play large multiplayer-matches without any problems. The shortcuts are where they’re supposed to be and all info you’ll ever need is shown either in static textboxes or in pop-up windows when I click a building or vehicle.
Blizzard simply wants to create a tight and action-filled real time strategy game that uses all the experience they’ve gained throughout the years. With right time, right resources and right game balance they will succeed. And the Starcraft-fans will be over joyous – I saw four of them almost faint today when they noticed that you can move the cannon-towers in your base.
To a hardcore-gamer a small change can feel enormous. And be all that’s needed.
I took the game’s lead producer Cris Sigaty and lead designer Dusting Browder aside to ask those questions that’s not about armour, ammunition and rate of fire.
Following this is an interview that doesn''t give us much. Also, there''s a few questions on the article which answeres might be of interest.
---------------------------------------------- Questions -----------------------------
When does it release?
"When it''s done". Earliest 2008. Hopefully before 2010.
What did you get to play?
Four-player matches, protoss on protoss, on two different maps.
How many players can meet in multiplayer?
At least 8.
What formats will it release on?
Mac and PC, simultaneously.
-------------------------------------------------------------------------------------- I also made another translation of those new units, used as texts next to small pictures. I know this isn''t new, but it''s just as well hidden on a 15ish page.
--------------------------- Yet another translation -----------------------------------
Terrans
We got to see but not touch the human warriors in Starcraft II. Here''s what we know of any value about them. Some are old friends while others are new acquaintances.
Viking Fighter
Say hello to terran''s own transformer. The Viking can swap form from aircraft to walking robot. Clever if you fly to an enemy base and get attacked by Anti Air.
Supply Depot
New to the arthlings base: A building you can undeploy and sink down below ground so your units can pass by. Works nice as a first obstacle to your base in the early phases.
Marine
Starcraft wouldn''t be anything without it''s marines, who are the backbone of the Terran Armada.
Planetary Fortress
Terrans'' Command Center* can upgrade to a Planetary Fortress. This is a Command Center with a damn lot of defensive weapons on.
*Original word "högkvarter" is a free swedish translation of CC that becomes HQ if you translate back.
Thor
The Heaviest* new guy is called Thor and have gotten it''s name from the Thunder God. One of these buddies can pluck** a whole base on his own hand.
*Original word "Fetaste" is slang somewhere along "big", "bad" and "heavy".
**Original phrase "plocka ner" is more slang often used for "beating someone up".
Sensor Dome
With one of these sensors you can see enemy unit on the map even if they''re moving in unexplored areas.
Ghost
Yupp. The Ghosts are in once more*.
Original phrase is "med igen", which is just hell to translate, as "returns" indicated it''s been gone, as does "back again".
Protoss
Protoss was the faction that we were actually allowed to play with and blast to smithereens.
Twilight Archon
Sacrifice two Dark Templars and voilá*! You get an even meaner Twilight Archon. But you probably already knew this.
*"häpp" isn''t even slang, but something the author made up. It''s tone is "not much a problem" and "tadaa!" at the same time.
High Templar
Recognised, p''haps?
Dark Templar.
Damn Dark Templar. Second match was over after excactely 15 minites when a German ran in with three invisible Dark Templars in my base and cleared up most stuff. I didn''t manage to build any Overseer, which can discover invisible
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