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View Full Version : Another exclusive batch from Karune.


apostolos
06-21-2008, 2:31 AM
This time,Karune has answered 8 questions made by sclegacy.

1) What is the current state of the Hydralisk? The current stats we have are tier 2-2.5, 100 minerals, 75 gas, 80-90 HP, and 8-10 dmg with no special abilities. Compared to the Roach, the Hydralisk appears inferior in every way, with it's only saving grace being GTA capability. However, because the Mutalisk is in the same tier, only slightly more expensive, and it can fly, the Hydralisk appears to be almost useless for such an iconic unit. (sclegacy.com)

Actually, the Hydralisk has since been boosted up quite a bit in terms of damage. They currently have 80 hit points and have a ground attack of 13 + 3 versus armored and an air attack of 12 + 5 versus armored. The Hydralisk also has a range of 6 and moves at a ‘fast’ speed, with no need to upgrade with the speed bonus anymore. Roaches on the other hand, only have an attack of 10, half the Hydralisk’s range, and is slower to move as well. The new damage the Hydralisk is able to put out now makes it very dangerous, as Zerg players will be able to take out buildings with a pack of Hydras, with only a few volleys (same goes to Battlecruisers!). Nonetheless, they are extremely weak at 80 hit points, and thus need to always be protected. The new cost for Hydralisks are also 100 minerals and 100 gas.

2) How does Anti-Gravity work on Zerg buildings since they're organs intrinsically a part of the creep? They are essentially part of the creep. Do they lose health? Also, how does it affect burrowed units? Will they go back to being burrowed or not? (sclegacy.com)

Zerg buildings will not take damage when they are lifted. Burrowed units lifted will become burrowed again when the ability finishes.

3) With the Thor back to having both anti-air and anti-ground attacks, will he be capable of discharging both weapons simultaneously at a Colossus? Or will only the stronger attack affect it? If it is only the stronger attack, is that dynamically chosen by the game? (sclegacy.com)

Any unit with both ground and air attacks will attack the Colossus with the stronger of the two attacks, but not with both.

4) With the Medivac being a late-game tech, are Terran infantry impaired against the other two races in early to mid-game? (sclegacy.com)

No, Terran is actually quite strong early game for a few different reasons. One, their tier 1 unit is ranged and is thus excellent at defending cliffs without being able to be countered without sight. Two, the new supply depots are excellent at building the perfect barricade in early game. Three, Marauders are very tough and are excellent at winning heavy micromanaged battles, preventing units from reaching your Marines.

5) Does the Ghost's EMP Grenade ability function any differently from the Science Vessel's EMP ability from StarCraft Vanilla? (sclegacy.com)

Nope, the EMP currently works the same as the EMP from the original StarCraft.

6) What special abilities, in the current build, can be cast from inside a bunker? Can a nuke be called down? (sclegacy.com)

In a bunker, units will be able to use Stim Pack, call down Nukes, Sniper, and use EMP.

7) Does the Jackal's attack damage friendly units and/or have AoE capabilities? (sclegacy.com)

The Jackal’s attack will only damage enemy units in its area of effect. Technically, it will target a set unit and all units in that line of fire will take damage.

8) The Zerg do not seem to have equal air power compared to the other two races. The Protoss have Carriers and Warp Rays; the Terrans have BCs. While the Mutalisk makes a great harassment unit, they simply cannot stand up to significant firepower. Corruptors and Swarm Guardians are strong in their respective fields, but they lack a single unit that can attack both air and ground well. This suggests that air units will be limited to defense and support for a primarily ground based army. The other two races seem more able to have a well-rounded primarily air-based army. Is this the case, and if so, will anything be done to give the Zerg stronger air options? (sclegacy.com)

Zerg currently has the most powerful anti air unit in terms of damage per second, which is the Hydralisk. Furthermore, while the Mutalisks are not the stronger aerial fighter, they do have flexibility, being able to morph into Swarm Guardians for that additional ground damage and range when needed. Corruptors, in mass groups are also one of the most powerful air to air units, especially considering every unit you kill, makes the battle turn even more into your favor. While we have experimented with other types of Zerg air units, there are no plans to introduce any of them to the multiplayer version of the game.


