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Re: StarCraft II Official! (Pictures)

Posted: Wed Nov 14, 2007 10:53 am
by IskatuMesk
lol @ mantidz addressing a beaten, ancient horse

lol @ hks' link
Now this i want to see. A lot of people are kept in the dark on as how to the korean progamers get that 1200+ APM. While keeping their mouse busy at the same time.
Whoops! Someone doesn't know what they're talking about!

Re: StarCraft II Official! (Pictures)

Posted: Thu Nov 15, 2007 10:23 am
by Mucky
Not to mention that they've never watched a first-person video in their life.

Re: StarCraft II Official! (Pictures)

Posted: Wed Nov 21, 2007 3:24 pm
by Thalraxal
Finally!  Blizzard's begun releasing storyline details.  Just recapping the events of the Original Campaigns for now...

http://eu.starcraft2.com/features/storysofar.xml

My Reactions:

Magistrate's deleted and Duke's demoted (till the Antiga missions anyway).  No mention of the Player's Cerebrate or Daggoth.  Poor Zasz, now he's 'That Cerebrate Zeratul killed on Char'.

No mention of Fenix or Aldaris.  I'm not too surprised that Artanis has been retconned into the Player's Character, I'm still annoyed though.  I never liked Artanis.

Oh, well.  Nice little recap.  I like how they have some of the SC1 movies in there.  Can't wait to see the Brood War chapter and get the details on the fate of the Cerebrates.

Still... grrr... Artanis.... *grumble*

Re: StarCraft II Official! (Pictures)

Posted: Wed Nov 21, 2007 3:45 pm
by Marine
Karune wrote: Wow, we're already at our 20th Batch of Community Q&As! I've got to say, the questions from the community are becoming better and better as we move along. Nonetheless, I want to remind everyone to ask your StarCraft II questions on this thread:
http://www.battle.net/forums/thread.asp ... &#post9620

The Devs and I are all reading and we love answering community questions. Every week there are always exciting new changes we want to share with everyone. Granted, many of the changes may not stay in the game very long, but the process of game development is a constant cycle of brainstorm, revision, and much testing, to ultimately make all the gaming components flow together for one awesome overall experience.

Chat with Devs: Terran Ghosts are currently being tested as an effective Tier 1.5 unit, capable of sniping down high profile enemy targets, have an increased attack damage towards light armored units, as well as an upgradable EMP against Protoss and energy using threats. If that isnt enough, these highly advanced Terran soldiers at higher techs can also be equipped with a personal cloak ability, and launch drop pod reinforcements, as well as call down a massive nuclear strike. The StarCraft II Ghost will surely be bringing a whole new meaning to "You call down the thunder and I'll reap the whirlwind." Of course, I should mention, all of this is subject to change.

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

---StarCraft II Q&A - Batch 20---

1. Will it be possible to give more fluid and realistic movements to small aircraft with proper banking and turning rather than just abrupt sprite-style direction changes?

We are currently in the process of implementing banking animations for flying units, but playability always comes first. If the animations affect playability negatively, it could get cut.

2. With the Reavers no longer in the game, will the Protoss have any units capable of performing brutal worker raids? (Starcraftlive.net)

The Colossus is an excellent choice for worker raids, since it is able to attack from higher elevations, and can be transported by the Phase Prism. In addition, we are exploring some ideas for the Twilight Archon that would allow him to make devastating attacks on enemy workers.

3. Will there be a escort ship for Battlecrusier because Protoss have like many kinds of capital ships?

With the Predator unit cut, the Viking is now the primary Terran air to air fighter. In addition, the Viking no longer requires an upgrade to transform between a ground and air unit and is also built directly from the Starport rather than the Factory.

4. Will there be units who can trample opponents (such as an Ultralisk)? (gamereplays.org)

Currently, there are no units that trample, but have discussed this idea as a possibility. Nonetheless, we also hit the dilemma of having a trample unit that is able to destroy enemy unit assets far beyond its own cost of the trample unit, with relatively little micro.

5. Will siege tanks be able to shoot at targets in the fog of war picked up by sensor towers, but not yet confirmed by visual sighting?

No. Siege Tanks will only be able to hit targets within visual range. In addition, Siege Tanks firing from the fog of war, such as on an unseen cliff, will not reveal its location from the fog of war to its enemy, thus will not be able to be return fired upon.

---End of Transmission---
Karune wrote: This latest Q&A Batch features questions from our fans in South Korea. We've made sure to include an additional question to cover any questions that may be repetitive from previous Q&As.

Chat with Devs: Since the Terran Ghost has an upgradable EMP ability, the Terran Nomad's has been given the ability to create stationary defenses in addition to its Defense Matrix ability. One of the new stationary defenses is the Auto-Turret, which can attack ground units, and this unit be seen on this screenshot:
http://www.gamemeca.com/news/img_data/200711/STAR-1.jpg

We are hoping the Nomad's new abilities will innovate its role, in addition to being a detector.

