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Discussione: [StarCraft II] Q&A

  1. #126
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    Chat with Devs: Something I noticed during our recent shows at Games Convention in Leipzig and PAX in Seattle is that many new players trying out the game who played Zerg built several creep tumors, thinking they were either defenses or going to morph into defenses. This eventually lead into a conversation with Dustin about why Creep Tumors no longer morph into base defenses. For those who dont know, a Creep Tumor is a building which expands creep around it significantly. Building this building is an excellent way to cover additional ground with creep, allowing for many new strategies, including aggressive Spine Crawler pushes (the mobile Sunken Colony).

    Dustin brought up two scenarios to why Creep Tumors no longer morph into other Zerg defenses:

    1) You would be able to creep across the map by moving your creep-spawning base defenses.

    2) It would be easier to accidentally end up with buildings off of creep because the creep-generator moved away.

    Thus, since the development team definitely wanted to give Zerg mobile defenses, they decided to split the roles of the Creep Tumor and the other Zerg defenses. This also allows for the team to make these Creep Tumors burrowed and very cheap in the latest build.

    As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

    ---StarCraft II Q&A Batch 44---

    1) Is it possible for replays to contain more in depth player statistics such as average clicks per minute, number of hotkeys used, etc.. ? (starcraft2.com.au)
    Replays will have much more info available in them that will include more detailed stat tracking, as well as other useful eSports related features.

    2) Terrans currently appear to be at a disadvantage in terms of troop mobility, (as compared to 'Warp-in' and 'Nydus Worm') are there any plans to bring back the, 'drop-pod' or other new transport mechanic? (sclegacy.com)
    Actually, the Terrans have many units and mechanics that empower them with more mobility than the original StarCraft. The Reaper and Viking is a good example of new units that extend the Terrans raiding capabilities. Furthermore, Medivac Dropships offer more incentive to build lots of Dropships, which translate to more mobility for their entire army. Salvage is also another mechanic that helps in terms of rebuilding and moving a Terran base to new locations. Lastly, the Terrans are still the only side that can pick up and move their whole entire base, as well as being able to load SCVs in their Command Center now, allowing for quicker fast expanding strategies.

    3) With the new high ground mechanic in place, an army can't fight units that are on higher ground anymore until they get a spotter up the ledge. Both Zerg and Terran have the possibility to spot units on high ground with Overlords and floating buildings right from the start of the game, but the first Protoss unit to fly up there would be the Phase Prism. Could it be that Protoss players have a significant disadvantage on some maps because of this?(GameReplays.org)
    In the latest builds of StarCraft II, the Protoss no longer need an Observatory to build Observers. Observers will be able to be built straight from the Robotics Facility, allowing earlier eyes on the battlefield.

    We definitely saw that especially on certain maps, Terrans were able to block their choke point early, taking away much of the scouting portion of the game from Protoss, and are trying out this new solution for it. Additionally, we felt that Observers were too a crucial to the Protoss army to have them that far up the tech tree.

    4) Will the Unit Portraits in SC2 be pre-rendered high quality video clips like in SC1 ? willygundersen (Battle.net)
    The unit portraits will be shown in much higher quality than the actual units on the screen, similar to the original StarCraft and Warcraft III. They will not be video clips, but will be animations rendered in game. There will be several examples of their unit portraits in the next BlizzCast, where we have Dustin and Sammy discussing the process of creating a unit.

    5) We all know how important it is that tier 1 units be effective at later tiers, which has prompted different unit abilities like the Zealots Charge. But it seems that the Protoss have a leg up in that they have Charge while the Zerglings have only their traditional speed boost without any AI enhancements. Is anything being planned for the Zergling? (starcraft2forum.org)
    Due to the new game engine, Zerglings have much better pathing in StarCraft II, meaning they move much more efficiently. Zerglings are able to both surround enemy units easier and are more easily selectable as well, being able to control more than 12 at a time. Furthermore, Zerglings are also slightly smaller than their original StarCraft counterparts, and able to be morphed into Banelings, which are extremely effective against Zealots. Lastly, Zealots have also had their shield hit points reduced by 10, as compared to the original StarCraft Zealots.

    ---End of Transmission---
    http://www.battle.net/forums/thread....1&#post1752651

  2. #127
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    Chat with Devs: After BlizzCon, it has been very exciting to see all the feedback from the fans and pro players about the latest build of StarCraft II. There was lots of noted feedback about both the Colossus and the Nydus Worms (which we are currently polling on right now in the gameplay forum: <link>). At my most recent meeting with Dustin, we decided to chat about some of the lesser focused on topics, that have undergone quite a few changes since the original StarCraft.

    Hallucination
    The first topic was about hallucination, a classic Protoss ability, that honestly did not get that much use in the original StarCraft. To make it more interesting, Dustin explained how the ability has been brought down in tech to the Nullifier. Additionally, hallucination could be used to create units in which the player doesn’t even have prerequisite buildings for. That in itself should be an interesting scare for opposing players, watching 3 Colossi trampling in, only to counter with Corruptors and realize that they were not real. Furthermore, even probes could be hallucinated! Since the amount of hallucinations you get are based on ‘actual’ costs of what they would cost if they were real, you could get 8 probes per hallucination to trick those incoming Reapers. Dark Templars, Observers, and Carriers though were not on the list of units that could be hallucinated since the first two would be quite overpowering to use as an invisible fake scout (soo OP). Carriers too, would just have much too many hit points, as well as become quite a bit over complicated when you deal with how many interceptors they might have.

    Queen Spawns 3 Mutant Larva
    The mutant larva count has increased with the latest version of the Queen to encourage more use of a pretty powerful ability if used correctly. Mutant larva crawl around independently of a Hatchery and can create units at a discounted production rate. This is like a free Hatchery with each additional Queen! Along with the Queen’s ability to defend against air units early game, it shall make her quite a crucial unit in any Zerg army.

    Everyone who made it out to BlizzCon or watched on TV, we definitely hope you guys enjoyed it! It is always a blast having fans and devs alike come together to celebrate the games we’ve all come to enjoy and love. As always, shoot the devs and I a w00t! if you are enjoying this Q&A batch!

    ---StarCraft II Q&A Batch 45---

    1. Do enemy Zerg units also get a boost on your Creep?
    (StarCraft 2 Forums)

    Yes, enemy Zerg units will still get the speed boost when on creep. Currently, the creep shares no affiliation.

    2. Are there abilities that remove creep? (TheWarCenter)

    The 2 ways to push that expanding creep is to kill the burrowed creep tumors, or kill those Queens building them. On another note, the creep no longer damages enemy buildings. Through testing, the ability actually affected players adversely in team games where players allied with Zerg players would end up having their units damaged by their friend’s creep. In 1vs1 matches, the usefulness of this mechanic was hardly ever used, amongst all the new cooler Zerg strategies that have spawned.

    3. Does the creep speed boost apply to zerg air? (TheWarCenter)

    No, they do not apply to air units or drones.

