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Karune Briefings Database.

Discussion in 'General StarCraft 2 Discussion' started by BirdofPrey, Oct 20, 2007.

Karune Briefings Database.

  1. Crouse

    Crouse New Member

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    ---StarCraft II Q&A Batch 39---

    As development for StarCraft II moves forward, so is the Map Editor for StarCraft II. We have no doubt that there will be countless awesome mods created for StarCraft II, so we want to make sure your Map Editor questions are definitely not left out of the Q&As. Keep the questions pouring in!

    Also, in Batch 38, it was mentioned that Sunken and Spore colonies could move and plant off of Creep while also taking damage when not on Creep. To update, Zerg defenses will not be able to plant off of Creep.


    Chat with Devs: Batch 39 focuses on the development of StarCraft IIs Map Editor and I got a chance to chat with our Map Editor Designer, Brett Wood. Brett was able to answer quite a few of our community map editors below. Furthermore, he wanted to also add that the StarCraft II Map Editor will improve upon the World Editor from Warcraft III in every way, with several new features such as having all abilities in the game being data driven. Brett Wood elaborates here on what it means for all data in the game to be data driven:

    [Brett Wood] Lets say you have a cool idea for an implosion type of ability that will rapidly shrink down a targeting unit, then cause an energy shockwave that damages all nearby units within a certain area. Since there is no standard ability with a shrink-down effect, in Warcraft III youd have to resort to some fancy trigger work to achieve this effect. In StarCraft II, this kind of effect can be set up completely in the data files, and you could make the entire ability without having to use any triggers or scripting at all. Generally speaking, setting up abilities and effects will be easier through data customization than using triggers, although there will definitely be a learning curve there as well.



    1) Will the new map editor support placing of traps, doors, and other things commonly referred to as doodads in unorthodox situations? (ie doors, auto guns, wall traps in a jungle map)

    Yes, any object defined in the data files can be placed on the map, regardless of which tileset it is normally associated with.

    2) Will the new map editor support extended upgrade values? (ie, 30 upgrades)

    Yes, upgrades are arbitrarily extendable, as they were in Warcraft III. In addition, upgrades will now be downgradeable via triggers as well (by using a negative value), which was a very common request in Warcraft III.


    3) Will the new editor still support all the other ideas currently implemented in StarEdit?

    This question is a bit vague. As far as I know, everything the original StarCraft could do, StarCraft II can do.


    4) What additional features will the new editor have?

    How much time have you got? Very broadly speaking, the biggest improvements over Warcraft III will be found in the data editor, where literally every game database file is exposed for modification, and in the trigger dditor, which now features the ability to define custom functions and libraries. That said, virtually every aspect of the editor has at least some improvements over Warcraft III/StarCraft.


    5) Do you plan to take ideas from third party programs and update the editor frequently to meet the demands of the map making community?

    Absolutely. We are very much committed to supporting the map/mod community as much as possible, and well be keeping an eye on the forums and updating the editor as often as we can to incorporate new suggestions.


    6) Will be a tool to transfer WC3 models to SC2?

    No, there will not be, as StarCraft II is built with a totally new engine.


    7) Given that we know the Roach regenerates faster than normal, will players be able to change the regeneration rates for Zerg units?

    Yes, all regeneration rates can be easily changed.


    8) Will players be able to give units Protoss shields or Zerg regeneration that don't normally have them? ie, a regenerating Zealot, a Ghost with shields, etc.

    Yes, you could create a Roach-Zealot hybrid if you would like. Many passive abilities can be interchanged similarly.


    [added from thread] 9) Is the new StarCraftII map editor able to make our own 4th race by combining 3 races different looking and ability etc. together? even more combining with some new units from the editor?

    Yes, custom races are fully supported, including the ability to choose them from the game lobby while playing melee maps, as long as the mod defining the race is loaded.

    I'm sure you guys will love that I know I'm excited!
     
  2. Crouse

    Crouse New Member

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    StarCraft II Q&A Batch 40

    This week we have launched the 3rd episode of BlizzCast, featuring an interview with the Lead Designer of StarCraft II about the Evolution of the Zerg from the original StarCraft to StarCraft II. Be sure to check that out here: http://www.blizzard.com/blizzcast/

    Also, I've been curious - would you guys prefer having these Q&A Batches (multiple answered and added into a consolidated release) or would you rather these 4-7 questions be spread out across the forums in pertinent threads on battle.net? I have been doing a bit of both, but would love to get your feedback on it, to make it easiest for you to follow up on the latest updates in regards to the development of StarCraft II.


