StarCraft II Q&A - Batch 49

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Lavarinth
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StarCraft II Q&A - Batch 49

Post by Lavarinth »

Blizzard has recently released the next batch of Question and Answers, edition 49. The following questions were asked:

1. I am very curious... previously, SCVs, Drones, Probes, Vultures, Archons, and Dark Archons hovered above the ground so they were not hit by mines. My question is simple: Are there any hovering units in Starcraft 2? If there are, can they hover over shallow water?
2. How does the Mutalisk attack work in StarCraft II, what defines its bouncing pattern? Is it random or not? If not, what is the criteria that defines how it bounces?
3. Is it possible to toggle off Multiple Building Selection (MBS)?
4. Balancing of 2v2 team play: Roaches + Medivac are too over powered for 2v2 team play unit combinations?
5. What is a good counter for Zerg against Marines, which are upgraded from the original StarCraft?
6. How do you keep the Baneling from exploding on targets that you don’t want them to hit?


You can check out the answers to these questions and more in our forum here or visit Battle.net's forum here.

Now I'm sure that's all good and dandy, but here's the even bigger deal with this Q&A! The art team has made massive improvements on the Zerg artwork. You can view the enhancements on each unit through an Before/After model image for each: Let's hope this is a path of realization from the Art Department towards bringing back the dark, gritty atmosphere the original StarCraft held. Alongside that, they are revamping the Infestor as well, and released concept art for the beast.

That's all from the art development, but not development entirely! The developers decided to add in a few more knick-knack enhancements for StarCraft II's races. The following are currently implemented into gameplay:
Long used only by the Dark Templar of Shakuras, the Dark Pylon is now used by all as the Protoss war for survival becomes more desperate. In addition to providing supply and giving power to nearby Protoss structures, the Dark Pylon has several unique abilities that require energy to use.
Proton Charge: an area-of-effect ability that gives all targeted Probes additional charge for their Proton-Cutters. Probes that have an additional charge gather additional minerals per trip when collecting resources. The Proton Charge lasts only a short time before dissipating.
Null Shield: a single-target ability that causes a Protoss Shield to shimmer and warp, cloaking the targeted Protoss unit. The Null Shield lasts only a short time.
Argus Link: a single-target ability that transfers energy from the Dark Pylon to any energy-using Protoss unit.

The Terrans rely not only on the troops they can train on the battlefield but also on troops called from deep space. The Orbital Command allows the Terrans to make use of their orbital assets to support their fight on the ground. As an upgrade to the Command Center the Orbital Command can create SCVs and serves as a drop location for collected resources. In addition it has several abilities that require energy.
Calldown Mule: sends a single automated mining robot by drop-pod that assists SCVs in collecting resources by working around current SCV mining operations. Unfortunately the Mule is still in the prototype phase and has a limited battery supply (timed life).
Calldown Extra Supplies: sends additional supplies to a targeted Supply Depot. Generally used by Terran commanders only in an emergency to allow them to support additional troops.
Scanner Sweep: using a satellite in high-orbit, the Terrans reveal a large area anywhere on the map and detect all cloaked units within the target area.

The Zerg Queen has continued to evolve over the last few months. She is a fierce defender of the Zerg Hatcheries and can often be found in small groups defending the larger Zerg infestations. In addition to defending her Hatchery from ground and air threats, the Queen has several special abilities that require energy to use.
Build Creep Tumor: with a mighty push from her bowels, the Queen creates a cluster of organic tumors that generate additional creep. In recent months the Zerg have mutated to move more quickly on creep, making this an important function for the Queen.
Spawn Larva: by injecting Queen ichor into a Hatchery, Lair or Hive the Queen can cause the Zerg structure to undergo a startling metamorphosis. The Hatchery starts to throb and green sacks swell up on the structure. Eventually four additional larva burst out of the Hatchery and land next to whatever larva are already wriggling around nearby. While a Hatchery hosts more than 3 larva, the Hatchery will not spawn additional larva, until that number drops below 3.
Razor Plague: with a great breath the queen exhales a cloud of tiny Zerg creatures that create a vast swarm nearby. These creatures attack all enemy creatures within their swarm, doing additional damage to biological targets. What makes it worse is the Zerg player can control the swarm, moving it around to attack whatever enemies he wishes until the swarm becomes exhausted and dissipates.


You can read about all this and more on our forum here or visit Battle.net's forum here.

Source: Battle.net
- - Lavarinth
Campaign Creations Administrator
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