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It’s over 6 weeks since the last StarCraft 2 QA batch, but considering we got lots of BlizzCon Coverage in between, I don’t think anyone will complain!
This batch is all about the Hallucination spell, Queen-spawned mutant larva, creep and Nydus Worms. I naddition to the regular content, he’s also added a “blues round-up” of the last week, with blue posts.
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| StarCraft II Q&A Batch 45
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: ). 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 Queen Spawns 3 Mutant Larva 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. |
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| Weekly Blue Roundup
1. Warpgate’s warp-in (Theoblivion, USWest)
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
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)?
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?
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.
4. Molecular Displ. & Seismic (Gearvosh, USWest) So even though I went to Blizzcon, theres still 2 abilities im not sure of.
5. Medivac (From the Poll: What do you think about the Medivac?)
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.
—-End of Transmission—- |
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For this session and all the previous Q&A sessions you can visit our Q&A Archive which currently holds a total of 200+! questions and answers! or if go to the Q&A listing if you prefer viewing the batches 1 by 1.
Finally, the next Q&A Batch! ![]()
The tweaked Hallucination skill sounds pretty good in theory, it’d be interesting to see if this mechanic remains after the beta. As a follow-up on how it works:
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| When you hit the hallucination ability, you will have icons in the UI, similar to what you see when you select a worker to build a building. From that list, you select which unit you would like to hallucinate. Also, to answer your second question, yes you will be able to hallucinate units you don’t have the tech for yet. This is great to fool the enemy into thinking you are going air or something else to get them to counter incorrectly. | ||
Like how the new hallucination works ( selecting units from a menu and all )... nice idea ^_^
But there are other things that bother me
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-No way to remove creep .. i mean in WC3 one could remove blight using many ways including abilities or buildings .. so why not have some abilities ( like Psi storm or siege tanks splash ) remove creep that is away from creep tumors and zerg buildings, specially that the creep now gives a speed bonus to all zerg ground units and a way is needed to counter that.
-OMG .. now they are giving the Thor a missile barage ... that’s quite funny .. last thing i remember they removed the BC laser barrage cause they thought it overlapped with the Siege tank .. and now they are giving the Thor the same exact ability the BC has .. missile barrage .. lols ... at least i hope that means the BC is getting its laser barrage back cause it has nothing to do with the siege tank really.
Like how the new hallucination works ( selecting units from a menu and all )... nice idea ^_^
But there are other things that bother me
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-No way to remove creep .. i mean in WC3 one could remove blight using many ways including abilities or buildings .. so why not have some abilities ( like Psi storm or siege tanks splash ) remove creep that is away from creep tumors and zerg buildings, specially that the creep now gives a speed bonus to all zerg ground units and a way is needed to counter that.
-OMG .. now they are giving the Thor a missile barage ... that’s quite funny .. last thing i remember they removed the BC laser barrage cause they thought it overlapped with the Siege tank .. and now they are giving the Thor the same exact ability the BC has .. missile barrage .. lols ... at least i hope that means the BC is getting its laser barrage back cause it has nothing to do with the siege tank really.
I really think that the blink ability should have longer cool down ... It’s going to be very difficult for the terran to set defenses against stalkers - they can blink right behind the blocked entrance ...
One thing from the changes sounds good to me - the removal of the creep damage to buildings!
I really think that the blink ability should have longer cool down ... It’s going to be very difficult for the terran to set defenses against stalkers - they can blink right behind the blocked entrance ...
One thing from the changes sounds good to me - the removal of the creep damage to buildings!
Well, the creep damage would be kind of bulky and ungainly, especially if there is a lack of detectors. Also, the obvious team matches are affected.
Though Karune’s response is a bit ambiguous, I don’t believe they actually gave the Thor the Missile Barrage, or similar, skill. Instead, they’ve simply extended its range and tweaked the animation to fire from the shoulders but it’s always done a small splash damage (I could be wrong).
It would certainly overlap with the BC if they did.
Though Karune’s response is a bit ambiguous, I don’t believe they actually gave the Thor the Missile Barrage, or similar, skill. Instead, they’ve simply extended its range and tweaked the animation to fire from the shoulders but it’s always done a small splash damage (I could be wrong).
It would certainly overlap with the BC if they did.

Finally, the next Q&A Batch!
The tweaked Hallucination skill sounds pretty good in theory, it’d be interesting to see if this mechanic remains after the beta. As a follow-up on how it works:
I really like this idea, and having it available to the Nullifiers would make it available early game.