    By the current look of the game with spectacular death animations you could worry that you can get slightly distracted by dead units while playing. You could for example waste precious APMs (Actions per minute) trying to click on a spliced Space Marine that you thought was still alive. The wrecks of some larger units or deaths for some others could block your sight in-game too. Could this fear be a real issue and will there be the option to toggle down these model details in the settings?

    Yes, this is an issue we are looking into. For multiplayer, we want to make absolutely sure that players can clearly see visually what is happening on the battlefield. Currently, we are looking to have different types of death animations available for multiplayer than will be present for the single player campaign. A lot of people do still love watching intricate death animations when not in a competitive scene.

    Battlecruisers do employ more than one gunner right? So will they be able to attack both air and ground at the same time?

    Battlecruisers will only be able to attack one unit at a time.

    What happens with the units inside a Nydus Worm if it gets killed? Considering it can carry 255 units, would they all die?

    Units inside the Nydus network will only die when all entrance/exits are killed. This includes the Nydus Warren building, the prerequisite to build Nydus Worms, as it also acts as an entrance and exit to the Nydus network. Nydus Worms that are not deployed as an entrance/exit will not count as an entrance/exit to the network.

    So far the map editor seems to be a very powerful tool which doesnt constrain the map makers creativity at all. Will it even be possible to edit critical abilities like path finding? If so, there would be really no limits, or at least none we can imagine at this point.

    Pathfinding, the method in which a unit will determine how to move, is handled by code, and will not be able to be edited within the map editor. Nonetheless, map makers will be able to edit things such as footprints, speed, and the size of units, which will affect the movement rates of units.

    Why were Plasma Torpedoes added to the Battlecruiser when the Banshee has virtually the same attack?

    The Battlecruiser no longer has Plasma Torpedoes that hit ground. Instead, they can be equipped with a Missile Barrage which will be an air-to-air area of effect attack ability. This ability will make the Battlecruiser even more effective against lightly armored air units, as the attack also gets additional damage points versus light armored units.


    In SC: BW we have terrain bonuses for units, for example standing behind a tree or being on higher ground while shot from lower. Are you keeping or maybe even improving such this feature and what happens with large units that are more massive (Thor) or simply larger (Colossus) than a tree or even a cliff?

    Terrain bonuses are no longer present in StarCraft II. Instead, line of sight will be vastly more important. For instance, units firing from a higher ground will not be able to be seen by ground units without line of sight vision, and thus the ground units will not be able to fire back.

    If a Zerg player corrupts a Dropship/Medivac, will they get control of the units inside?

    No, the unit's contents will be destroyed when it becomes corrupted.

    Wait, so now we're removing features from the game? Is that not a step backwards? also in regards to the whole "feature" of not being able to see up cliffs and therefore not attack, that isn't really new or unique. RTS games have had this since 1998 for !&$%s sake.

    I'm not completely sure to which features you are referring to, but in general, features are a tool to shape the gameplay of a game. Features may be good or bad, depending on its effects on the game. Not all features fit your design goals. For instance, multiplayer is about competition. Random factors like a random % of missing based on terrain is not optimal for a balanced competitive game (similarly chess does not have random factors involved when a player wins or losses). On the other hand, in single player, our goal is to immerse the player into the StarCraft world. Here is where the details that add to the story and immersion really count! Thus, there will be LOTS of content not seen in the multiplayer, as well as animations, heroes, additional units, and more...

    The more I think about this the more it has me worried. Take the map Lost Temple as an example. It was common for players to wall their choke ramp with first tier units to prevent their bases from being breached. In SC2, does this mean the players wouldn't even be able to climb that ramp unless they have detection or air units to see at the top of the ramp? Know what I mean?

    This is true, though in StarCraft II, there are more units that are able to give you sight in those situations (Reapers, Medivac Dropships, Colossi, Banshees, Sensor Towers (to let you know units are on cliffs), Overseers, as well as older units including Observers, Terran's Scan, and others).