    4. Won't Reapers, Marauders, Hellions, Siege Tank's splash damage, and Stimpacks be too powerful against a Zerg player? All of that seems pretty well suited to counter masses of low-hp units, like most Zerg ground units. (StarCraft Legacy)

    As you know, there is still much balance to be done since we have not even entered into a beta phase yet. With that said, there are several counters still to these Terran units, but Zerg players will be forced to adapt with new units and strategies veering away from some of the original StarCraft strategies. For instance, Roaches and Lurkers are excellent counters to Hellions and Reapers. At a later tech, Infestors simply rock massed units such as Marauders with Fungal Infection, causing them to explode when they die. All the new mechanics and abilities will add many new strategies to your bag of tricks.

    5. Can Allies ‘merge’ their Nydus networks? In other words, can you enter through the Nydus Warren of player A, and exit through the Nydus Worm of player B? (TheWarCenter.net)

    No, allies can’t share Nydus networks between networks, but allied units can enter into another ally’s Nydus network.

    6. Is the Thor still an anti-air unit? Does it fulfill this role effectively? – Thelorme (Battle.net)

    Yes, it is still an anti-air unit with the longest range against air units of any unit in StarCraft II. Visually, we are moving to give the Thor anti-air missiles that will fire from his shoulders, unleashing a devastating barrage from a remarkable range.
    http://forums.battle.net/thread.html...27279&sid=3000

  3. #128
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    Weekly Blue Roundup
    1. Warpgate’s warp-in (Theoblivion, USWest)
    Even though the Warpgate is good enough, I was wondering if the Robotics Facility and Nexus warp-in aswell.
    Only Gateways can be upgraded to Warp Gates. Gosh...warped in Carriers/Void Rays over an enemy base would be OP!
    2. Reapers and Marauders (Battlenuts, USEast)

    Whats units are the reapers good against? Ones they totally own. Also the marauders. Is it more anti toss or anti zerg? Better as a mixed in unit or stand alone? ect
    Seems like lings take out reapers well
    http://www.gametrailers.com/player/41334.html
    what are the large walking units in this video are the marauders?
    Reapers are actually one of the best units against any light units in the game. They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.

    Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen.
    3. Colossus (Communitysc, USEast)
    There have been some questions about the Colossus' utility on my website's forums. stebo88 and I have been speculating about possible uses for this 6 food monster. stebo88 used it at Blizzcon to fight some Zerglings and he had to retreat due to the Colossus' low damage (he did get to use its cliff climbing abilities though, the one positive aspect of the situation). In addition to its seeming uselessness, the Colossus costs a large amount of resources...

    So I want to ask...what makes the Colossus worth its price? Are the Thermal Lances stronger than stebo thought them to be (against another class of units perhaps)?
    In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus.
    Karune, what are your thoughts on the Colossus attack mechanic? While the numbers can be adjusted in accordance to balance, there's concern that the current attack mechanic is itself a flaw in that it's too situational. Has your team considered enhancing it in any ways, or adding more control to the attack pattern is etches into the ground?
    Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.

    I definitely wouldn't say the Colossus is too situational either cause this unit is quite useful in both Zerg and Terran matchups. As long as in these matchups, both players continue to adapt to counter each other's strategies, Colossi will surely be brought to the battlefield.
    But what benefits do Colossi have over using units like High Templar or Archons for Zerglings and such? The only differentiating mechanic is the ability to walk up and down cliffs, which is situational in most cases because not every map will be entrenched with cliffs. It seems like Archons will generally be an all-around better unit for fighting the units that the Colossi is also good at.
    It is true, they all do some form of AoE, but they are very much different from each other. Archons have a range of 2. Colossi have a range of 6, and with the upgrade that becomes 9, as well as increasing the area in which takes damage. The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree.
    4. Molecular Displ. & Seismic (Gearvosh, USWest)

    So even though I went to Blizzcon, theres still 2 abilities im not sure of.
    Firstly what does the Nullifiers Molecular Displacement do? I heard that it shoots a beam of energy and deals extra damage to units of the same type? Can we get more detail on this.
    Secondly I keep hearing of a Seismic Thumper ability for the Nighthawk (im positive I never saw this). Supposedly the Thumper stops Zerg from burrowing. Any input?
    The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.

    Stats are of course all subject to balance.

    The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it's radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself.
    5. Medivac (From the Poll: What do you think about the Medivac?)
    The Medivac Dropship is a unit that has already gone through quite a bit of discussion since it was introduced. Some were reluctant, many saw its huge potential on site at events and through videos.
    The Medivac Dropship is a dropship that heals biological units at an incredible rate and from a range, keep it out of harm's way. This new addition has made the Terran race much more mobile than previously in the original StarCraft. These flying healers have become quite a staple in any Terran army, but we want to hear from you on what you think of it.
    6. Targeting Drone (Shaolin_bboy, USEast)
    And the enemy notices it without detectors? (Asides from calculating the damage taken by the units)
    Even though the drone is stealthed, visually, there will be a red laser coming from the drone aimed at the target, so you will know when there is one around.
    7. Stalkers (Crazyjimlizard, USWest)
    When I heard they have a blink, I thought it was 30-60 sec cooldown. Even 15 sec cooldown could be abused.

    My teammate and I were talking about it. Blink basically fixes a lot of the problems the old dragoons could have, and gives them some advantages. In SC1, siege tanks could beat Dragoons from a distance, but with blink, the Stalkers can close the distance and avoid more siege tank fire. In SC1, zerglings countered Stalkers, but in SC2, I think Stalkers do a better class of damage vs Zerglings. That stuff is just kids play to the sort of micro you can get out of Stalkers en mass because they're ranged. I've done my share of micro, and people hate it when you use 2 marines to gun down a zealot. Stalkers are even easier to abuse and they scale up.

    Lets say you see a bunch of lings on the offensive. The most immediate thing you can do is hail an initial line of fire down. Then when the front guy loses most of his shield, blink him behind the lines. Repeat for the other front line guys. Then you're looking at a situation where you really flee the stalkers, or if you continue the attack. The Zerglings are always looking at losing a few zerglings just to begin the battle with no loss of the Stalkers because they have a community shield in effect.
    Stalkers still fall to large groups of Zerglings in terms of cost, even with Blink micro. Although, with the additional micro, especially while also using terrain to your advantage, a Protoss player will definitely be able to at least fight a group of Zerglings, rather than being forced to retreat.
    In the Sonkie/Yellow game 1, the Blinking micro definitely kept his Stalkers alive longer, though force firing would have ended that battle in the Protoss favor as well, since the Stalker has bonus damage towards armored units like the Roach. Zerglings are still definitely the best counter against Stalkers from the Zerg side, especially since the improved pathing system allows them to get to their ordered locations faster and are able to surround more efficiently.