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

---StarCraft II Q&A - Batch 21---

1. Do you have any plan to put the auto-casting ability into StarCraft II units, just like in Warcraft III?

At the moment, Medics are the only units that we have deemed fit to have an auto-cast ability. StarCraft II, compared to Warcraft III, has fewer abilities but are much more potent when executed properly, thus making them manual cast will give players a huge opportunity to demonstrate much skill in the game.

2. Would you make it possible for players on observing mode to check various information including a mini map, upgrading status, and resource status on a personal window? If not, would you consider developing this function?

These are all great ideas and we will work to get these in for observing mode. We will be working hard to have the observing mode innovative and comprehensive, building upon all the features that were in our previous RTS titles, as well as other titles in the market.

3. Will the story of StarCraft II be continued right from where the original StarCraft story ended? Or, will it begin at the moment after some amount of time passed since the last time of the original StarCraft?

The StarCraft II storyline will continue 4 years after the events of Brood War.

4. It is not possible to watch how a mouse was moved in a saved replay game. Could you make this possible to see the movement of mouse?

We would also like the mouse to be viewable in saved replays, however, it may be more likely that we'll have the options to show both the view of the players playing as well as selection icons of the units being currently selected in the replay.

5. When grouping units to a control group, how many units could be added to one group?

Currently, players are able to select more than 150 units in a single control group. The final actual number will be determined by hardware performance tests on the game, but should still be close to that number.


6. Players often tend to stack up workers and air units looking as one group in original StarCraft. Will this still be possible in StarCraft II?

In StarCraft II, this is harder to do than in the original StarCraft, but still possible. Units tend to group together more and more with each manual attack order. As long as you keep giving that manual attack order upon a target certain attacking units of the same type will group closer together. When the unit attacked upon is destroyed or the units become idle, they will naturally spread out again.

---End of Transmission---
Xordiah wrote: StarCraft II Q&A - Batch 22: Map Maker Series

Today we will continue the series we had started a couple of weeks ago. Dustin Browder and Brett Wood, Senior Software Engineer will answer questions from the Map Making Community. If you have questions concerning custom made maps and mods, wed like to invite you to ask them in this thread so they can be included in part 3 of the series. :)

Chat with Devs: One of the most popular questions we get when it comes to creating UMS (User Map Settings) games or mods is: Will there be a DotA for StarCraft II? For those who are not familiar, DotA (Defense of the Ancients), is a popular UMS game created for Warcraft III. StarCraft compared to Warcraft III, does not focus on heroes as much, and heroes or units do not have the same experience gaining mechanic as Warcraft III, making it difficult to imagine how a game like DotA could be reproduced for StarCraft. Nonetheless, after chatting it up with our devs, we found out the ability to allow heroes and units to gain experience is built into the Map Editor, though it will not likely be in single player or standard multiplayer. In addition, those units can also be toggled to have the ability to carry an inventory, which is also a characteristic needed in UMS maps such as DotA. With those two additions, we can rest assured that our clever community modders can handle the rest in creating some awesome custom games.

1) Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc?
[Dustin Browder] Yes terrain texture is mixable now. Also tilesets are also mixable.
[Brett Wood] Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft III.

2) Will the new StarCraft II Map Editor support text coloring, unit coloring, player "12" (i.e. neutral player) units?
[Dustin Browder] Yes, all of these features will be supported.

3) Will maps be larger than 256x256?
[Brett Wood] The maximum map size will still be 256x256, and we have no plans to increase that.

4) Will the new map editor support locking maps? People hate losing credit for a map.
[Dustin Browder] Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps.

5) Will the new map editor support "square" terrain building as well?
[Dustin Browder] Yes. In the editor, users can adjust the footprint of buildings to whatever shape and size they like.

Re: StarCraft II Official! (Pictures)

Posted: Fri Dec 07, 2007 7:31 pm
by WB
my brothers been sending me email, he went to Korea recently. Latest email:

"on the fun side i found the Starcraft Channel :p"

Re: StarCraft II Official! (Pictures)

Posted: Fri Dec 07, 2007 7:54 pm
by Marine
Another Q&A
Karune wrote: It has been an exciting week of business related headlines about the new company 'Activision Blizzard.' Many have asked me about how this would affect products like StarCraft II, and the answer is that it won't. We still have our extremely talented development team on this task, working exactly like they have been over the past years. Furthermore, StarCraft II will still be branded as Blizzard Entertainment, meaning you will not see Activision Blizzard logos on the product or introduction. StarCraft II is still set to rock the PC gaming stage!