    Furthermore, new abilities like Anti-Gravity help break the choke points, as well as more incentives to build dropships for Terran, Phase Prisms for Warp-In, and Nydus Worms to unload your whole army in a place that bypasses well defended positions.

    On top of that, the better pathing in StarCraft II allow units to get to where you want them to go much faster, such as up ramps and around units.


    Thor got Anti Air Area Attack and Battlecruiser now too. Are there any big differences in their anti air attack?

    The Battlecruiser's ability takes energy, whereas the Thor's ground to air attack is standard.

    The Battlecruiser's ability is to make it more effective against what it is already effective against. Also, users have the choice to go with the air to air missiles or with the Yamato Cannon. If you are in a game where they have massed a lot of light air units, then you know what to get. This ability simply gives the Terran player more flexibility of options against air in late game.


    Do units that move out of the Jackal's flame take less damage then units that stay in the flame for the entire duration of the flames existance?

    EX: A marine moves out of the flame and takes 10 damage total, but a marine that was in the flame for the entire duration of the flame, would it take more damage?

    Yes, units that move out of the flame will take less damage.
     
  3. Crouse

    Crouse New Member

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    StarCraft II Q&A Batch 41

    Chat with Devs: Since the Worldwide Invitational in Paris, the topic of the new Vespene Gas mechanic has come up a lot across many different fansites and message boards. Thus far, this is one of the biggest changes which will affect the macro management of bases in StarCraft II. To shed some more light on this new mechanic, I have gotten a chance to talk to Dustin Browder, our Lead Designer for StarCraft II, about the progress thus far of the new mechanic, as well as the objectives this new mechanic is designed to achieve.

    To start, the new Vespene Gas mechanic is to further distinguish the play style in which players gather minerals versus gathering gas. In the original StarCraft, the gathering of gas was very linear in the rate in which gas is gathered. Often, players would put 3-4 workers on the gas, and the players would forget about it until the geyser was depleted. Minerals on the other hand, were much more exponential in the rate of growth and were also often played differently amongst different races. Zerg would likely expand rapidly with less drones in each expansion and Protoss/Terran could sustain a sizeable force with higher numbers of workers on a smaller number of expansions.

    How the New Vespene Gas Mechanic Works For StarCraft II, with the new Vespene Gas mechanic, players will have 2 gas geysers at their starting position. These geysers will start with X amount of gas (currently 600 and subject to balance) and at any time players can purchase additional gas in their geysers for X minerals (currently 100 and subject to balance). With each purchase of additional gas for your geyser, the geyser increases with X gas (currently 600 and subject to balance) and the geyser shuts down for 45 seconds. When a geyser is depleted, workers will still be able to gather gas at a low rate of 2 per round (subject to balance).

    How the New Vespene Gas Mechanic Plays With this new gas mechanic, players have a wider variety of strategies in developing and maintaining their refineries, as well as additional attention needed to make sure they are collecting gas at the most efficient rate. On the production side, players now also have to decide between sticking to Tier 1 units longer, or to play it balanced with one geyser, or even max out on gas to invest heavily on teching and higher tech units. Additional, the relationship between minerals and gas have an added layer of depth since investing in additional gas will actually cost the player minerals as well. How often a player invests in gas will also not necessarily be consistent through the game too and will depend upon what units that player is currently choosing to mass. Scouting too has an added layer of depth as well, as a players gas collecting play style may determine if the player is teching to a higher tier mineral heavy unit (like a Dark Templar) or a higher tech gas heavy unit (like a High Templar).

    Overall, players will have to build the appropriate buildings as well as gather resources in a particular method in order to execute a certain strategy at a professional level. It is the hope of the development team that this new mechanic will not only make gas collecting more interesting, but also increase the amount of macro management skill needed to compete in StarCraft II at the top levels while at the same time making the game playable for mid level players without using some of these more advanced techniques.

    ---StarCraft II Q&A Batch 41---

    How exactly does the Corruptors attack work? Is it a stacking debuff that takes effect after a certain number of stacks? And if so can the debuff time out? Would you be able to hit and run kill for example Battlecruisers with a few Corruptors over a couple of minutes?

