StarCraft II Official! (Pictures)

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Re: StarCraft II Official! (Pictures)

Post by Meta »

Yeah, they should just kill the gas mechanics and stay with their newly developed macro mechanics (Dark pylon, Queen abilities, Terran extra supply & mule deployment).

Give the Thor a more defined role, bring back Drop Pods and the ability to customize BCs and they're basically set, IMO.

Oh, and of course don't make the Colossus such a wimp. :P

Here are some questions & answers from the same thread:
With the queen you can build up larva. Say you don't have a tech building up yet but you want a ton of that units, you build up larva (you can see 15 in that screen shot--that's 5 hatcheries!), then when tech finishes, you get a ton of that high level unit.

Also, mutant larva hatch faster.

/answered



These are no longer 'mutant larva' so they will not hatch faster, but everything else is correct

Q u o t e:
Is there anything that would prevent you from offensively dropping mules in the thick of battle? (For example it *might* be useful to drop near units that would then cause things like siege tanks to attack them and while ultimately leading to a very short lifespan for the mule, could lead to splashing a player's own units with damage)



This is theoretically possible, but the animation of the drop pod that hits the ground is a bit long (roughly 5-10 seconds), so it isn't like an instant drop.

Q u o t e:




/misses mutant larva...here's hoping they come back in beta!

Also, Karune, does that then mean that these larva do not cost supply? If that is the case then another advantage over a hatchery is if you mess up and forget to build enough ovies (or you just had a bunch of ovies get sniped), then instead of having to wait for more ovies, you can build mutant larva and not lose unit making time in the end.



They do not cost supply, they are just normal larva. The concept of Mutant Larva with timed life seemed more tedious and much harder to grasp in gameplay than the current reincarnation, which has definitely sat much better with the team and testers.

Q u o t e:
1) Was the new infestor art looking so much like a Reaver done on purpose? Maybe a joke to all the guys asking to put the reaver back?



The Infestor has a completely new model different than the Reaver, but does coincidentally have the same shape as a Reaver. Don't forget, Reavers will still be seen in single player as well as the map editor.

Q u o t e:
2) Terran and protoss now have abilities to both increase they're income temporarily (mules + dark pylon) as well as abilities to increase they're offensive production (reactor + warp gates). Zergs only have a production ability (mutate larvae). Are zergs getting something to fill the temporary income role? Or is the mutate larvae supposed to just pump drones to make up for that?



Being able to spawn additional larva can potentially help Zerg production quite a bit actually. Prior, when a Zerg player hatched offensive units, they were always sacrificing the creation of more drones. This ability allows more bandwidth to create even more offensive units for a big push, build more balanced with more drones and additional units, or double up on the teching effort with all drones. There are a lot of options to play with that will surely inspire many new strategies.

Q u o t e:
1) How far in tech is the dark pylon cloak?



All 3 abilities are available right when the Dark Pylon is created.

Q u o t e:
2) Can dark pylons be used as a warp-in end that gives energy to your HT's?

Sneaking a cloacked probe and placing a pylon in the back of the enemy base for warp-ins and hidden cannons sounds like fun ^^



Yup, everything a Pylon can do, a Dark Pylon can do better but of course at a cost.

Q u o t e:
Are queens still unique? What about motherships?

What tier are the lurkers? Are they still late-game units?

Are hydralisks still better anti-air than anti-ground? What are their damage stats?

Have a nice day, by the way Thanks for the huge attention you've been giving us today!

1) Neither are unique.
2) Lurkers are tier 3. The Lurker Den requires a Hive. Banelings are much better for earlier AoE, and Lurkers are a good siege type unit in addition to its previous uses. They have a range of 9 which outranges Protoss cannons and have an attack of 15 + 15 to armored (including buildings).
3) Hydralisks are still slightly better against air, with ground to air attack stats of 10 + 6 armored and ground to ground attack stats of 10, both with range 6.


Q u o t e:

A few questions:
- How does one construct a dark pylon? Is it a separate, more expensive replacement for the original pylons or an upgrade?



