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Re: StarCraft II Official! (Pictures)

Posted: Fri Apr 18, 2008 10:18 pm
by Lavarinth
The new cerebrate are the queens.

Re: StarCraft II Official! (Pictures)

Posted: Fri Apr 18, 2008 11:41 pm
by Legion
Maglok wrote: Characters that are dead and of no consequence in the SC2 story (like Aldaris) are just being annonymous as to not confuse new players with stuff that doesn't concern the current storyline.
That's true, although I do think that's a bit strange, since they call the game Starcraft II, so naturally, new players are bound to not understand certain things.

Re: StarCraft II Official! (Pictures)

Posted: Sat Apr 19, 2008 2:57 am
by chris
Meta wrote: Arbiter 2.0 now. :P

Honestly, I think Arbiter 2.0 is a much more suitable name for the ship than "mothership".

Re: StarCraft II Official! (Pictures)

Posted: Sat Apr 19, 2008 3:13 am
by WB
If I'm not mistaken, the story is that the Motherships are ancient Protoss weaponry, so perhaps the survivors don't know how to operate it? Yea, i know flimsy argument.

But I still think there might be more cerebrates. When most of the clans in WC2 were defeated, they just introduced more that stayed behind on Draenor. :)

Also, think there is any chance that other, lesser races might be included? I know the Protoss considered themselves guardians of these lesser races. Honestly, I think the less alien species with intelligence, the better. Ursadon are fine, Zoidberg is not.

Re: StarCraft II Official! (Pictures)

Posted: Sat Apr 19, 2008 6:50 am
by Thalraxal
WB wrote: Also, think there is any chance that other, lesser races might be included? I know the Protoss considered themselves guardians of these lesser races. Honestly, I think the less alien species with intelligence, the better. Ursadon are fine, Zoidberg is not.
They've mentioned the Kalathi as another species that existed.  They're extinct to mostly dead though, the Protoss tried to help them and then accidently killed most of them with Collosi (oops)

Re: StarCraft II Official! (Pictures)

Posted: Fri Apr 25, 2008 4:48 am
by Meta
Q & A 36

ScreenCraft: This batch's screenshot is to show the significant size increase of the Baneling since the original Protoss announcement gameplay trailer. The size increase is to allow the possibility of focus firing on incoming Banelings with additional micromanagement.

Feel free to discuss the evolution of the Baneling in our Monthly Discussion Topic at:
http://www.battle.net/forums/thread.asp ... l-eu&t=463

Baneling Invasion
http://www.starcraft2.com/screenshot.xml?s=80

An army of Banelings invade a developing rival Zerg base.

1. Do Protoss Immortals get killed when a Nuke explodes next to them(seeing as the Hardened Shield blocks all high profile attacks and that a Nuke is definitely a high profile attack)? (Battle.net) Eragon320

In term of units, the only units that will be able to survive a Nuke will be the Protoss Mothership and Immortals upgraded with Hardened Shields. An upgraded Immortal will take 10 damage from a Nuke. To all other units, the Nuke will do 800 damage, thus making it much more powerful than the Nuke in the original StarCraft.

2. How powerful is the Roach's regeneration ability? How much time is needed to regenerate from 1 to full hp? (sc2pod.com)

The Roach currently regenerates 15 hit points per second, allowing it to regenerate to full health in 6 seconds. In countering Roaches, a player must either micromanage the battle to make sure they are focus firing on each Roach one at a time, or they have to bring in high damage units such as Siege Tanks or Archons.

3. Are Overseers any tougher than Overlords? (Battle.net) Mestroyer

When an Overlord evolves into an Overseer, it will gain a speed bonus, passive detection, the ability to generate creep below it, and the ability to corrupt' resources to make it more difficult for opponents to gain access to them. Furthermore, when Overseers sit in the same spot, over time its visual range will increase (but not its detection range).

4. Is it worth it to build a Terran Reactor Add-on since the benefit of doubling your queue list is not that useful, as it is often a bad idea to have your queue full? (gamereplays.org)

Yes! The Terran Reactor doesn't just double the size of your queue list. For a mere 50 minerals and 50 gas cost for the Reactor, that Barracks, Factory, or Starport will have the ability to create two units simultaneously (assuming that unit doesn't require a tech lab add-on). Most of the time, building the Reactor will be worth it, rather than building a second Barracks, Factory, or Starport. Not only will you be able to build from a single building the production of two normal buildings, you will be able to salvage that Reactor if needed to get 100% of the cost back. Being able to salvage allows for quick tech shifts or evacuations.