    The attack is technically a debuff, but does not do damage over time. Every time the Corruptor attacks a unit, it'll leave a debuff on it for a couple seconds. If the unit dies within those couple seconds, the unit will be corrupted.

    What are the current stats and build times for the Queen defensive buildings?

    To catch us up, Zerg defensive buildings arent built by the queen anymore. Instead, they are built from the drone once again.

    Spine Crawler: - Only hits ground - Health is 300 (uprooted health 100) - Movement speed is 2.25 (1 off of creep) - Damage is 20 +20 armored - Range is 7 - Attack speed is 1.5 sec

    Spore Crawler: - Only hits air - Health is 300 (uprooted health 100) - Movement speed is 2.25 (1 off of creep) - Damage is 15 - Range is 7 - Attack speed is .8608


    The Queen seems to be a very potent unit, although its tasks are more defensive ones, it can be used in crazy rush strategies, according to Karune's experiences. Well, if the Nydus Worm was able to transport even queens, she would get even more potent. You could easily think of crazy rushes using your opponents creep to just overwhelm him with your units AND your defensive structures. So here is the simple question: Can the Nydusworm transport queens among all the other units?

    Defensive structures will not be able to enter the Nydus tunnel network, but the Queen will be able to. Furthermore, the Queen will no longer be able to build defensive structures. Drones will morph into defensive structures, similar to the original StarCraft.

    When the Zerg Sunken Colony is uprooted and on the move is it more vulnerable to enemy attack?

    Yes, the Spine and Spore Crawlers will have less hit points while they are uprooted. The actual number of hit points will be determined through balance testing.

    In many cases, the micromanagement of units in StarCraft revolved around gameplay mechanics (Dragoon dance, Mutalisk stacking, Reaver/Shuttle micro, etc.), rather than special abilities with cooldown/charges (Stalker's Blink, Phoenix's Overload, etc.). Is the amount of this kind of special abilities in SC2 a concern of Blizzard, and how would this affect the overall gameplay?

    Players will still have dependence on both gameplay mechanics as well as special abilities. For instance, Stalkers will have the basic dancing mechanic as Dragoons had in the original StarCraft. Marauders are another unit highly dependent on micromanagement to get the most effectiveness out of the unit, making sure you use their attacks slowing effect at opportune times.

    Though for StarCraft II, we are introducing much more positional micromanagement, which will amplify units damage significantly. A Colossus will fire in a line and lining up that radius with the enemy units will be crucial in battles. Flanking Jackals from multiple angles will surely add to its potency as well.

    Overall, we definitely want to balance the game with both plenty of gameplay mechanics as well as special abilities that create opportunities for the players to initiate clever strategies as well as innovative maneuvers on the battlefield.


    Terrans currently appear to be at a disadvantage in terms of troop mobility, (as compared to 'Warp-in' and 'Nydus Worm') are there any plans to bring back the, 'drop-pod' or other new transport mechanic?

    Actually, we consider the Terran side to be quite mobile. Let us first look at the Reapers. This unit is the fastest ground unit in the game which traverses terrain without even having a spotter. In addition, the Medivac Dropships, allow added mobility to all Terran ground units. With the addition of the Dropship being able to heal, it has become even more of a staple in Terran strategies, giving even more increased incentive for players to build Dropships than the original StarCraft. On top of this, Vikings providing both ground and air support at a click of a button, gives that added support of mobility and options when moving a Terran army around.

    The method in which Terran will be mobile is indeed different than Warp-in and Nydus Worm, though they are not considered less mobile than the other races.
     
  4. Crouse

    Crouse New Member

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    StarCraft II Q&A Batch 42

    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?

    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.

    What kinds of cheats will be included in Starcraft 2, and how will they be accessed/unlocked?

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

    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?

    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.

    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?

    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.

    Does the Battlecruisers new AoE affect friendly units in the area?

    No, the Missile Barrage does not affect friendly units.

    Will it be possible to use the full 3D cinematics mechanic from the single player campaign in the map editor?

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

    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?

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

    Crouse New Member

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    ---StarCraft II Q&A Batch 43---

    As mentioned in previous conversations, the development team is working extremely hard on the single player campaign, which we will be talking in more detail about at a later time. In the meantime, questions will be 'light' over the next couple of batches, to give the Dev Team ample time to work on their latest design challenges. There are also many preparations being made for both the Games Convention coming up in Leipzig, as well as BlizzCon, to make sure the StarCraft II community definitely gets their feed of info. Nonetheless, in this batch we were able to talk a bit more with Dustin and our balance designer to look into the current Zerg versus Zerg match up towards the end of our Q&A. Enjoy!