    The cooldown for Blink is perfect in saving Stalkers from death against Roaches which have a much lower rate of dps than Zerglings. Against Zerglings, the cooldown is not fast enough, similar to the announcement video of the Protoss race when the Stalkers were first introduced.
    http://forums.battle.net/thread.html...27279&sid=3000

  4. #129
    Shogun Assoluto L'avatar di Angels
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Era un po' che mancavano gli aggiornamenti.

  5. #130
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    Chat with Devs: StarCraft II is definitely evolving to be even more intense than the original StarCraft, with the increased mobility of units with cliff traversing abilities, as well as new transport abilities. In response, the development team has buffed up the Terran Planetary Fortress to have splash damage as well, which has proven to hold off decently against raids now, especially with your SCVs fixing the command center at a very high rate.

    As always, shoot the devs and I a w00t! if you are enjoying this Q&A batch!

    ---StarCraft II Q&A Batch 46---

    1. In StarCraft II, will there be friendly fire? – Xigon(Battle.net)
    Yes, friendly fire is still available in StarCraft II. You can take out cloaked units attacking your base by using friendly fire on your own unit and giving splash damage to cloaked enemy units, which has been executed by many players in the original StarCraft. For example, if you play Zerg, you can kill Dark Templar attacking your Hatchery, by targeting your Banelings to attack your Hatchery near the invading Dark Templar.

    2. Trilogy is Beginning, mid and end, or is it the same story told from three points of view? – Lolod(Battle.net)
    The stories will be sequential. The Zerg story will begin from the end of the Terran story, and Protoss story will begin from the end of the Zerg story.

    3. Are there any special animations for units which are standing around doing nothing for a long time? (StarCraft 2 Source)
    There will be multiple animations for units which are idle.

    4. What is the optimum procedure for the new gas mechanic? Should a player mine both gases at the same time and cycle the inactive workers (when the geyser goes down) to the minerals? Or should a player mine only one geyser and alternate the workers between the two? (StarCraft 2 Forums)
    It totally depends on what your strategy is in the game. For example, you can mine two at the same time and double up your gas supply to build up certain armies or tech up very quickly. Or if you need more continuous and stable gas supply for your strategy, you can switch off your workers between the two gases with your micro-controls.

    5. What Protoss unit is now the best option to counter mass enemy air units? The Phoenix lost its overload ability which was really the only Protoss splash damage option other than Psi Storm. (StarCraft 2 Forums)
    Against Zerg’s mass air units like Mutalisks, Archons and Psi Storm are still the best counters. Against Terran’s mass air units like Vikings and Banshees, Protoss can still use Phoenixes and focus fire. Vikings currently do additional damage to large ships, rather than light armor.

    6. What kind of damage do spells deal? Is there a type “Spell” or don’t they have any specific attack type? (StarCraft 2 Source)
    There isn’t a specific “spell” type of damage, but some do additional damage to current types already in the game. For example, Ghost’s Psi Round deals an additional 40 damage to Psionic units. There are ‘special’; cases though as well, seen when Psi Storms instantly kill Hallucinations and when a Yamato Cannon will not activate an Immortal’s hardened shields.

    ADDON: "Spells" also ignore armor, as well as the Immortal shields.

    [StarCraft II Blue Roundup]

    How useful Archon have in SC2?
    i've heard they lost their splash damage and they lost Feedback ability for longtime ago
    even the Archon have thier splash damage but what improvement Archon have from SC1 ?
    against Terran , Archon easily defeated by ghost
    against Zerg , Does Archon still have splash damage ?
    now the protoss have Immortal with High HP equip with Harden Shield and have longer attack range
    i think Archon need buff :/

    (Pondpond, USWest)

    Archons still have their splash damage and are still quite the beasts they were in the original StarCraft. There is no better feeling than watching a group of Archons instantly pop a stacked group of Mutalisks.

    Question on Zerg
    I read this interview about mbs.
    They said let's say you have 3 baracks in one group
    you have to press m three times to get 3 marines.
    Now, let's say I have 3 hatcheries in one group,
    do i have to press z 3 times for lings,
    or do i have to press z for each larva=9times?

    (Shaytan, USEast)

    If you have three Hatcheries in one group, press your group number and hit 's' key, you will select all your Larva of three Hatcheries.
    And you can hit 'z' as many as you want them to morph to Zerglings.
    If you have nine Larvas, you need to hit 'z' nine times to morph all of them to Zerglings.

    ---End of Transmission---
    http://forums.battle.net/thread.html...33120&sid=3000
    Ultima modifica di GeeGeeOH; 18-12-08 alle 21:18:59

  6. #131
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    ---StarCraft II Q&A Batch 47---

    1. In the original StarCraft, most air units can move and fire, vultures have fast rotating times and can shoot backwards and run forward instantaneously with enough micro. In StarCraft II, there have been some concerns from players who have played the game, that the unit movement animations are getting in the way of micro. Will such animation cancelling techniques still be possible in StarCraft II?
    - Team Liquid
    Both macro and micro-control are very important in StarCraft II as well, and when it comes to micro-control like Vulture’s moving and shooting in the original StarCraft, it is still possible to focus on micro control with the units.
    For example, Mutalisks can fire while moving, with micro. And certain ground units, like the Marauders with the slow attack or Roaches with fast regeneration, benefit greatly from moving and shooting, but they still need to stop to shoot. The Hellion is also interesting, because the Hellion is a unit that has high burst, long delay between attacks, splash damage type, as well as a fast movement speed, so it can be used for kiting purposes as well as closing in the distance after every shot to do max possible damage. Eg, shoot once, close the gap, shoot again, close the gap even more, so that you don’t waste a single shot, but with each movement, you are doing a lot more damage.
    StarCraft II also has a firing on the move unit—the Void Ray. The Void Ray can move closer to an enemy unit while continuing to fire at it, and because the damage type builds up over time, it would be more ideal to finish off that one unit that’s trying to run away or back up before engaging a brand new target.

    2. Do you plan to introduce consume (cannibalism) as one of the zerg features? For example, in Starcraft I, defilers ate zerglings to gain 50 energy (it is possible to introduce consume for ultralisks which will gain 50 life after eating a zergling or another unit) - Unbreakab1e (USEast)
    We don’t have the consume ability in the game now, but if consume is considered as necessary to the game, you will see this ability in StarCraft II. Currently Zerg has caster units like the Infestor, Queen, Overlord, and Overseer. Infestors can move while burrowed, which means it can regenerate energy again away from the battle. The Queen has already powerful skills and combat ability. Overlords can fly and mutate the creep without any energy. Overseers also can fly so that they can earn some time to regenerate their energy as well. If the current Zerg casters having the consume ability, it could make them too powerful and strong.

    3. Will there be custom water units? For custom maps and Scumedit will players be able to make units that swim/float. Also will there be special units designed for water, but only available on the Scumedit, like a shark-like zerg or protoss water vessel. Obv. I know these won’t be in multiplayer ladder, I only mean for custom maps. - Imperial_wizard (Lordaeron)
    We haven’t finalized the decision about the exact extent of support for custom maps and Scumedit yet.