5. Will there be different building textures resembling the actual terrain? (in Warcraft 2 the buildings were snowy on the winter maps) (starcraft2.hu)

This is something the art team would like to do, though it will ultimately come down to time. There's a lot of art work still left to do, such as their current task, which is putting the finishing touches on the Terran Marauder amongst several other units. On the Marauder, players will be able to see many intricate animations for both the weapons and their power suits.

6. Did the High Templar's Hallucination ability undergo any changes due to the introduction of new tough units, such as Thor or Colossus? (battle.net) Elsoron

The Hallucination ability did not undergo changes because of those new units, but it did get significant buffs since the original StarCraft. First off, hallucinated units still have the same hit points as the original unit, but take double damage. Furthermore, the duration the unit lasts for will be around 2-3 minutes, which will be significantly longer than the original StarCraft. On top of that, to hallucinate a unit only costs 40 energy, which is much cheaper than the original StarCraft's cost of 100 energy.

---End of Transmission---

Comments:
1- Immortals surviving a Nuke seems weird as well, but since Nukes were so rarely used in SC: BW... I guess it could become something fun. ;)

2- I do not like the Roach's super regeneration ability - 15 HP/sec sounds way too much (it's like having 2 built-in Medics on each Roach). I think it'll have to be nerfed.

4- I'm glad someone asked it, because the Reactor seems redundant. Also Salvage isn't too interesting at all IMO - 100% of the cost back? And it sounds much more like a Protoss skill IMO, since Protoss warp in structures, so they would theoretically be able to warp them out as well.

5- Good news for mapmakers if they end up doing that, but I wonder how this will work with the tileset mixing features.

6- 40 Energy hallucination also seems a bit overpowered, especially since in 2/3 minutes you can recharge that energy back and maybe even Psi Storm along with your 40 energy cannon fodders. However, I do like the fact that they're trying to make it more useful (I employed Hallucination quite a lot in my campaigns and it's a really fun skill).  :P

Re: StarCraft II Official! (Pictures)

Posted: Fri Apr 25, 2008 3:15 pm
by Lavarinth
Meta wrote: 3. Are Overseers any tougher than Overlords? (Battle.net) Mestroyer

When an Overlord evolves into an Overseer, it will gain a speed bonus, passive detection, the ability to generate creep below it, and the ability to corrupt' resources to make it more difficult for opponents to gain access to them. Furthermore, when Overseers sit in the same spot, over time its visual range will increase (but not its detection range).
Great.. Still stuck on WarCraft III.

Re: StarCraft II Official! (Pictures)

Posted: Wed May 07, 2008 4:32 pm
by Lavarinth
Chat with Devs: One of the latest changes the Devs are trying for the Nomad is replacing their previous stationary Mine Drone with Spider Mines. The Spider Mines behave the same as Spider Mines from the original StarCraft. It now also does 50 damage plus 50 additional damage towards armored units. Instead of only having 3 Spider Mines, the Nomad will be able to plant Spider Mines with the cost of 15 energy. These Mines will definitely prove quite formidable against mass Tier 1 units such as Zerglings and charging Zealots.

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

---StarCraft II Q&A Batch 37---

1. Can the Ghost snipe casting (energy based) units in the fog of war using its passive sensing ability? (Battle.net) crazy_dave

While the Ghost will not be able to snipe casters in the fog of war, their current range to detect casters(units with energy) is 30, giving you plenty of time to prepare for incoming threats.

2. Could you tell us more details about the Reapers' mines mechanics? Are they visible for the enemy? Can they be defused, or should simply be destroyed? Do they deal damage to friendly units and to each other? If so, does the explosion of one mine cause the detonation of its neighbors, or they just die, without dealing damage? (Battle.net) Elsoron

Yes, the Reapers mines will be visible, though depending on the placement, they can be covered by enemy units moving over them. The mines have very few hit points and can be killed easily. Nonetheless, it is important to note that they are very small, making it more difficult to micromanage those attacks when there are several mines.

Mines damage both enemy and friendly units/buildings, so making sure you dont blow up your own Reapers is quite important ;) Mines will not detonate other mines, have a 30 second cooldown, and they currently do 30 damage plus 30 additional damage to armored units (including buildings). Furthermore, the mine is now an upgradeable ability of the Reaper.

3. In StarCraft II there are destructible obstacles like rocks. Apart from simply killing them the Protoss Nullifier can lift them with his Anti-Gravity spell. Do the other races have any similar options to remove or pass the rocks with spells? (broodwar.de)

Actually, the ability to lift destructible doodads has been classified as a bug and has been fixed in the latest builds. Nullifiers have already proved to be quite strong when used in groups, being able to lift up Siege Tanks and Ultralisks, effectively taking them out of combat until the rest of their reinforcements are dead.