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

    ---StarCraft II Q&A Batch 43---

    1) What happens if a Nullifier targets a Colossus with the Anti-Gravity ability? (garmgarf battle.net)

    When Anti-Gravity is used upon a Colossus, the Colossus will still be immobilized and lifted up, which will still allow it to be hit by units that can attack air targets. Colossi will not be able to shoot while under the effect of Anti-Gravity.

    2) How many critters will there be available and will they have attack animations? (SatanicLaser battle.net)

    There will be critters, but there have not been any detailed discussions yet about their attack animations. On that note, there is a possibility that BlizzCon panels may fill the community in a bit more on what type of critters there will be.

    3) Can the Infestor infest any building, or only specific ones, such as Barracks or Gateways, if the Protoss can be infested? (Son_Of_Korhal Battle.net)

    This is actually a mechanic they are currently testing quite a bit. It is undecided if the Infestor will be able to infest Protoss or Zerg buildings, as there are gameplay and lore reasons which support many different options. Either way, at the end of the day, the development team will choose an option that will be balanced and fun in terms of gameplay for multiplayer.

    4) What units are currently undergoing major art changes? (starcraft2forum.org)

    There are several artistic revisions every week, though the two newest units to get some artistic updates are the Nomad and the Stalker. The Terran Nomad is getting a complete artistic redesign from any versions the community has seen thus far. Furthermore, the Protoss Stalker is also being updated to look more similar to the concept art piece as seen here: http://starcraft2.com/art.xml?s=6

    5) How do Zerg vs Zerg games play out in SC2? Is it still mostly a battle of mutalisks and zerglings or have the new units changed things around? Ideas (teamliquid.net)

    ZvZ (Zerg vesus Zerg)matchup usually opens up in 2 different ways, Zerglings or Roaches. Aggressive players can use Zerglings mobility to take control of the early game, whereas going Roaches is more of a defensive strategy. Zergling vs. Roach relationship is such that for cost, Zerglings wins out in the open, Roaches win at chokes, but in mid/late games when numbers are greater, Roaches can stand up to or even beat Zerglings for cost out in the open. Hydralisks dont have much use in ZvZ early game, as they are more of an anti air unit in StarCraft II.

    The tier 2 battle continues with Banelings that can dominate Zerglings, but with micro, Zerglings can actually come out ahead in Zergling vs. Baneling battles. Similarly, Lurkers counter Roaches for cost, but Roaches have the mobility advantage. Mutaliks counter Zerglings/Roaches since these units cant hit air. Whats different in StarCraft II is that Hydralisks counter Mutalisks extremely well, meaning something like Roach/Hydralisk combo can stand up to the classic Zergling/Mutalisk combo. Also, another great way to fight vs. mass Mutalisks is to tech to infestation pit (same tech level as the Spire), and make Corruptors or Infestors. Infestors have the disease ability that is great for fighting vs. units that clump really well such as the Mutalisk, and Corruptors are Zergs anti air air unit.

    Due to the fast pace of the ZvZ game, most games dont end up in tier 3, but ultralisks, with their cleave attack, or swarm guardians that use swarms to soak up a lot of ground vs. ground damage are great options if the game does happen to go into tier 3.

    Overall, StarCraft II has a variety of options even in a mirror match such as Zerg vs. Zerg. Players can use different unit compositions to counter the classic Zergling/Mutalisk strategy that is a still powerful but not the only option.
     
  6. Crouse

    Crouse New Member

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    StarCraft II Q&A Batch 44

    Chat with Devs: Something I noticed during our recent shows at Games Convention in Leipzig and PAX in Seattle is that many new players trying out the game who played Zerg built several creep tumors, thinking they were either defenses or going to morph into defenses. This eventually lead into a conversation with Dustin about why Creep Tumors no longer morph into base defenses. For those who dont know, a Creep Tumor is a building which expands creep around it significantly. Building this building is an excellent way to cover additional ground with creep, allowing for many new strategies, including aggressive Spine Crawler pushes (the mobile Sunken Colony).
    Dustin brought up two scenarios to why Creep Tumors no longer morph into other Zerg defenses:

    1) You would be able to creep across the map by moving your creep-spawning base defenses.