The Dark Pylon currently costs 150 minerals (50 more than normal Pylon) and has the Gateway as the prerequisite building. This of course is all subject to change while more balance testing is occuring.

Q u o t e:
- I assume the orbital command is now a replacement of the surveillance center? Does that mean people who opt to upgrade their CC's to a planetary fortress are no longer able to beneft from these new features, even without the use of salvage?



Yes the Orbital Command is what the Surveillance Center used to be. If you build a Planetary Fortress you will not be able to use these new features, but your command center will be upgraded to Armor 3 and have a Ibiks Laser that does 40 splash damage with a 6 range. These stats are of course all subject to change through balance testing.

Q u o t e:
I don't suppose Proton Charge would stack, hm?



Nope they don't stack, but if casted again, it will renew the duration of the ability.

Q u o t e:
Some more questions:

1. The new infestor (pure awesomeness BTW), resembles the reaver in shape and looks rather slow. Is it super slow? Can you tell us anything about its speed?



The Infestor will still be relatively slow, though they have been sped up a bit from when you guys last saw it.

Q u o t e:
2. In 1 screen shot there are 15 eggs hatching. We know the hatchery can make 3, then the queen can make the hatchery add 4 more. So in this shot, did the the Queen use her ability multiple times in quick succession or would she have to wait until the firs 7 hatch before she can use it again? I guess what I am asking is if the hatchery can only spit out 4 extra larva at a time or if you can tell it to do it 4 times and have it spit out 16 larva?



After the original 3 larva, each Hatchery can only be spawning 4 larva at a time. The ability cannot be used again on that Hatchery until those 4 larva have spawned.

Q u o t e:
3. The mules help the terrans by essentially being SCV's that mine fast right? Do they help the other SCV's mine faster as well? Can they build things? Do they cost supply since they are only there for a while? When they "run out of battery" do they shut down until you "recharge" them or do they explode and disappear forever?



Mules will not help other SCVs mine faster. They will also not be able to build anything, but will be able to repair buildings and units. Furthermore, they will not cost supply. Multiple Mules can be dropped at any given time as long as you have sufficient energy available. When the Mules run out of battery, they will not be able to be recharged, and new Mules will need to be dropped.

Q u o t e:
4. Is the fungal infestation a long range attack (like parasite and spawn broodling were) or does he have to be rather close?


It will be a ranged ability. This is one of my favorite abilities, it really wrecks mass Marines which are quite a force to be reckoned with at the moment with Medivac support.

Q u o t e:
A few more questions:

- Can the mule defend itself?



Yes. It currently has the same attack value as a SCV.

Q u o t e:
- Can the drop pod be placed anywhere with line-of-sight, leading to the mule being used as a scout?



Yes, this can be quite helpful in some circumstances. Originally, each drop ship spawned 3 Mules, but it became a bit too advantageous in scouting 3 places at once.

Q u o t e:
- Does razor swarm damage both ground and air? What about friendlies?



It does currently damage both ground and air, but not friendly units.

Q u o t e:
- Can null shield be cast on non-Protoss allies?



Currently, yes.
Yes, this also means cloaked Siege Tanks are possible...

Nonetheless, remember all things are still subject to balance.

Q u o t e:
The Dark Pylon and Queen are tier 1 tech. IIRC the Surveillance Station required the Shadow Ops to be built (making it tier 2), is this still true of the Orbital Command?



The Orbital Command requires a Barracks first to be built. The Planetary Fortress requires an Engineering Bay first to be built.
Comments: siege Lurkers seem awesome, a nice role change from Brood War. The fungal thingy ability also seems very interesting, it has a striking ressemblance to Corpse Explosion which was one of my favorite Diablo 2 skills.  ;D
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Re: StarCraft II Official! (Pictures)

Post by Falchion »

Okay, my review on the update.  Just saw it on BlizzForums in the morning.

This time Blizzard's gone over the edge on solving their Zerg designs.  They're more realistic than ever before, they now FEEL Zerg.  Thank god they've not sticked to horrible cartoonish like EA did.  Not only design's great, but brings you back to old SC 1 days.