4. Do Anti-Gravitated Banelings keep their suicidal abilities and act as Scourge? (sc2blog.com)

Yes, when Banelings die while being lifted by Anti-Gravity, their explosion will hit air units in its area of effect. This could undoubtedly open up some unique and unexpected strategies in team games.

5. Blizzard made 2 e-sport oriented games after StarCraft: Warcraft 3 and WoW. What are the biggest lessons that you've learned from those 2 games and how will you apply them to StarCraft II? - VIB (teamliquid.net)

One of the main goals for StarCraft II is to keep the game very visually intuitive and readable. As Dustin has mentioned in our recent chat, visually When a unit teleports, it teleports. When it shoots, it looks like it is shooting. It should be easy to follow on a screen and players should be able to quickly understand what is happening in the battles. Futhermore, Blizzards games has followed the premise of easy to learn and hard to master. StarCraft II will follow this philosophy.

6. How does the Marauders slow ability work against the Zealots charge ability. According to present knowledge the concussion grenade shot of a Marauder forces its target to stop moving for a short time; afterwards the targeted unit can go straight forward. So does it stop a charging Zealot and does the speed bonus remain?(starcraft2.4players.de)

When the Marauders concussion grenade hits an enemy target, it will reduce that units speed immediately by a set percentage. The cooldown of the concussion grenade shot is subject to balance. Nonetheless, a charging Zealot slowed by a concussion grenade is still pretty fast. Before the Protoss player upgrades their Zealots with charge, a Marauder can kite a Zealot with relatively little micromanagement.


---End of Transmission---

Re: StarCraft II Official! (Pictures)

Posted: Thu May 08, 2008 10:51 am
by chris
no new updates to sc2 eh? something tells me that SC2 isn't going to be released this year.

Re: StarCraft II Official! (Pictures)

Posted: Thu May 08, 2008 5:13 pm
by Lavarinth
A statement last month mentioned at least six more months will be needed for development. Meaning October, so who knows. Thanks to Blizzard's past experiences though, I'm going to go with 2009.

Re: StarCraft II Official! (Pictures)

Posted: Fri May 09, 2008 7:27 am
by omega20
Lavarinth wrote: A statement last month mentioned at least six more months will be needed for development. Meaning October, so who knows. Thanks to Blizzard's past experiences though, I'm going to go with 2009.
I agree with this. It's best not becoming entangled with so many dates, and simply wait for SC2 quit doing other things. For example: playing the new campaigns that are being posted, see more things of Starcraft, playing again the campaigns of Starcraft and Brood War... etc. When before SC2 will be released, better, but I imagine that not all our lives must be SC2, right? :) :)

Re: StarCraft II Official! (Pictures)

Posted: Fri May 09, 2008 12:04 pm
by Thalraxal
Lavarinth wrote: A statement last month mentioned at least six more months will be needed for development. Meaning October, so who knows. Thanks to Blizzard's past experiences though, I'm going to go with 2009.
I think I'm a little less optimistic than you are, Lav.  I'm going to have to go for March 2010.

Re: StarCraft II Official! (Pictures)

Posted: Fri May 09, 2008 10:50 pm
by omega20
Thalraxal wrote:
Lavarinth wrote: A statement last month mentioned at least six more months will be needed for development. Meaning October, so who knows. Thanks to Blizzard's past experiences though, I'm going to go with 2009.
I think I'm a little less optimistic than you are, Lav.  I'm going to have to go for March 2010.
Well, I do not think I need to be so long, Thal. However, you may have reason, or it may be Lavarinth who is right. Anyway, time will tell it. ;)

Re: StarCraft II Official! (Pictures)

Posted: Sat May 10, 2008 12:24 am
by IskatuMesk
Blizzard wants to shove sc2 out the door ASAP and reap the retarded amount of cash it's going to bring out. I somehow don't think that even if they do delay it, it definitely won't be to 2010.

Re: StarCraft II Official! (Pictures)

Posted: Sat May 10, 2008 8:07 am
by Thalraxal
Doctor Doack wrote: Blizzard wants to shove sc2 out the door ASAP and reap the retarded amount of cash it's going to bring out. I somehow don't think that even if they do delay it, it definitely won't be to 2010.
I dunno, Mesk.  They're already reaping retarded amounts of cash with WoW.  This might be the first time Blizzard can actually afford to take as much time as they want, and I can't see them wasting that opportunity.  Considering the expectations SC2 has to live up to and Blizzard's own reputation, I don't see any of us playing this game anytime soon.