source: www.sclegacy.com

BlackDefiler
06-21-2008, 3:45 AM
the Hydras sound nice, although their higher cost will probably make them less common than they were in SC1.

bunker casting sounds like a tough addition for Terran. Especially the stim pack and the nuke. You could move in with a small army, build a bunker while the battle goes on and defend it till the ghost launches the nuke on the enemy base. Even if they spot the nuke killing a single 45 hp ghost in SC was fairly simple but having to destroy a 350 hp bunker first will give the terran precious seconds.

masterofhobbiton
06-21-2008, 4:02 AM
Yeah, but you can probably kill the SCV before it finishes building the bunker, since it won't be cloaked like the ghost. Stimpacks will be interesting though...

Ktan
06-21-2008, 7:04 AM
I'll admit, strangely enough, I'm warming to the Medivac Dropship. I like the idea that it's not just a rush to medics if you want to use infantry, it sounds like the Medivac will be an ok boost as opposed to a necessity.

Ofc, they still could have put Medics back for a similar effect, but I think the Medivac might be a little more fun to use and have more tactical scope.

Maybe it's because it's seeming less and less like a 'vanilla' medic unit that you see in most RTS

Protogod
06-21-2008, 1:39 PM
What worries me is that the Terran and Zerg have been getting buffed for the last several updates, and I've heard nothing of how the Protoss will handle tthe new and improved other races.

ForTheSwarm
06-21-2008, 1:43 PM
The Colossus now has an AoE effect. Self-explanatory I think. Immortal hardened shields and zealot speed rush also self-explanatory.

Protogod
06-21-2008, 1:58 PM
The Colossus now has an AoE effect.
That's been around for a long long time now.
Immortal hardened shields and zealot speed rush also self-explanatory.
That has existed since the beginning. I'm talking about in response to all the new buffs to the Terran and Zerg.

masterofhobbiton
06-21-2008, 3:07 PM
Meh, maybe they just did something boring like changed the shield regen rate by a few milliseconds or something to compensate; something that's not really worth mentioning.

BlackDefiler
06-21-2008, 5:17 PM
What worries me is that the Terran and Zerg have been getting buffed for the last several updates, and I've heard nothing of how the Protoss will handle tthe new and improved other races.

In BlizzCast 3 they say that the Zerg are weaker than the other two because they were introduced later. I guess they want to get the zerg up to the level before starting the smaller adjustments to balance them correctly.

Ktan
06-22-2008, 12:24 PM
What worries me is that the Terran and Zerg have been getting buffed for the last several updates, and I've heard nothing of how the Protoss will handle tthe new and improved other races.

Because the Protoss started awesome? :P

Possibly less facetious though, maybe since they finished the 'Toss first, in most cases they are the 'power yardstick' that everything else is being measured by, so it's less common to nerf them unless there's something seriously wrong.

Or maybe the 'Toss are just perfect.

Faiien
06-22-2008, 1:04 PM
Toss are just perfect
seconded

Protogod
06-22-2008, 2:19 PM
I sincerely doubt that the toss are already perfected.

Ktan
06-23-2008, 6:19 AM
Same here, my points about them being perfect were intended to be a little facetious

PaiN
06-24-2008, 11:52 PM
Towards Protogod I think they are more balancing then just throwing buffs at terran/zerg. Also if they have been buffing terran/zerg then I think its safe to assume the protoss was over powered to begin with and blizzard are just trying to get them up to par. I doubt blizzard would make it unfair on purpose

Protogod
06-24-2008, 11:57 PM
I know, it just makes me nervous right now.

Ling666
06-25-2008, 12:09 AM
Nonetheless, they are extremely weak at 80 hit points, and thus need to always be protected.
That's funny. I usually sent them in first so they took the hits for my cracklings on those tough stimmed marines. I wonder if I still should in SC2.

Kimera757
06-25-2008, 7:51 AM
That's funny. I usually sent them in first so they took the hits for my cracklings on those tough stimmed marines. I wonder if I still should in SC2.

Hydralisks were much cheaper and less valuable in StarCraft I; that might be a poor tactic nowadays. (Also, stimmed Marines might be guarded by Marauders, although I kind of doubt they'll be that effective against Zerglings.)