    4. Maps have always been important to keep SC balanced, fun and competitive. We have already seen you have some interesting new tools to help multiplayer map designers balance their maps such as tall grass that blocks vision of ground units. What other new terrain elements are we gonna see in SC2 to make interesting competitive maps? – VIB (Team Liquid)
    Currently there are Xel’Naga Watch Tower, Grass, and Destructible Rocks in the map. We will be pleased to add more if we can design other features which will make the game more exciting and balanced as well.

    5. The Thor was built by an SCV at first, but since quite time now it is built like a normal unit in the factory. Was this changed due to design or balance reasons? - InStarCraft.de
    We changed this due to the balance reason. Before the change, you could build as many Thors as you want at the same time with your SCVs, as long as you have resources, with one Barrack and an Armory. We decided that this can be too much benefit to Terran, and we changed that Thor could be built from a Factory.

    6. Zerg has cliff-scaling units? – Scumlord (USEast)
    We want to keep three races different and they do not necessarily have the same ability units. Currently Zerg do not have a cliff-scaling unit, like the Reaper in Terran or Colossus in Protoss. However, Zerg still can expand very quickly and have other movement advantages like 30% additional speed on creep. They also have the combination of Overlord’s creep generating ability and Nydus Network as a very powerful tool to attack opponent’s main base or expansion. Also, Overlords are currently able to transport Zerg units like the original StarCraft.

    7. I noticed that in the Protoss demo the Protoss buildings when warped in, had there surfaces visibly warped in, like in the original StarCraft. However, in recent builds and footage, Protoss buildings just appear after the building animation. Is this just a temporary thing, or is it really gone? - Ultimasx (Battle.net)
    Warp-in of Protoss buildings should be one effect for all with the final frames unique showing the specific buildings structure phasing in.

    ---End of Transmission---
    http://forums.battle.net/thread.html...21191&sid=3000
    Ultima modifica di GeeGeeOH; 18-12-08 alle 21:23:04

  7. #132
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    Chat with Devs: The new year is well on its way and with it, the devs have been making much progress in both the artistic polish of the game, as well as continued development of multiplayer game mechanics. The art team has been adding several new death animations for units including the Drone’s disintegration into ashes when torched by Hellions, or the explosion of the Overlord sacs by Marine Gauss Rifle fire, and even Marauders being sliced into various pieces by Dark Templars. All of it is quite a sight to see and it is the hope of the art team that these additional animations will really give players a grand experience of immersion into an epic StarCraft battle. On the multiplayer side, the designers are testing out various macro-management encouraging mechanics that will be implemented to each race, but still be played out differently per race. These macro elements will be aimed to allow players with greater macro-management skills to compete with the advantage of gathering more resources than a player who does not emphasize as much on resourcing. More details about the mechanics that are being implemented will be covered in the next Q&A batch and is also planned to be showcased in the next StarCraft II Battle Report.

    ---StarCraft II Q&A - Batch 48---

    1. The recently released screenshot (http://www.sc2blog.com/wp-content/up...s104-hires.jpg) shows a combat in rainy night appearance. Will night or different weather be limited to campaign mode? And will it be possible to select it on the map editor? - Kain175 (USEast)
    Night and rain effects will be possible in campaign mode but are not likely occur in multiplayer. Additionally, these effects will be available to map editors to use for custom maps.

    2. Does blizzard plan any interface options for people with physical issues (such as color blindness, deafness)? - Kain175 (USEast)
    This is a good suggestion and we would like to give all players opportunities to enjoy our games. While we may not be able to create accommodations for everyone, there have definitely been strides made to accommodate more players than the previous StarCraft. For example, you can find more alerts on the screen, such as attack, build complete, and more in StarCraft II and this system will be helpful for players who have difficulty hearing the game sound.

    3. Will there be any multi monitor support?
    - SC2Pod
    StarCraft II will support widescreen but not multi-monitor. Widescreen is definitely becoming more of an industry standard, but multi-monitor support for StarCraft II may be too great of a tactical advantage over other players without more than one monitor.

    4. SC1 "caster" units did not have a regular attack; some of WC3 "caster" units did have a regular attack; will SC2 "caster" units remain attack-less? – TheWarCenter
    Some of the caster units in StarCraft II like the High Templar and Infestor lack a default attack, but there still are some caster units which also have a normal attack ability such as the Mothership and the Ghost.

    5. When two opposing forces come to a Xel'naga tower who gets control? Is it the person with the largest army or is it on a first-come/first-serve basis? – TheWarCenter
    When two opposing forces are near a Xel’Naga Watch Tower, they both lose control of the Watch Tower, regardless of the size of the army or the order of who arrives first. For example, when you have a ground unit next to the Xel’Naga Watch Tower, you will get vision of the area surrounding the Xel’Naga Watch Tower. When the opponent’s unit approaches close enough to control the Watch Tower, the Xel’Naga Watch Tower will shut down and both you and your opponent will lose the increased visual range given by the tower.

    6. Is the charge ability only limited to the distance between the zealot and its target or is it also limited to the time that is needed to reach the target? Presumed you have a zealot on a cliff and you want him to charge an enemy unit below the cliff, will it charge all the way over the ramp or will it stop charging after some time? - StarCraft 2 Source DE
    Zealot’s Charge ability is based on the ground range, regardless of the height. So a Zealot on the cliff will not start charging a unit below the cliff, even if they look like they are visually right next to each other. The Zealot must be within a set pathing distance from the target for it to activate it’s charge ability, meaning the path in which the Zealot takes to get to the target is a set amount. Additionally, Zealots will not be able to charge through cliffs. They must go around.

    7. Are you going to add some of the best custom maps to the regular ladder pool? - StarCraft 2 Source DE
    In the future, there will be opportunities for map makers to get their maps added to ladder pools. These maps will of course, be selected based on quality, in terms of competitiveness for multiplayer games.

    ---End of Transmission---
    http://forums.battle.net/thread.html...980&sid=3000#0

  8. #133
    Shogun Assoluto L'avatar di Angels
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Le domande stavolta sono interessanti sia quella sui caster, sia quella sulla torre Xel'Naga e quella sulla carica degli Zeloti, si comincia a entrare nelle meccaniche di gioco un po' più approfonditamente, ma il gioco continua a essere troppo lontano.

  9. #134
    Il Nonno
    Data Registrazione
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Io trovo anche interessanti i diversi effetti grafici delle armi nelle uccisioni dei nemici, magari non rientrano nel gameplay, ma danno sicuramente più immersione.

  10. #135
    Shogun Assoluto L'avatar di GeeGeeOH
    Data Registrazione
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    Chat with Devs:

    Art Updates
    The StarCraft art team have been making massive updates to the Zerg faction, adding various new animations and improving even further on the textures of Zerg units and buildings. A picture is a thousand words so check out the updates for yourself!

