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Re: StarCraft II Official! (Pictures)

Posted: Wed Aug 20, 2008 8:17 pm
by Taeradun
did any of you guys play C&C Renegade? The mission briefings were pre-rendered but they used the same models with the same number of polys as the in-game models rofl

Re: StarCraft II Official! (Pictures)

Posted: Thu Aug 21, 2008 6:56 am
by IskatuMesk
Well, that was a command & conquer game. It doesn't really surprise me at all.

There's actually a lot of games that do it that way right now and I must say that videos using ingame footage are really hilarious.

Re: StarCraft II Official! (Pictures)

Posted: Thu Aug 21, 2008 11:28 am
by Marco
Dоctоr Dоack wrote: did any of you guys play C&C Renegade? The mission briefings were pre-rendered but they used the same models with the same number of polys as the in-game models rofl
Same with World of Conflict, although their in-game cutscene models were better than their counterparts (though not near this level by far).  When I played World of Conflict, I was wondering if Blizzard would attempt to do something similar (as I'm sure they want to retain the title of the premium RTS experience), so all this single player stuff isn't too surprising.

Re: StarCraft II Official! (Pictures)

Posted: Thu Aug 21, 2008 2:38 pm
by wibod
Desler wrote:
Dоctоr Dоack wrote: did any of you guys play C&C Renegade? The mission briefings were pre-rendered but they used the same models with the same number of polys as the in-game models rofl
Same with World of Conflict, although their in-game cutscene models were better than their counterparts (though not near this level by far).  When I played World of Conflict, I was wondering if Blizzard would attempt to do something similar (as I'm sure they want to retain the title of the premium RTS experience), so all this single player stuff isn't too surprising.
Not a very good comparison considering the technology driving WiC is far superior to renegade.

Re: StarCraft II Official! (Pictures)

Posted: Mon Sep 08, 2008 11:21 am
by Lavarinth
Chat with Devs: Something I noticed during our recent shows at Games Convention in Leipzig and PAX in Seattle is that many new players trying out the game who played Zerg built several creep tumors, thinking they were either defenses or going to morph into defenses. This eventually lead into a conversation with Dustin about why Creep Tumors no longer morph into base defenses. For those who dont know, a Creep Tumor is a building which expands creep around it significantly. Building this building is an excellent way to cover additional ground with creep, allowing for many new strategies, including aggressive Spine Crawler pushes (the mobile Sunken Colony).

Dustin brought up two scenarios to why Creep Tumors no longer morph into other Zerg defenses:

1) You would be able to creep across the map by moving your creep-spawning base defenses.

2) It would be easier to accidentally end up with buildings off of creep because the creep-generator moved away.

Thus, since the development team definitely wanted to give Zerg mobile defenses, they decided to split the roles of the Creep Tumor and the other Zerg defenses. This also allows for the team to make these Creep Tumors burrowed and very cheap in the latest build.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

---StarCraft II Q&A Batch 44---

1) Is it possible for replays to contain more in depth player statistics such as average clicks per minute, number of hotkeys used, etc.. ? (starcraft2.com.au)

Replays will have much more info available in them that will include more detailed stat tracking, as well as other useful eSports related features.

2) Terrans currently appear to be at a disadvantage in terms of troop mobility, (as compared to 'Warp-in' and 'Nydus Worm') are there any plans to bring back the, 'drop-pod' or other new transport mechanic? (sclegacy.com)

Actually, the Terrans have many units and mechanics that empower them with more mobility than the original StarCraft. The Reaper and Viking is a good example of new units that extend the Terrans raiding capabilities. Furthermore, Medivac Dropships offer more incentive to build lots of Dropships, which translate to more mobility for their entire army. Salvage is also another mechanic that helps in terms of rebuilding and moving a Terran base to new locations. Lastly, the Terrans are still the only side that can pick up and move their whole entire base, as well as being able to load SCVs in their Command Center now, allowing for quicker fast expanding strategies.

3) With the new high ground mechanic in place, an army can't fight units that are on higher ground anymore until they get a spotter up the ledge. Both Zerg and Terran have the possibility to spot units on high ground with Overlords and floating buildings right from the start of the game, but the first Protoss unit to fly up there would be the Phase Prism. Could it be that Protoss players have a significant disadvantage on some maps because of this?(GameReplays.org)

In the latest builds of StarCraft II, the Protoss no longer need an Observatory to build Observers. Observers will be able to be built straight from the Robotics Facility, allowing earlier eyes on the battlefield.

We definitely saw that especially on certain maps, Terrans were able to block their choke point early, taking away much of the scouting portion of the game from Protoss, and are trying out this new solution for it. Additionally, we felt that Observers were too a crucial to the Protoss army to have them that far up the tech tree.

