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StarCraft II Q&A - Batch 47

Posted 18th Dec 2008 02:54 AM by Freelancer

About a week ago Karune stated that this incarnation of the Q&A could take a while. Apparently he meant about a week because here it is.

Quite a surprise, and it was a long time ago since the last QA batch was released! It’s also lacking that normal intro and gameplay blogs he used to write, I’m guessing they are getting closer to Beta release as well as Christmas leave…

Blizzard Quote: (Source)

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.


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.




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Troglodyte
Posted 18, Dec 2008 02:33 PM
(0)
 

It’s about time this was released. smile

And here I thought the Thor was moved to the Factory to help pad out the mechs.  It’s a shame though, I really liked having it built by an SCV because it gave the Terrans more of a unique feel.

I never thought the absence of a build queue would be a problem.

Reply
 
Troglodyte
Posted 18, Dec 2008 02:33 PM
(0)
 

It’s about time this was released. smile

And here I thought the Thor was moved to the Factory to help pad out the mechs.  It’s a shame though, I really liked having it built by an SCV because it gave the Terrans more of a unique feel.

I never thought the absence of a build queue would be a problem.

Reply
 
Freelancer
Posted 18, Dec 2008 02:36 PM
(0)
 

The queue problem with the Thor (or abs. of one) if basically the same issue they had with the Zerg in the original game (multible eggs) so I surprised they ... got surprised by this ^^.

Reply
 
Freelancer
Posted 18, Dec 2008 02:36 PM
(0)
 

The queue problem with the Thor (or abs. of one) if basically the same issue they had with the Zerg in the original game (multible eggs) so I surprised they ... got surprised by this ^^.

Reply
 
Leord
Posted 18, Dec 2008 03:05 PM
(0)
 

@ Trog: The SCV thing is really cool, yeah, and I guess you’ll be able to do it in the campaign. Read the lore of the Thor, and you’ll see about it.

@ Freelancer: I think that the Zerg things were design though, and the Thor is way different than the Zerg race in general design. Harder to balance when it’s not the same mechanic through and through.

Reply
 
puscifer
Posted 19, Dec 2008 01:25 AM
(0)
 

Having SCVs build Thors anywhere on the map sounds kinda overpowered to me.

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puscifer
Posted 19, Dec 2008 01:25 AM
(0)
 

Having SCVs build Thors anywhere on the map sounds kinda overpowered to me.

Reply
 
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