    Zerg Drone (Before/After)
    http://www.battle.net/images/misc/09...datedDrone.jpg

    Zerg Overlord (Before/After)
    http://www.battle.net/images/misc/09...edOverlord.jpg

    Zerg Hydralisk (Before/After)
    http://www.battle.net/images/misc/09...dHydralisk.jpg

    Zerg Overseer (Before/After)
    http://www.battle.net/images/misc/09...edOverseer.jpg

    Zerg Baneling (Before/After)
    http://www.battle.net/images/misc/09...edBaneling.jpg

    Throughout the development process, the team is constantly reiterating and improving on the game in every way. As mentioned before, the Infestor too is getting a makeover, becoming much creepier and intimidating – you definitely don’t want to end up helpless at the will of this thing!

    Zerg Infestor Concept Art
    http://www.battle.net/images/misc/09-02/InfesterArt.jpg

    The StarCraft 2 team has made a number of changes in each of the races as the game gets closer to Beta. These are some of the new weapons and abilities that are currently being tested on the battlefield.

    Protoss Dark Pylon
    Long used only by the Dark Templar of Shakuras, the Dark Pylon is now used by all as the Protoss war for survival becomes more desperate. In addition to providing supply and giving power to nearby Protoss structures, the Dark Pylon has several unique abilities that require energy to use.
    • Proton Charge: an area-of-effect ability that gives all targeted Probes additional charge for their Proton-Cutters. Probes that have an additional charge gather additional minerals per trip when collecting resources. The Proton Charge lasts only a short time before dissipating.
    • Null Shield: a single-target ability that causes a Protoss Shield to shimmer and warp, cloaking the targeted Protoss unit. The Null Shield lasts only a short time.
    • Argus Link: a single-target ability that transfers energy from the Dark Pylon to any energy-using Protoss unit.
    Screenshot: Proton Charge in Action
    http://www.battle.net/images/misc/09...roneTarget.jpg
    http://www.battle.net/images/misc/09...oneHarvest.jpg


    Terran Orbital Command
    The Terrans rely not only on the troops they can train on the battlefield but also on troops called from deep space. The Orbital Command allows the Terrans to make use of their orbital assets to support their fight on the ground. As an upgrade to the Command Center the Orbital Command can create SCVs and serves as a drop location for collected resources. In addition it has several abilities that require energy.
    • Calldown Mule: sends a single automated mining robot by drop-pod that assists SCVs in collecting resources by working around current SCV mining operations. Unfortunately the Mule is still in the prototype phase and has a limited battery supply (timed life).
    • Calldown Extra Supplies: sends additional supplies to a targeted Supply Depot. Generally used by Terran commanders only in an emergency to allow them to support additional troops.
    • Scanner Sweep: using a satellite in high-orbit, the Terrans reveal a large area anywhere on the map and detect all cloaked units within the target area.
    Screenshot: Mules Everywhere!
    http://www.battle.net/images/misc/09...RRAN_Mules.jpg
    http://www.battle.net/images/misc/09...Variations.jpg


    Zerg Queen
    The Zerg Queen has continued to evolve over the last few months. She is a fierce defender of the Zerg Hatcheries and can often be found in small groups defending the larger Zerg infestations. In addition to defending her Hatchery from ground and air threats, the Queen has several special abilities that require energy to use.
    • Build Creep Tumor: with a mighty push from her bowels, the Queen creates a cluster of organic tumors that generate additional creep. In recent months the Zerg have mutated to move more quickly on creep, making this an important function for the Queen.
    • Spawn Larva: by injecting Queen ichor into a Hatchery, Lair or Hive the Queen can cause the Zerg structure to undergo a startling metamorphosis. The Hatchery starts to throb and green sacks swell up on the structure. Eventually four additional larva burst out of the Hatchery and land next to whatever larva are already wriggling around nearby. While a Hatchery hosts more than 3 larva, the Hatchery will not spawn additional larva, until that number drops below 3.
    • Razor Plague: with a great breath the queen exhales a cloud of tiny Zerg creatures that create a vast swarm nearby. These creatures attack all enemy creatures within their swarm, doing additional damage to biological targets. What makes it worse is the Zerg player can control the swarm, moving it around to attack whatever enemies he wishes until the swarm becomes exhausted and dissipates.
    Screenshot: Incoming Swarm!
    http://www.battle.net/images/misc/09...umorLarvae.jpg
    http://www.battle.net/images/misc/09..._MutaHatch.jpg
    http://www.battle.net/images/misc/09-02/ZERG_Attack.jpg

    As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

    ---StarCraft II Q&A Batch 49---

    1) I am very curious... previously, SCVs, Drones, Probes, Vultures, Archons, and Dark Archons hovered above the ground so they were not hit by mines. My question is simple: Are there any hovering units in Starcraft 2? If there are, can they hover over shallow water? -Ancientdefender (Battle.net)

    If Spider Mines stay in the game, then there will be hovering units. Shallow waters are currently just a visual effect and will not ‘play’ differently.

    2) How does the Mutalisk attack work in StarCraft II, what defines its bouncing pattern? Is it random or not? If not, what is the criteria that defines how it bounces? -Kain175 (Battle.net)

    Regardless of the position of the Mutalisk, when its attack hits a target, it will then acquire the next target based on proximity to the first target. The attack will always bounce to the next closest target.

    3) Is it possible to toggle off Multiple Building Selection (MBS)?
    No.

    4) Balancing of 2v2 team play: Roaches + Medivac are too over powered for 2v2 team play unit combinations?

    The regeneration rate of the Roaches and the healing of the Medivac will not stack upon each other.

    5) What is a good counter for Zerg against Marines, which are upgraded from the original StarCraft?

    Zerg actually have a few options that are quite effective. Zerglings can catch Marines out in the open and surround them relatively easily. Secondly, Banelings with the burrow ability are also very effective. There is nothing more gratifying than watching a group of Marines walk over a burrowed Baneling. When it unburrows – BOOM! Another counter that can be used are Roaches with burrow. A player can burrow a Roach at low health for it to regenerate back to full health in seconds, at which point it can unburrow and begin attacking the Marines again.

    In late game, Infestor’s with their fungal scourge ability, which causes a biological unit to take damage over time until the unit explodes and does an area of effect damage, decimating groups of Marines easily if the opponent is not fast to react. Additionally, Ultralisks with their new cleave attack as well as 200 more hit points from the original StarCraft also make them an excellent counter to massed Marines.

    6) How do you keep the Baneling from exploding on targets that you don’t want them to hit?

    The Baneling now has an ‘attack building’ ability now which allows players to have more control over what the Baneling attacks. Players no longer need to worry about Banelings accidentally exploding on a building when they actually wanted it to hit a unit.

    ---End of Transmission---
    http://forums.battle.net/thread.html...227&sid=3000#0

  11. #136
    Shogun Assoluto L'avatar di Angels
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Corposo aggiornamento sugli zerg e anche parecchi screenshot nuovi e interessanti.