4) Will the Unit Portraits in SC2 be pre-rendered high quality video clips like in SC1 ? willygundersen (Battle.net)

The unit portraits will be shown in much higher quality than the actual units on the screen, similar to the original StarCraft and Warcraft III. They will not be video clips, but will be animations rendered in game. There will be several examples of their unit portraits in the next BlizzCast, where we have Dustin and Sammy discussing the process of creating a unit.

5) We all know how important it is that tier 1 units be effective at later tiers, which has prompted different unit abilities like the Zealots Charge. But it seems that the Protoss have a leg up in that they have Charge while the Zerglings have only their traditional speed boost without any AI enhancements. Is anything being planned for the Zergling? (starcraft2forum.org)

Due to the new game engine, Zerglings have much better pathing in StarCraft II, meaning they move much more efficiently. Zerglings are able to both surround enemy units easier and are more easily selectable as well, being able to control more than 12 at a time. Furthermore, Zerglings are also slightly smaller than their original StarCraft counterparts, and able to be morphed into Banelings, which are extremely effective against Zealots. Lastly, Zealots have also had their shield hit points reduced by 10, as compared to the original StarCraft Zealots.

---End of Transmission---

Re: StarCraft II Official! (Pictures)

Posted: Mon Sep 08, 2008 1:44 pm
by AA7Dragoon
Finally, some questions!  Interesting answers.  I'm especially looking forward to the unit avatars.  What made those so cool is how realistic they looked.  I hope Blizzard can replicate that quality, at least on the level of their in-game cinematics.

Re: StarCraft II Official! (Pictures)

Posted: Mon Sep 08, 2008 1:47 pm
by Marco
You're a bit slow Lavarinth, thought about posting that myself, then thought 'nah, its good for the man to have things to do'.

Re: StarCraft II Official! (Pictures)

Posted: Mon Sep 08, 2008 1:53 pm
by Lavarinth
I don't enjoy how Blizzard's site doesn't update SC2 news, but Battle.net does, and it's typically a day or too after. Hadn't visited the forum since I heard Karune was extremely busy with passing out BlizzCon tickets to approved fansites. Yeah- That list we're not on. Hah.

Re: StarCraft II Official! (Pictures)

Posted: Mon Sep 08, 2008 5:52 pm
by Marco
I'm curious to see if the higher resolution models for the portraits will translate into full blown models for cinematics.  Of course, the portraits could just be torsos with heads on them. 

Re: StarCraft II Official! (Pictures)

Posted: Tue Sep 09, 2008 3:05 am
by Maglok
Then we can still do the dramatic zoom in, hamster style. :)!

Re: StarCraft II Official! (Pictures)

Posted: Tue Sep 09, 2008 11:43 am
by Lavarinth
Maglok wrote: Then we can still do the dramatic zoom in, chipmunk style. :)!
Fix'd.

Re: StarCraft II Official! (Pictures)

Posted: Mon Sep 15, 2008 6:19 pm
by Lavarinth
One of the distinct features of the Zerg is their fast movement, quick reactions and their large numbers. With the newest changes to the StarCraft II build these attributes are bound to reinforced once more.

Here are a couple of changes to the Zerg:


    * Zerg units except Drones can now move 30% faster on creep

    * Creep Tumors are smaller and burrowed


These changes will have a big impact on Zerg strategy, since covering terrain with Creep will now be very important. We will see Overlord rushes with mass spewing of creep and Zerg fast micro on creep. The burrowed Creep Tumors will force the other races to get quick detection to push back the Zerg Creep and take their fast movement.



Questions for Fans:

    * What do you think of the speed increase on Creep?

    * How do you think this change will effect Zerg, Protoss and Terran?

    * Do you like or dislike the change? Why?

Re: StarCraft II Official! (Pictures)

Posted: Mon Sep 15, 2008 9:12 pm
by mAc Chaos
That seems to make them more of a turtling, moving defense Terran style strategy.  They'll want to keep to their creep and slowly expand it...

Re: StarCraft II Official! (Pictures)

Posted: Mon Sep 15, 2008 11:55 pm
by WB
Right except the zerg can expand creep anywhere on the map whenever they want, not quite the same. On top of that they can expand their own base creep way faster too (creep tumors ftw, overlords ftw)

Re: StarCraft II Official! (Pictures)

Posted: Tue Sep 16, 2008 12:10 am
by Lavarinth
I don't like the idea of creep expanding so quickly, personally, especially from the Overlord.. But I guess I'm just a traditionalist.