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ZeratulStukov
07-28-2008, 1:46 PM
Since nobody posted this yet, I decided to do it myself.


---StarCraft II Q&A Batch 42---

1. What was the main reasoning to shifting the Hydralisk backwards one technology level? How does this affect the Zerg early-game, especially since the Zerg will have absolutely no anti-air units before the Hydralisks? (gamereplays.org)

Actually, the Hydralisk has been brought back down to Tier 1.5, giving Zerg early anti-air capabilities without upgrading their Hatchery to a Lair. The test originally was to put Hydralisks at a later tech and have Corruptors be buildable earlier without a prerequisite building other than upgrading to the Lair. To make this happen, the Corruptors had to be nerfed appropriately to fit that tech, which made it very weak and much less fun. Additionally, without a prerequisite building, opposing players could not scout the Zerg player to see when they were going air, which did not fit the gameplay style we were shooting for.

2. What kinds of cheats will be included in Starcraft 2, and how will they be accessed/unlocked? (starcraft.org)

There will be cheats, but you wont know what they are from us :) sorry.

3. Concerning resources there is one big issue for mapmakers: There are only two of them. For many UMS-maps you need more different resource-types than gas and minerals, thus mapmakers were forced to use even civilians as a sort of resource. So will mapmakers be able to place their one, gather-able resources on the map such as lumber or gold? (starcraft2.4players.de)

Yes, we have recently added support for one additional custom resource type. Additional custom resources types may be implemented in the future, but there are no plans at the moment.

4. With the Battlecruiser's new ability dealing splash damage to lightly armored air units, you could fear that the Thor has once more fallen into a role void. Is this the case or are the Battlecruiser ability and the Thor's anti-air capabilities tactically different enough? (Gamereplays.org)

The overlap is really no more different than a Siege Tank and the Yamato Gun ability or the Reaver and the Psi Storm from Brood War. The new ability helps the Battlecruiser against a specific group of units, which are units the Battlecruiser is already good against, rather than making it effective against all units. The last thing we wanted is for the Battlecruiser to kill groups of units that are supposedly effective at countering it, such as the Warp Ray.

5. Does the Battlecruisers new AoE affect friendly units in the area? (thewarcenter.net)

No, the Missile Barrage does not affect friendly units.

6. Will it be possible to use the full 3D cinematics mechanic from the single player campaign in the map editor? (sc2pod.com)

Yes, we are looking forward to seeing some awesome custom cut scenes from the community.

7. Most users know that even invisible units can be seen by experienced players since they cause this nice little blur effect while in Warcraft 3 invisible units are indeed invisible aside from leaving footprints on the ground. So what about transferring the 'real' invisibility into the World of Starcraft by allowing mapmakers to choose from those two different invisible modes for each unit? (starcraft2.4players.de)

Map makers will be able to remove the blur effect that is currently on StarCraft IIs invisible units.

---End of Transmission--- [/COLOR]



Source: http://www.battle.net/forums/thread.aspx?FN=sc2-general&T=1637558&P=1

PaiN
07-28-2008, 11:23 PM
Sweet. Our question was whether there is going to be cheats or not.
We need better questions.

All together pretty good info tho

Fiendwurm
07-28-2008, 11:32 PM
Oh boy!!!

Rescourses!!!

Metal!
Oil!
Man power!
Regular power!
Crazy Diplo!!!

SilverCrusader
07-29-2008, 12:16 AM
That's so cool that the editor can do that.

The power of the editor is...
Is...









OVER 9000!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!11111111 111111

I wish people would stop asking questions about what the editor can and can't do, I think it is apparent by now it can do practically anything you want it to. I swear that's like the 3rd time someone has asked about cut scenes.

Vezer
07-29-2008, 2:56 AM
Sweet. Our question was whether there is going to be cheats or not.
We need better questions.

That's why we need help from YOU to think up better questions.

For example: What will the burrowing speed of an Ultralisk be? What is the current status of the Thor, and if it is anti-air, will a single Thor be able to take on a Mothership?

Etc. (Obviously better thought out, and with more community input, examples just to prove my point)

Starcraft78cwal
07-29-2008, 6:39 PM
Sweet, thanks ZS.

And, seriously..."what kind of cheats"? C'mon, we could've thought of something better than that...:rolleyes:

ZeratulStukov
07-29-2008, 6:54 PM
And, seriously..."what kind of cheats"? C'mon, we could've thought of something better than that...

You bet we could (and probably did). I would like to know if there will be any "Infested Protoss" units for the Zerg.

DarkMirror
07-29-2008, 6:58 PM
That was already answered a long time ago, infested protoss buildings would spawn infested protoss. Although that may have changed.

Protogod
07-30-2008, 12:35 AM
Currently, they wanted to make infested protoss buildings spawn infested zealots. However, this was a problem, because currently, marines are better suited for late game than zealots are (which would be the basis for infested protoss) making it an uneven distribution of power.

PaiN
07-30-2008, 6:53 PM
That's why we need help from YOU to think up better questions.

I dont know where to submit the questions nor have I been following SC2 that much. Just took a look at this and saw we had a crappy question =p

Ling666
07-30-2008, 11:20 PM
thus mapmakers were forced to use even civilians as a sort of resource.
Lol, yes we were! Nice that we have another custom resource though.

NoobOfLore
07-30-2008, 11:27 PM
Wow...A custom resource...That's awesome!!!

Ktan
07-31-2008, 7:04 AM
I'm curious, is it just one? Surely as many custom resources as possible would be handy?

(Unless they give mappers/modders the ability to create a new resource on top of the customs ones too)

It would be hard to do, I suspect, but very impressive.

Ling666
08-01-2008, 1:03 AM
I'm curious, is it just one?
Yes, we have recently added support for one additional custom resource type. Additional custom resources types may be implemented in the future, but there are no plans at the moment.
Yeah, unfortunately :(.