Re: StarCraft II Official! (Pictures)
Posted: Fri Apr 18, 2008 10:18 pm
The new cerebrate are the queens.
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.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.
Honestly, I think Arbiter 2.0 is a much more suitable name for the ship than "mothership".Meta wrote: Arbiter 2.0 now.
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)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.
Great.. Still stuck on WarCraft III.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).
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 importantMines 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---
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?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.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.
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.Thalraxal wrote:I think I'm a little less optimistic than you are, Lav. I'm going to have to go for March 2010.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 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.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.