  12. #137
    Shogun Assoluto L'avatar di GeeGeeOH
    Data Registrazione
    05-12-01
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    Chat with Devs: StarCraft II from its conception has been designed to be an eSport and one of the backbone features to helping players learn more about their own gameplay as well as their opponents is through replays. In our chat with Dustin this week, he highlighted various features that will be available to players while viewing replays. These features are designed both to help players improve in StarCraft II as well as serve as a platform of statistics for eSports commentary.

    • How much damage did that Reaper raid do on the enemy economy?
    • Does it look like the enemy is going to be able to make a comeback?
    • Is that player walking into a losing battle?

    These are all questions that are raised in exciting competitive games and replays. With the new replay system, players and eSports casters will be able to follow these games in much more depth, as well as understand the repercussions of players’ major decisions on the battlefield. Players will be able to easily compare statistics of opposing players in real time as well as make their own predictions based on stats comparing army size, resource collection rate, resource allocations, and tech research in progress.

    Reapers Raiding Zerg’s Economy
    http://www.battle.net/Images/misc/3-...esources_1.jpg
    http://www.battle.net/Images/misc/3-...esources_2.jpg

    Comparing Army Sizes
    http://www.battle.net/Images/misc/3-...20_Units_1.jpg
    ** Replay UI is still very much work in progress
    *** Shown are two tabs of various info tabs the player will be able to view while viewing a replay

    As always, feel free to give the Devs and I a w00t if you're enjoying these Q&As!

    ---StarCraft II Q&A Batch 50---

    1. Overlord can be upgraded to carry units, and spawn creep, and Overseer can detect, spawn changeling, and has a longer line of sight. Why not just have the Overlord upgraded with these abilities, rather than have him transform? – Mooiki (Lordaeron)

    We want each race’s detection ability to be well balanced. We don’t want to see every Overlord with detection after upgrading the ability once at Lair. Separating detection capability into two units creates important choices for Zerg players, to ensure their army has enough support of each type available.

    2. Any support for stereoscopic play? - Ylleks (Azeroth)

    Stereoscopic vision can be an interesting feature, as we’ve seen with the recently added support in World of Warcraft and other games. For now however, the team is concentrating on the core aspects of StarCraft II and making sure the core features of the game that will be used by everyone are as good as can be. Later on down the road we can evaluate more features like this and see if they make sense to support in StarCraft II.

    3. At previous events with playable StarCraft II stations we often saw players doing classic Brood War build orders and tactics. Taking all the new things into account, how far do you get with playing just like in Brood War? Is it a clear disadvantage or a good way to start? - instarcraft.de

    It will depend on the player’s play type and creativity. The experience and skills from the original StarCraft will definitely help players get familiar with StarCraft II. However, there are a lot more units, abilities, and buildings in StarCraft II than the original StarCraft. Players can always start out playing in the way that they used to play in the original StarCraft. As they grow more comfortable with the game they can begin exploring the new units and abilities and discover lots of new strategies. It’s not a matter of advantage or disadvantage, it depends more on the players’ play styles and preferences.

    4. Will it be possible to use characters to colour ingame text like in SC1? – StarCraftWire.net

    No, currently there is no in-game colored text support. Colored text was a neat trick in the original game, but we wanted to ensure that all in-game communication is clear and easily-readable, so we’re only supporting default text style.

    5. In the single player, you said we can choose from the missions and the way we want to go forward. Will it be like we definitely will play all the missions and we can choose the order, or does it mean that probably we will miss some missions? – StarCraft II Hungary

    In most cases, you’ll be able to go back and explore a mission branch that you skipped earlier in the campaign, so you can experience almost all of the missions in a single play-through of the campaign. There may be a couple of rare cases where a choice you make closes off a mission, however.

    6. Will campaign decisions in the Terran portion affect campaign outcomes/branches in the Zerg and Protoss portions? - TheWarCenter

    We looked into this possibility, but after some debate, we decided it was most important that each campaign delivers a self-contained, yet epic storyline. Giving each campaign a single start and ending was the best way to ensure a coherent plot.

    7. In the original StarCraft, you could make the Lurker (through bug use), while burrowed, hold fire until told to attack, something which led to many exciting situations. Are there any plans to include a “hold fire” command for the Lurker in SC2? In addition, worker units lacked Hold and Patrol commands in SC, will this be the case in SC2 as well?
    – Team Liquid (Zanric)

    There is no hold fire command for Lurker in the current build. However we will look into every possibility that encourages more tactical, exciting gameplay and keeps the game balanced.


    ---End of Transmission---
    http://forums.battle.net/thread.html...788&sid=3000#0

  13. #138
    Shogun Assoluto L'avatar di GeeGeeOH
    Data Registrazione
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    Predefinito Riferimento: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    Chat with Devs: Between adding new unit models and sliming up the zerg buildings, the StarCraft II art team has also spent some time on some little details that make the game come alive, such as new unit death animations. Featured below, we have a protoss carrier being blown out of the sky by a squad of terran marines, as well as several zerg units falling to their fates.
    http://www.starcraft2.com/features/misc/deathanimations.xml

    As always, feel free to give the Devs and I a w00t if you're enjoying these Q&As!

    ---StarCraft II Q&A Batch 51 ---

    1. Add an option in the menu to disable the windows key, and same thing goes for ALT-TAB?

    And add an EASY way to squelch your opponent. When their name “IllIIlIIlIIlIIlllI” (L & i), it's a little difficult.
    While we are not considering disabling the windows key and Alt+Tab, we are looking into the naming policy to prevent problems like the one you described.

    2. StarCraft 2's terrain properties such as Xel'Naga towers, destroyable barriers and Brush have a significant effect on gameplay and appear to create specific points of interest/advantage on the map. Are there plans to introduce additional terrain buffs/effect to the battlefield?

    The current terrain features are not finalized. We still have these three map features in the game and we plan to keep them during the beta, but it is always possible to add more features if we find something that’s balanced and encourages exciting game play.

    3. Since there are/were plans to integrate voice communications into multiplayer, will StarCraft 2 replays be able to include Audio, as well as chat?

    Replay files do not include audio. However you will be able to see all text chats while you are watching replay.

    4. You have talked a bit about replay functions lately and since patches will come up definitely former replays won’t work if the system sticks with SC1 or W3. Do you plan on making changes here so that players can view older replays ever after patches occur?

    Yes, even as the game gets patched, you will be able to watch replays of matches played on older versions.

    5. The interface we see in Battle Reports – is this interface available for Observers during a live game (in real time), or only while viewing replays, or both?

    The interface you’ve seen in Battle Reports is available for replays only right now. Nonetheless, we are working to have this available for observers as well, but at what time that is added into beta is still to be determined.

    6. StarCraft II is a package consisting of single player/campaign, multiplayer (+replay viewer), map editor and Battle.net. All four are complex and without a doubt require testing and patching. Has it been decided which of the above components are planned to be included in public beta testing?