    2) It would be easier to accidentally end up with buildings off of creep because the creep-generator moved away.

    Thus, since the development team definitely wanted to give Zerg mobile defenses, they decided to split the roles of the Creep Tumor and the other Zerg defenses. This also allows for the team to make these Creep Tumors burrowed and very cheap in the latest build.


    ---StarCraft II Q&A Batch 44---

    1) Is it possible for replays to contain more in depth player statistics such as average clicks per minute, number of hotkeys used, etc.. ? www.starcraft2.com.au
    Replays will have much more info available in them that will include more detailed stat tracking, as well as other useful eSports related features.

    2) Terrans currently appear to be at a disadvantage in terms of troop mobility, (as compared to 'Warp-in' and 'Nydus Worm') are there any plans to bring back the, 'drop-pod' or other new transport mechanic? www.sclegacy.com
    Actually, the Terrans have many units and mechanics that empower them with more mobility than the original StarCraft. The Reaper and Viking is a good example of new units that extend the Terrans raiding capabilities. Furthermore, Medivac Dropships offer more incentive to build lots of Dropships, which translate to more mobility for their entire army. Salvage is also another mechanic that helps in terms of rebuilding and moving a Terran base to new locations. Lastly, the Terrans are still the only side that can pick up and move their whole entire base, as well as being able to load SCVs in their Command Center now, allowing for quicker fast expanding strategies.

    3) With the new high ground mechanic in place, an army can't fight units that are on higher ground anymore until they get a spotter up the ledge. Both Zerg and Terran have the possibility to spot units on high ground with Overlords and floating buildings right from the start of the game, but the first Protoss unit to fly up there would be the Phase Prism. Could it be that Protoss players have a significant disadvantage on some maps because of this? www.GameReplays.org

    In the latest builds of StarCraft II, the Protoss no longer need an Observatory to build Observers. Observers will be able to be built straight from the Robotics Facility, allowing earlier eyes on the battlefield.
    We definitely saw that especially on certain maps, Terrans were able to block their choke point early, taking away much of the scouting portion of the game from Protoss, and are trying out this new solution for it. Additionally, we felt that Observers were too a crucial to the Protoss army to have them that far up the tech tree.


    4) Will the Unit Portraits in SC2 be pre-rendered high quality video clips like in SC1 ? willygundersen (Battle.net)
    The unit portraits will be shown in much higher quality than the actual units on the screen, similar to the original StarCraft and Warcraft III. They will not be video clips, but will be animations rendered in game. There will be several examples of their unit portraits in the next BlizzCast, where we have Dustin and Sammy discussing the process of creating a unit.

    5) We all know how important it is that tier 1 units be effective at later tiers, which has prompted different unit abilities like the Zealots Charge. But it seems that the Protoss have a leg up in that they have Charge while the Zerglings have only their traditional speed boost without any AI enhancements. Is anything being planned for the Zergling? www.starcraft2forum.org

    Due to the new game engine, Zerglings have much better pathing in StarCraft II, meaning they move much more efficiently. Zerglings are able to both surround enemy units easier and are more easily selectable as well, being able to control more than 12 at a time. Furthermore, Zerglings are also slightly smaller than their original StarCraft counterparts, and able to be morphed into Banelings, which are extremely effective against Zealots. Lastly, Zealots have also had their shield hit points reduced by 10, as compared to the original StarCraft Zealots.

    ---End of Transmission---
     
  7. thiquinum

    thiquinum Guest

    As mentioned in previous conversations, the development team is working extremely hard on the single player campaign, which we will be talking in more detail about at a later time. In the meantime, questions will be 'light' over the next couple of batches, to give the Dev Team ample time to work on their latest design challenges. There are also many preparations being made for both the Games Convention coming up in Leipzig, as well as BlizzCon, to make sure the StarCraft II community definitely gets their feed of info. Nonetheless, in this batch we were able to talk a bit more with Dustin and our balance designer to look into the current Zerg versus Zerg match up towards the end of our Q&A. Enjoy!