StarCraft II Official! (Pictures)

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Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

^ What taeradun posted. That video was the real definition of what a game like SC2 should be like. Huge fucking swarms of zerg everywhere.
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Re: StarCraft II Official! (Pictures)

Post by Taeradun »

lol @ me & Mesk agreeing on something

:D[imgwh 16x12]http://img518.imageshack.us/img518/3158 ... pekxo7.gif[/imgwh]8)
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Re: StarCraft II Official! (Pictures)

Post by WB »

we need that as a smiley.
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Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

no you need this as a smiley
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Re: StarCraft II Official! (Pictures)

Post by Meta »

Q & A 34:

So now that all three races are out of the bag, you may have thought you've seen it all- nope! The Dev Team is still working very hard to add even more innovation and clever balance affecting design changes that will indeed polish out the gameplay of StarCraft II that much more.

Also, if you haven't already, be a part of StarCraft history by participating in our "I <3 SC" event! Your picture will be added to a wall of StarCraft fans! It is fast and easy to join up! Info here: http://blizzard.com/us/inblizz/contests/ilovesc/

Chat with the Devs: As of recent, the Dev Team has added a new ability to the Protoss Carrier that will give it a little more Umph! versus Zerg Corruptor attacks or Viking raids. In the past, the Carrier simply had a large swarm of Interceptor fighters which you had to build from scratch. Carriers now come built with 4 Interceptors already loaded (which is also the max number of Interceptors currently). They also have the new ability to have Escorts built for a temporary power boost to focus fire. Strike Fighter Escorts cost resources to build and last only 45 seconds, but add a decent amount of firepower to a Carriers attack. A Carrier can have a maximum of 4 Escorts. Escorts are given attack orders to focus-fire on whatever the Carrier is attacking and they can be destroyed independently of the Carrier or each other. The cost for these Escorts will be significant enough to where players will not want to just have the max number all of the time, as that would bleed your economy needlessly. Thus, players will have to pick and choose their battles in where they want the full force of the Protoss fleet present.

As always, feel free to give the Devs and I a w00t if you are enjoying the batches.

---StarCraft II Q&A - Batch 34---

1. An important aspect of any RTS game is for all races to have a way to siege fortified island positions, do the Protoss and Terrans [[and Zerg]] have a unit that is capable of doing so? (sclegacy.com)

All factions will have units capable of attacking from a longer range. Zerg have the Swarm Guardian, Terrans have the Battlecruisers Yamato Cannon, and the Protoss have the Carrier (which has gotten some additional abilities since we last talked about it). However we are not at all sure that these are enough to deal with fortified islands. More testing will tell us if this is sufficient or if we need more.

2. The Infestor is a very impressive unit that enchanted the community, because we all wanted to see a unit that is able to move while it is burrowed. Nevertheless there are still pending questions. Can the Infestor even infest Zerg buildings? Are infested marines produced as fast as it is shown on the gameplay trailer? Do you have to train them manually or will they pop out automatically? Do they cost minerals?(starcraft2.4players.de)

Like many Zerg units the Infestor is still under development. It cannot infest Zerg buildings though that is something we are still discussing. The speed at which Marines are generated changes frequently as we work on the ability. Sometimes its fast, sometimes not so fast. They will (probably) pop automatically. They do not have any cost associated with them.

3. The Medivac is a very interesting Unit, but there are not many information given to us so far. Can you tell us any more details about it? At which tier can it be found? How does the healing work? Can it even heal multiple units at once and how fast does it heal compared to the medic? (starcraft2.4players.de)

The Medivac is currently available from the Starport (no add-ons required). The healing works just like the medic. We will (if we keep the mechanic) be adding a graphic of the Medivac deploying medical drones to heal friendly biological units. It will only be able to heal a single unit at one time. The speed at which it heals changes frequently as we try different balance options.

4. There are many ambiguities concerning the Roach due to the much different information that has been given to us. Many users are quite unsure about its kind of attack. Is it a melee unit or is it ranged? Or is it kind of a crazy mix of both? And most important: can it hit air as well? (starcraft2.4players.de)

The Roach is ranged. He has been melee in the recent past (hence the art with the big claws) but he is currently ranged. This gives him added utility at chokes where he really shines. We have tried it as ground only and we have tried it as being able to hit ground or air. Currently it is ground only.