My hallelujahs to Blizzard for replacing that horrible coned MFer the Infestor was with a more menacing design.  Makes me wanna take one of these home for a petting.  ;D

Now, the Protoss.  Dark Pylons should be more of a late game structure, players should get used to Pylons only.  Giving the players an early advantage of extra resources, cloaking and instant mana recharge for High Templar isn't balancing at all, being the Protoss already overpowered by quality-over-quantity.

I don't see anything wrong with Terrans, BTW, that Mule thing was a hell of a reference (Firefly/Serenity), and you can bet this'll be an effective tool for early Terran gaming.

Queens will be effective in cleaning out that old Zerg delay in deploying, but there was a danger of overpowering quantity that thank god was balanced with spell limiting.  That's a wild goose chase of sorts, but anyways a good manner of giving Zerg the meaning of number.

Now, my only wish is the same as Meta's:  Gear up that F'ing Colossus, dammit!  What's a damn 'Toss siege unit that can't work fine and merely blast shit away?
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Re: StarCraft II Official! (Pictures)

Post by WB »

Seriously, who didn't see the art update coming. Those looked so damn placeholder it wasn't even funny.

Also normal maps != specular maps.
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Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

WB wrote: Seriously, who didn't see the art update coming. Those looked so damn placeholder it wasn't even funny.

Also normal maps != specular maps.
I'm sure you did.  ::)
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Re: StarCraft II Official! (Pictures)

Post by Whiplash! »

Its about time they updated zerg art, spore colonies look hideous still though and need to be updated. Their splats and projectile arts as well.
¯\_(ツ)_/¯
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Re: StarCraft II Official! (Pictures)

Post by Meta »

Falchion wrote: I don't see anything wrong with Terrans, BTW, that Mule thing was a hell of a reference (Firefly/Serenity), and you can bet this'll be an effective tool for early Terran gaming.
Actually, as one TL guy pointed out, the Mules look exactly the same as the space junkyard craft from... the Starcraft intro. Yeah, that intro, the one where a Protoss mothership beams a Terran ship. :D

Just watch the SC intro. ^^
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Re: StarCraft II Official! (Pictures)

Post by WB »

Yea, people bitch about "new" stuff that is actually as old as possible :P
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Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

The designers and lore creators actually, ironically, labeled Firefly as a good source for their basis of design, after someone asked if they felt Firefly ripped off SC.
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Re: StarCraft II Official! (Pictures)

Post by omega20 »

Back in mid-November there was an announcement about the possibility of StarCraft 2's Voice Acting roles for Raynor & Kerrigan being up for grabs. Unfortunately, yesterday Glynnis Talken Campbell stated that she will not be reprising her role as Kerrigan in StarCraft II. Here's the latest from her:
Glynnis Talken Campbell wrote:Well, it just figures, doesn't it? Blizzard just gave me my Dear John phone call. Basically, it was "We can still be friends--we just don't want to see you anymore." Ha ha! Ah well...that's showbiz. Anyway, thank you for a wonderful and touching article--it's a great going away present, and I'll cherish it.
[imgwh 400x120]http://www.sigrealm.com/freesigs/178_Starcraft2MultSig.jpg[/imgwh]
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Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

Figures. ::)
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Re: StarCraft II Official! (Pictures)

Post by AA7Dragoon »

What!?  Whhyyyyyy?  She is Kerrigan!  How dare they!
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Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

Just like Jimmy..
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Re: StarCraft II Official! (Pictures)

Post by Meta »

Yay. Kerrigan was so annoying, maybe she'll sound better this time.  :D

The new Raynor sucks though.
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Re: StarCraft II Official! (Pictures)

Post by omega20 »

Well, a new Kerrigan's voice was used in the SC2 Zerg Reveal Trailer:

[imgwh 400x120]http://www.sigrealm.com/freesigs/178_Starcraft2MultSig.jpg[/imgwh]
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Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

Sounds more like a generic evil voice instead of it actually being Kerrigan, I still think it's the Queen talking. You could of just linked to the trailer WITH Kerrigan in it.

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