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Re: StarCraft II Official! (Pictures)

Posted: Fri Jan 16, 2009 8:33 am
by WB
Who is willing to bet they will make it one or the other, and not both, based on complaints from assholes pro gamers.

Re: StarCraft II Official! (Pictures)

Posted: Fri Jan 16, 2009 11:44 am
by mAc Chaos
What they need to do is bring back Aldaris.

Re: StarCraft II Official! (Pictures)

Posted: Fri Jan 16, 2009 11:54 am
by Lavarinth
En taro Adun, Executor.

Re: StarCraft II Official! (Pictures)

Posted: Fri Jan 16, 2009 2:18 pm
by Maglok
Tassadar has failed us! You MUST NOT!

Re: StarCraft II Official! (Pictures)

Posted: Fri Jan 16, 2009 5:12 pm
by Marco
Rond, we require you at the citadel of the executor.

Re: StarCraft II Official! (Pictures)

Posted: Fri Jan 16, 2009 5:18 pm
by Meta
She lies! She is infested to the core! I for one will not listen to any of this---

Re: StarCraft II Official! (Pictures)

Posted: Fri Jan 16, 2009 5:22 pm
by mAc Chaos
Amusing.  Tassadar, your taste in companions grows ever more inexplicable.

Re: StarCraft II Official! (Pictures)

Posted: Sat Jan 17, 2009 1:31 am
by omega20
I will not be addressed so by one so devoid of the Khala's light.

Re: StarCraft II Official! (Pictures)

Posted: Sat Jan 17, 2009 5:30 am
by Maglok
Are you truly so blinded by your vaunted religion, that you can't see the fall ahead of you?

Re: StarCraft II Official! (Pictures)

Posted: Sat Jan 17, 2009 10:59 am
by Lavarinth
Amusing...

Re: StarCraft II Official! (Pictures)

Posted: Wed Jan 21, 2009 1:14 pm
by Marine
Tassadar! Where have you been!? -

Re: StarCraft II Official! (Pictures)

Posted: Thu Jan 22, 2009 4:49 pm
by Lavarinth
StarCraft II Q&A - Batch 48

Chat with Devs: The new year is well on its way and with it, the devs have been making much progress in both the artistic polish of the game, as well as continued development of multiplayer game mechanics. The art team has been adding several new death animations for units including the Drone’s disintegration into ashes when torched by Hellions, or the explosion of the Overlord sacs by Marine Gauss Rifle fire, and even Marauders being sliced into various pieces by Dark Templars. All of it is quite a sight to see and it is the hope of the art team that these additional animations will really give players a grand experience of immersion into an epic StarCraft battle. On the multiplayer side, the designers are testing out various macro-management encouraging mechanics that will be implemented to each race, but still be played out differently per race. These macro elements will be aimed to allow players with greater macro-management skills to compete with the advantage of gathering more resources than a player who does not emphasize as much on resourcing. More details about the mechanics that are being implemented will be covered in the next Q&A batch and is also planned to be showcased in the next StarCraft II Battle Report.

---StarCraft II Q&A - Batch 48---

1. The recently released screenshot (http://www.sc2blog.com/wp-content/uploa ... -hires.jpg) shows a combat in rainy night appearance. Will night or different weather be limited to campaign mode? And will it be possible to select it on the map editor? - Kain175 (USEast)

Night and rain effects will be possible in campaign mode but are not likely occur in multiplayer. Additionally, these effects will be available to map editors to use for custom maps.

2. Does blizzard plan any interface options for people with physical issues (such as color blindness, deafness)? - Kain175 (USEast)

This is a good suggestion and we would like to give all players opportunities to enjoy our games. While we may not be able to create accommodations for everyone, there have definitely been strides made to accommodate more players than the previous StarCraft. For example, you can find more alerts on the screen, such as attack, build complete, and more in StarCraft II and this system will be helpful for players who have difficulty hearing the game sound.

3. Will there be any multi monitor support? - SC2Pod

StarCraft II will support widescreen but not multi-monitor. Widescreen is definitely becoming more of an industry standard, but multi-monitor support for StarCraft II may be too great of a tactical advantage over other players without more than one monitor.

4. SC1 "caster" units did not have a regular attack; some of WC3 "caster" units did have a regular attack; will SC2 "caster" units remain attack-less? – TheWarCenter

Some of the caster units in StarCraft II like the High Templar and Infestor lack a default attack, but there still are some caster units which also have a normal attack ability such as the Mothership and the Ghost.

5. When two opposing forces come to a Xel'naga tower who gets control? Is it the person with the largest army or is it on a first-come/first-serve basis? – TheWarCenter

When two opposing forces are near a Xel’Naga Watch Tower, they both lose control of the Watch Tower, regardless of the size of the army or the order of who arrives first. For example, when you have a ground unit next to the Xel’Naga Watch Tower, you will get vision of the area surrounding the Xel’Naga Watch Tower. When the opponent’s unit approaches close enough to control the Watch Tower, the Xel’Naga Watch Tower will shut down and both you and your opponent will lose the increased visual range given by the tower.

6. Is the charge ability only limited to the distance between the zealot and its target or is it also limited to the time that is needed to reach the target? Presumed you have a zealot on a cliff and you want him to charge an enemy unit below the cliff, will it charge all the way over the ramp or will it stop charging after some time? - StarCraft 2 Source DE

Zealot’s Charge ability is based on the ground range, regardless of the height. So a Zealot on the cliff will not start charging a unit below the cliff, even if they look like they are visually right next to each other. The Zealot must be within a set pathing distance from the target for it to activate it’s charge ability, meaning the path in which the Zealot takes to get to the target is a set amount. Additionally, Zealots will not be able to charge through cliffs. They must go around.

7. Are you going to add some of the best custom maps to the regular ladder pool? - StarCraft 2 Source DE

In the future, there will be opportunities for map makers to get their maps added to ladder pools. These maps will of course, be selected based on quality, in terms of competitiveness for multiplayer games.

---End of Transmission---

Re: StarCraft II Official! (Pictures)

Posted: Thu Jan 22, 2009 9:01 pm
by WB
Wow. that was a actually a decent set of questions.

Re: StarCraft II Official! (Pictures)

Posted: Thu Jan 22, 2009 9:12 pm
by Xenon
The Zealot must be within a set pathing distance from the target for it to activate it’s charge ability, meaning the path in which the Zealot takes to get to the target is a set amount.
I find this interesting because it means that ability coding (and presumably the entire scripting system) is able to check pathing. For instance, in a "mazing" tower defense map it should be possible to test directly if the units' path to the exit is being blocked.

Re: StarCraft II Official! (Pictures)

Posted: Fri Jan 23, 2009 1:31 am
by Lavarinth
WB wrote: Wow. that was a actually a decent set of questions.
Minus the first obvious one.