    You can have multiplayer game access through Battle.net during the beta and you can watch the replays as well. There will also be access to the Map Editor during the beta process but not necessarily from the start. Single player campaign will not be included in the beta.

    ---End of Transmission---
    http://forums.battle.net/thread.html...09543&sid=3000

  14. #139
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Riferimento: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    StarCraft II Q&A Batch 52 : Map Maker Series

    1. Does it still use the JASS language, or perhaps an upgraded version of JASS?
    StarCraft II uses an entirely new scripting language, which we’ve called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.

    2. Is the language event-driven or object-oriented?

    The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.

    3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?
    The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won't be a user-friendly process.

    4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements?
    I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.

    5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?
    One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.

    6. How does "Hero" support differ from the Warcraft III Editor? Or is it practically identical?
    We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.

    7. Will there be a public API for the programming language?
    As with WarCraft III, there is a large set of “native” functions representing game functionality that can be accessed through scripts. If this is what you mean by “public API”, then yes.

    8. Will there be improvements on the "Garbage Collector" for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks.
    Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.

    ---End of Transmission---
    http://forums.battle.net/thread.html...788&pageNo=1#0

  15. #140
    Il Nonno L'avatar di Kralizek
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    Predefinito Riferimento: [StarCraft II] Karune, Q&A

    il ritorno dei puntatori!

    Marine* p_marine = new Marine();
    p_marine->fire();

  16. #141
    Shogun Assoluto L'avatar di Angels
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    Predefinito Riferimento: [StarCraft II] Karune, Q&A

    Krallo nerd programmatore

  17. #142
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Riferimento: [StarCraft II] Karune Q&A

    Citazione Originariamente Scritto da Karune
    Hope everyone has enjoyed all the BlizzCon news and got a chance at our Twitter beta key giveaway! Everything has settled here in the office after various shows and events we've been at, but we are back in the swing of things. If you haven't been following us on Twitter, don't forget to do so too, as we will consistently be adding more spotlights, development info, and fun contests on there as we approach beta and throughout the development of StarCraft II.

    Check us out here:
    http://www.twitter.com/StarCraft

    ---StarCraft II Q&A Batch 53 ---

    1. Computer AI – Does the computer’s online AI vary from its offline counterpart?

    No. They are the same.

    2. Have you considered allowing a post-game lobby for users to discuss the last game, collectively watch replays, or immediately enter into a rematch?
    Yes, we have a plan for a post game lobby. However the details are not finalized yet.

    3. Is there any update on additional map features other than the Xel’Naga watch towers, destructible rocks and tall grass?
    No. Currently there is no update on additional map features.

    4. How many different voice actors are needed for StarCraft II, including the unit sounds and campaign heroes?
    There are 58 unique voice actors participating, with some voicing multiple roles, and the number may increase as the game gets closer to release.

    5. The terrain types in StarCraft II we have seen so far had names like “Bel’Shir (Jungle)”. Does this mean that “Bel’Shir” is just an alias for jungle and every terrain is just named after a typical planet using it or are there – to stick with this example – other jungle maps with a different terrain set, something like “Aiur (Jungle)”?
    We named our terrain sets based on the planets. There are a lot more terrain sets than in the original StarCraft and you will have huge flexibility in modifying the terrain sets (including adjusting textures, doodads, lighting) allowing you to create your own variations of the default maps. There may be other jungle-themed default maps named after other planets.

    6. Will there be any chance to have more options on pausing the game? In StarCraft: Brood War every player can pause the game three times, but every other player can unpause it. How about a (user editable) time limit before other players can unpause the game?
    We recommend that players communicate with each other in the game to agree on when to pause and unpause during the game. We feel that pausing the game interrupts the game flow and it would be inconvenient for players to be forced to wait for a certain amount of time before being able to unpause. The pausing feature is mainly meant to allow for pausing of the game when all players are in agreement and for which duration.

    7. I already knew the map editor would be available to beta testers a while after Beta was released, but this is why I’m asking the bland question, will it also be available to non-participating people?
    No, the map editor will only be available during the beta for beta testers.

    8. When a unit comes out from a building will there be only 4 exits from the building like in Warcraft 3 or will there be “infinite”?
    It is not infinite, but your units will come out from a building at the closest point on the building to where your rally point is set.

    ---End of Transmission---
    http://forums.battle.net/thread.html...681&pageNo=1#0

  18. #143
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Riferimento: [StarCraft II] Karune Q&A

    Citazione Originariamente Scritto da Karune
    ---StarCraft II Q&A Batch 54 ---

    [SC2 Forum]
    1. Does the Zergling vs. Zealot ratio remain at 4:1 or has it changed in the latest builds?
    One zealot can usually take out two, and sometimes three zerglings. However, the ratio is mainly based on positioning and micro-controlling. As the number of zealots grows, it will take more zerglings to win the fight since the zealots can clump up and reduce the attacking surface area. Smart use of terrain, such as a choke or backing up against a wall, will also help a protoss player reduce this attack area. Zerglings have to secure a good surround around the zealots to keep the ratio close.

    [SC Legacy]
    2. In World of Warcraft pvp they found an issue over time that it was "very unsatisfying" to the player when they lost control of their character as it limited their ability to do their job or role. There is a noticeable increase in stuns and immobilization in Starcraft 2, which was barely present in Starcraft 1. From your experience in testing, do you feel abilities, which limit unit control, provide more dynamic game play so far or are you noticing more concern?
    First of all, there were actually some abilities in the original StarCraft that could cause players to lose control of units. These abilities include the ghost’s lockdown, the corsair’s disruption web, and the dark archon’s mind control. It may be premature to suggest at this point that there’s a “noticeable increase” in stuns and immobilization in StarCraft II.
    To address the comparison anyway, in World of Warcraft, you control a single character, unlike RTS games where you manage multiple units and bases. The difference in the World of Warcraft is when you lose control of your character you simply have to wait it out, assuming you don’t have any control breaks. However in StarCraft, when units in your army are being controlled, you can still issue orders to the rest of your army, manage your base, build new units, etc. There are a lot of options and we happy with the diversity it brings to gameplay at this point.

    3. What is the current status of the Mothership? What niche does it fill at this time, and if the unit were removed, would there be a reason to fill that niche with a different unit or would protoss still be fine?
    Currently the mothership has a passive cloaking field for nearby units and buildings, wormhole transit, temporal rift, and vortex as its abilities. We are happy with the state of the mothership at this time, and would like to hear feedback from the players once beta starts.

    4. What is your overall goal for the Infestor? The units have had and removed so many abilities, are you trying to focus into a support role, or disruption and harassment, or just to have a wide variety of spells so it can be a quick response unit?
    It is intended to play more of the disruption/harassment role. They are meant to burrow and move up ahead of the swarm to soften up their opponent’s forces.