5. Can a Zerg Corruptor infest lifted-off Terran buildings, Colossuses, and other Zerg units such as Mutalisks or other Corruptors? Can Corruptor infest Thors, Siege Tanks or Marines if they are lifted-off by Anti-Gravity? (Battle.net) PCBANGFT

Yes, Corruptors can infest anything that flies or is forced into the air by abilities such as Anti-Gravity. In the situation of a unit being lifted by Anti-Gravity, the unit will return to the ground when the anti-gravity effect ends and sit on the ground. The corrupted unit is only allowed to attack air units and will do so if an enemy air unit flies by.

6. What is the reasoning behind changing Colossus' 'sliding' thermal lances (from 1st gameplay movie) to an array of beams (zerg trailer)? Balance? Visuals? Will it be possible to choose such sliding or array (or is it just 'horizontal' line?) fire mode from the Map Editor (available also for any other unit)? (battle.net) Dagguh

The array of beams give a more interesting AOE template for players to attempt to micro. The sliding beam looks cool, but ultimately doesnt produce any new gameplay. The current visuals on the beam are temp to see if we like the mechanic.

---End of Transmission---

Medivac Dropship is teh suck. Carriers are win. :)
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Re: StarCraft II Official! (Pictures)

Post by AA7Dragoon »

2. The Infestor is a very impressive unit that enchanted the community, because we all wanted to see a unit that is able to move while it is burrowed. Nevertheless there are still pending questions. Can the Infestor even infest Zerg buildings? Are infested marines produced as fast as it is shown on the gameplay trailer? Do you have to train them manually or will they pop out automatically? Do they cost minerals?(starcraft2.4players.de)

Like many Zerg units the Infestor is still under development. It cannot infest Zerg buildings though that is something we are still discussing. The speed at which Marines are generated changes frequently as we work on the ability. Sometimes its fast, sometimes not so fast. They will (probably) pop automatically. They do not have any cost associated with them.
WTF?  Nobody cares about the Infestor infesting other Zerg buildings.  Everyone wants to know if they can infest Protoss buildings and what would they spawn!?!  That was a stupid question!
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Re: StarCraft II Official! (Pictures)

Post by Ricky_Honejasi »

Maybe in that question, it is indirectly implied that "infested" Zerg buildings would just change ownership of the Zerg building to the player's Infestor.

EDIT : But still, I admit that it is of little point overall.
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Re: StarCraft II Official! (Pictures)

Post by Taeradun »

um actually if you've read other stuff they said only recently that for the moment infestors do work on protoss buildings but they haven't made an infested protoss unit yet so at the moment they just spawn infested terrans as a temporary thing lol. I doubt they'd have any news on that in the week or two since that was announced

whereas on the other hand zerg buildings are relevant because people were wondering if infestors would have much purpose in ZvZ combat
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Re: StarCraft II Official! (Pictures)

Post by AA7Dragoon »

^ They could still have ZvZ infestations.  You could have some weird, deformed worm units come out of the buildings.  Sort of a mutation within a mutation.  It could totally work.  But the whole Protoss infestation is a big deal because that would be a breakthrough in the lore.  That was the huge concern over SC1's subplot is the development of a Zerg/Protoss hybrid.  It would mean the realization of the Overmind's dream and the perfection of the Zerg Race.

So yeah.. it's a big deal.
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Re: StarCraft II Official! (Pictures)

Post by WB »

An "infested" protoss already exists. The new queen look like a protoss above the waist section.
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Re: StarCraft II Official! (Pictures)

Post by Meta »

With the Xel'naga returning and if the Brood War secret mission is to be taken seriously, it's almost official that they'll try to carry on with their experiments for a perfect race anyway. :P
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Re: StarCraft II Official! (Pictures)

Post by WB »

obviousley the perfect race is tauren.
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Re: StarCraft II Official! (Pictures)

Post by Thalraxal »

Warbringer87 wrote: obviousley the perfect race is tauren.
After their failure with the Protoss and being mostly destroyed with the Zerg, the few remaining Xel'Naga travelled to a distant world.  There they began to experiment with a docile, cow-like herbivore.  The Xel'Naga were sure that these creatures would never attack them like their previous creations had.

Of course, there are no Xel'Naga on Azeroth...  Not anymore anyway.
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Re: StarCraft II Official! (Pictures)

Post by tipereth »

Infested =! hybrid. Razagal was infested.
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Re: StarCraft II Official! (Pictures)

Post by Hercanic »

Yes, but when infested, the Zerg absorb the DNA. It's the first stage of incorporating a new breed into the swarm. Hm, that just gave me an idea. The Succubus unit that is supposed to replace the Defiler... I wonder if it's based on Kerrigan's genetic template?
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