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Karune
Blizzard Poster
  • 0. StarCraft II Q&A - Batch 47   12/17/2008 10:43:07 AM PST
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--
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Niconico
  • Europe
  • 6. Re: StarCraft II Q&A - Batch 47   12/17/2008 12:04:15 PM PST
w00t!
Double transport for the Zerg? Nice, tell me more, please.
I liked the idea of SCV building Thor, too bad it's gone. Hope it'll make it to the Editor.
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Hell-knight-rob
  • USEast
  • 7. Re: StarCraft II Q&A - Batch 47   12/17/2008 12:08:16 PM PST
i kinda would like to see the abilities they removed available in custom map making

i love these Q&A's just kinda wish more info would be put into the page... starting to scare me... plz dont cancel this one like you did ghost o.o
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Pondpond
  • USWest
  • 8. Re: StarCraft II Q&A - Batch 47   12/17/2008 12:10:39 PM PST
w00t !!

thx
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  • 9. Re: StarCraft II Q&A - Batch 47   12/17/2008 12:20:09 PM PST

Q u o t e:
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.

How does the player control this? Is it that if you're attacking and issue a Move command, it moves while continuing to attack? Is there a way for the Void Ray's owner to stop the attack besides moving out of range? Will the Void Ray only automatically be kept at its furthest distance or will it automatically close as close as possible?

Q u o t e:
Also, Overlords are currently able to transport Zerg units like the original StarCraft.

Can Overseers transport as well or not? If the option is available, what happens when an Overlord with units inside it is told to morph into an Overseer?

Thanks in advance and w00t!
Also I don't suppose you could give us any more info on how the single player is coming along, could you?

[ Post edited by Tiger0211 ]

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Deadly_b
  • USEast
  • 12. Re: StarCraft II Q&A - Batch 47   12/17/2008 12:55:42 PM PST
W00t! and thanks again!

I sure would like to see some Zerg movement over cliffs though.

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Psiwarp
  • USEast
  • 14. Re: StarCraft II Q&A - Batch 47   12/17/2008 01:18:22 PM PST
It means all Protoss buildings will likely warp-in like the Stargate or Pylon's animation, but uniquely (each a little different than the other).


-Psi

Avatar Must Be Changed...
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  • 15. Re: StarCraft II Q&A - Batch 47   12/17/2008 01:29:19 PM PST
No, it means every protoss warp in animation will look the same during the early phase and by the end look unique based on the building.

Infiltrator out.
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Communitysc
  • USEast
  • 16. Re: StarCraft II Q&A - Batch 47   12/17/2008 01:31:15 PM PST
w00t

You, Karune, said the consume ability isn't an option at this time for casters due to balance and I can see why - the Zerg casters are very powerful at the moment and have a bunch of options to regenerate Energy/avoid combat.

At the same time, I wonder why you seemed to avoid the part of the question that suggested that "it is possible to introduce consume for Ultralisks which will gain 50 life after eating a zergling or another unit". Although the Cannibalize upgrade is rarely used (in my experiences) in Warcraft 3 TFT with Abominations (a large unit with a role vaguely similar to that of the Ultralisk), I think that Starcraft 2 could have a totally different dynamic that would make this ability useful.

In terms of the TFT ability's pitfalls, it made the Abomination ignore group orders, it would destroy the target corpse, and it would only heal 15 damage per second for 33 seconds. These battle-breaking statistics made Cannibalize impossible to use while fighting (the unit was immobilized and unable to fight) or whenever there was the possibility of a battle (groups could not be mobilized quick enough). Likewise, the ability consumed corpses that could have been used by Necromancers.

If Cannibalize was to be introduced in Starcraft 2, it would probably need to be an instantaneous command that results in something like 50 health to the Ultralisk (like the questioner suggested). This could only be used every X seconds but its instantaneous nature would make it viable on the battlefield - as the front line of Ultralisks sweeps over the corpses of fallen comrades, the player can micro injured Ultras to the back of the line for quick heals. It would also add balance, the element of the game that you seems to be most focused on in this batch, by counteracting the Terran Thor's Mechanical Rebirth.

Just a thought.

[ Post edited by Communitysc ]


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  • 17. Re: StarCraft II Q&A - Batch 47   12/17/2008 01:37:19 PM PST
maan.....at last....what took you so long ?:|
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Dream.t)plto
  • USWest
  • 19. Re: StarCraft II Q&A - Batch 47   12/17/2008 01:38:59 PM PST
Could you perhaps clarify wether mutas are the only air unit that can move or shoot or can, for example, Vikings and Phoenix do it too?
Also, could you elaborate some on the Void Ray? Does it keep its beam locked on only when chasing an enemy in a straight line or does it lock on regardless of how the enemy is moving, as long as it's in range?

What I mean is, can you break the Void Rays lock by zig-zagging or is the only option to outrun it? Thanks.
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