    5. Is EMP dodgeable, or there's some sort of indication that it's going to be launched? And does this cause a problem with Immortals?
    It’s possible to dodge EMP, but it is difficult to do. Your options include anticipating your opponent will be casting an EMP by seeing the ghost or its shimmer and predicting it; being near the edge of the EMP range and moving out quickly; or using the stalker’s blink ability.

    [Vile Gaming]
    6. Map/mod to site communication – Will there be support for map/mod makers to bridge a connection between their map/mod to their site? For example, if a person wanted their map/mod to submit scores/results to the site, and vice-versa the map/mod could pull the highest scores from the site and display it in the game.
    It is possible for players to make their own custom score screens but there are no specific plans to bridge map data to web sites via Battle.net.

    7. Launcher support – Will maps/mods be able to have their own "launcher" (ala WoW’s launcher), as in shortcut or start icon from the computer outside of StarCraft, and have their own screens, after a Battle.net authenticating screen (ala Twitter’s, or Facebook’s, application authentication).
    There are no plans to allow maps and mods to have their own launcher. However, making a loading screen or launch screen is still possible.
    http://forums.battle.net/thread.html...519&pageNo=1#0

  19. #144
    Shogun Assoluto L'avatar di GeeGeeOH
    Data Registrazione
    05-12-01
    Messaggi
    33,360

    Predefinito Riferimento: [StarCraft II] Karune Q&A

    ---StarCraft II Q&A Batch 55---

    1. Not all potential players of StarCraft II have played the original StarCraft before, thus they might encounter problems with the understanding of the story. Is it possible to play the campaign of StarCraft II without knowing anything? Will you come up with some things that happened in the original StarCraft and Brood War again – just so that people not familiar to the story get more information?
    We plan on having story elements that will bring players up to speed on the most recent plot developments and prepare them for the StarCraft II storyline. We also plan on having a plot summary of what transpired in the original StarCraft and Brood War during the installation process. However we feel that regardless of your familiarity with the original story, all players will be able to enjoy the story developments in StarCraft II.

    2. You have already announced that you are going to record various stats when playing StarCraft II with the new Battle.net 2.0 – but how detailed will those statistics be? Will one be able to see how many units of a certain kind (for example Marines) one have build or even killed so far?
    We will be recording a large amount of stats for StarCraft II, but we are still in discussion as to which stats will ultimately be tracked. We will determine how detailed the stat-tracking will be based on what information we think will benefit our players the most to help improve their game.

    3. You have already stated that you will support DirectX 10, but what about DirectX 11?
    We currently do not have any plans on supporting DirectX11-specific features, but the game will be compatible with DirectX11.

    4. How many stats will a Hero unit be able to take? Three like in Warcraft 3 or is there even a limit?
    If you create a user-amp with heroes, you can outfit them with a large number of stats. However, currently only three stats will be able to be displayed on the UI due to limited space.

    5. In lore Protoss warp in their units and buildings from some far planet. Will there be any mechanic that reflects this such as a "warp out" that could act as a refund?
    We do not have any plans to include a “warp out” game mechanic. We have discussed the possibility of this in the past, but it felt too similar to the Terran mechanics of being able to salvage the structures.

    6. Will there be a converter to convert our favorite original StarCraft maps to StarCraft II maps? I don’t want to lose all of my favorite maps from the original StarCraft when I get StarCraft II.
    There will not be a map converter for StarCraft II. Map-makers will have to manually rebuild any of their maps using the new StarCraft II map editor.

    7. I'm just going to assume that you will have some sort of window mode in StarCraft II. But I was wondering if you're going to implement a windowed mode like the one that World of Warcraft has? You know where you can maximize the window, removing the borders and enabling fullscreen mode yet providing easy access to the desktop.
    You will be able to select both windowed and full-screen windowed modes from the options menu.

    ---End of Transmission---
    http://forums.battle.net/thread.html...722&pageNo=1#0

  20. #145
    Shogun Assoluto L'avatar di GeeGeeOH
    Data Registrazione
    05-12-01
    Messaggi
    33,360

    Predefinito Riferimento: [StarCraft II] Karune Q&A

    ---StarCraft II Q&A Batch 56---

    StarCraft II Fan site Q&A series
    http://starcraft2.4players.de/exclus..._source_en.php

    1. Are you still developing new units or are you satisfied with the amount of units for each race and, therefore, more concerned about the fine tuning and balancing?
    Our philosophy has always been to keep the amount of units for each race to a certain number to keep the gameplay tight, and we are satisfied with what we have right now in terms of that number. Once we head into beta we definitely evaluate the role of each unit and will potentially add or drop units as needed based on feedback.

    2. Can you explain the movements of big melee units like the Ultralisk in detail? While running through idle units smaller units tend to move away so the Ultralisk can walk in a straight line. Will that happen only in battles or while moving your whole army as well?
    The way movement collision works right now is that a unit has to be idle for it to be pushed to a new location by another unit like an Ultralisk. Generally if you are controlling your forces and they are active, you will not see this behavior.

    3. In the campaign of StarCraft II, there are many optional objectives to do so that the player can choose how to play through the campaign. But there are players who want to see every cinematic and play every mission. Are there missions where you have to decide, which way you go (e.g. the Terran campaign in StarCraft I, where you decide to choose nuclear weapons or Battlecruisers), or will the player be able to play the whole campaign in a linear progression? Will there be a menu were you can replay already completed missions? If so, can you also unlock new missions in that menu?
    As you play through the campaign, there will be a few cases where you must make a distinct choice that could change the outcome of a certain side plot or the fate of a specific character. These choices will be made very obvious to players, and for those who want to see all the possibilities, you’ll have the ability to go back and choose the other path. We will also have a way for you to replay completed missions or cinematic cut scenes via the story mode interface as well.

    4. In the single player campaign of Warcraft III, even races like the Naga are playable temporarily. Is something like that planned for StarCraft II too?
    The single player campaign for StarCraft II: Wings of Liberty will focus on the Terran campaign, but there will also be a short series of missions where players take the role of Zeratul and other Protoss forces.

    5. Is the range of the stalker’s blink ability limited to the distance between him and the target area or are cliffs and trees considered; so a stalker could blink farther when he’s blinking down a cliff than if he’s blinking up the cliff?
    The distance you blink is the same regardless of blinking up or down a cliff.

    6. Will players be able to send resources to their allies? If so, will there be a limit to the amount of resources they are able to send?
    Yes, players can send and request resources among teammates but only after a few minutes into the game. The reason for this is to minimize imbalances that could be created by one player getting a massive early economic boost from his or her partner dumping resources at the outset of the game. There currently is no limit to how many resources you can share.

    7. Some replays were not compatible with new patches in StarCraft I. Are you working on making replays compatible with new patches for StarCraft II?
    Yes, we’re working on allowing replays from previous versions of StarCraft II be compatible with new patches as they are released.

    ---End of Transmission---
    http://forums.battle.net/thread.html...Id=21971507838

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