If you have more questions about the proposed merger, please visit our FAQ at:
http://blizzard.com/press/activision-faq.shtml

Chat with Devs: After my chat with Dustin this past week, he wanted me to remind everyone that there are still several new units being created and tested for all three factions. What you have seen of the Protoss and Terran factions are in no way finished and more new units will be introduced, as well as the likeliness of current units being replaced.

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

---StarCraft II Q&A - Batch 23---

1. Will the Campaign have as many videos as the original Starcraft? (www.starcraft2.hu)

There will be several more in-game cutscenes, which are at a much higher quality than the original StarCraft pre-rendered movies. And while StarCraft II's single player will likely feature a few less pre-rendered movies, they will be much longer and more epic than anything seen in the original StarCraft.

2. Is the ghost unit going to be able to use the EMP Shockwave and -within short time interval- the Nuclear Strike as well? (starcraft2.4players.de)

Currently, there is no restriction to when you can follow up a special ability with another, as long as there are available energy points.

3. Will the Ghost's EMP affect building shields and energy? (www.TheWarCenter.net)

Yes, the Ghosts EMP ability currently affects both building and unit shields, as well as casters energy. It is important to note that there is a possibility the Ghost may lose its EMP ability due to balance.

4. Will there be some sort of wall structure in StarCraft, for any of the races? (www.vilegaming.com)

Aside from building current structures close to each other to form walls, such as a line of Terran Supply Depots, no, there will not be walls that can be built. On the other hand, there will be some new wall structures in the single player mode and these doodads can also be accessed in the map editor.

5. Will the game feature a mechanic similar to Warcraft 3 where if a selection of units contains more than one unit type then the whole selection will move at the speed of the slowest unit to maintain cohesion? (www.sclegacy.com)

No, units in the same selection will not move at the same speeds. The slower units will need to be micromanaged by the players to keep up with the larger group.

--- End of Transmission ---

Re: StarCraft II Official! (Pictures)

Posted: Fri Dec 07, 2007 9:30 pm
by Lavarinth
A better question than the last: Will all selected units follow the same path, or take the quickest route. Though I'm sure it'll be like StarCraft, quickest route.

Re: StarCraft II Official! (Pictures)

Posted: Mon Dec 17, 2007 11:44 am
by chris
The nomad has finally been unveiled
http://www.starcraft2.com/features/terran/nomad.xml

what are your opinions guys?

Re: StarCraft II Official! (Pictures)

Posted: Mon Dec 17, 2007 11:54 am
by Marine
chris wrote: The nomad has finally been unveiled
http://www.starcraft2.com/features/terran/nomad.xml

what are your opinions guys?
Eh... Its an okay unit.
I think its weird to have another unit that is sort of similar to the SCV, though I like it can build turrets rather quickly.

Re: StarCraft II Official! (Pictures)

Posted: Mon Dec 17, 2007 12:06 pm
by Lavarinth
Not a fan.

Re: StarCraft II Official! (Pictures)

Posted: Mon Dec 17, 2007 12:08 pm
by Zilla-
I agree with lav, its stupid. If I wanted a detector I'd get a scanner sweep or a unit, turrents as "mobile" detectors is a bad idea

Re: StarCraft II Official! (Pictures)

Posted: Mon Dec 17, 2007 12:41 pm
by Lavarinth
I'd like to know how this "replaced the more costly Science Vessel." Where'd the EMP Shockwave? Irradiate? Defense Matrix? Oh no wait- But it build this awesome detecting turret- NOT! I might as well focus on building Nomads the whole game, then fly them over to the enemy base and plop them down, I'm sure out of a dozen nomads, a few would finish.

Re: StarCraft II Official! (Pictures)

Posted: Mon Dec 17, 2007 12:46 pm
by Thalraxal
I kind of like it.  I think it looks like an ugly little tug-boat thing, but I like the 'construction vehicle and detector' idea, and those auto-turrets look pretty useful.  Plus there's the implication that it might be able to build other stuff too.

I'm still going to miss the Science Vessel if the ugly tug stays though. :(

@Lav: The money to develop the Thor had to come from somewhere.  So they slashed the budget for the Science Vessels, gave EMP Shockwave to the Ghost and replaced the Science Vessel fleet with these things.

Re: StarCraft II Official! (Pictures)

Posted: Mon Dec 17, 2007 1:21 pm
by IskatuMesk
Oh look, the turrets have the exact same problems marines do - they depict recoil when they aren't even firing.

Sloppy, sloppy.

Not terribly fond of how the nomad looks like a fisher price boat either.

Re: StarCraft II Official! (Pictures)

Posted: Mon Dec 17, 2007 1:32 pm
by Lavarinth
Doctor Doack wrote: Oh look, the turrets have the exact same problems marines do - they depict recoil when they aren't even firing.
qft

They might as well have them stand completely still and fire like in SC. It'd look more realistic than constant recoil.