Starcraft II - Q&A Batch 37

Discussion in 'General StarCraft 2 Discussion' started by Heavyarms2050, May 7, 2008.

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Starcraft II - Q&A Batch 37

  1. Heavyarms2050

    Heavyarms2050 New Member

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    Chat with Devs: One of the latest changes the Devs are trying for the Nomad is replacing their previous stationary Mine Drone with Spider Mines. The Spider Mines behave the same as Spider Mines from the original StarCraft. It now also does 50 damage plus 50 additional damage towards armored units. Instead of only having 3 Spider Mines, the Nomad will be able to plant Spider Mines with the cost of 15 energy. These Mines will definitely prove quite formidable against mass Tier 1 units such as Zerglings and charging Zealots.



    ---StarCraft II Q&A Batch 37---​

    1. Can the Ghost snipe casting (energy based) units in the fog of war using its passive sensing ability? (www.Battle.net) crazy_dave

    While the Ghost will not be able to snipe casters in the fog of war, their current range to detect casters(units with energy) is 30, giving you plenty of time to prepare for incoming threats.

    2. Could you tell us more details about the Reapers' mines mechanics? Are they visible for the enemy? Can they be defused, or should simply be destroyed? Do they deal damage to friendly units and to each other? If so, does the explosion of one mine cause the detonation of its neighbors, or they just die, without dealing damage? (www.Battle.net) Elsoron

    Yes, the Reapers mines will be visible, though depending on the placement, they can be covered by enemy units moving over them. The mines have very few hit points and can be killed easily. Nonetheless, it is important to note that they are very small, making it more difficult to micromanage those attacks when there are several mines.

    Mines damage both enemy and friendly units/buildings, so making sure you dont blow up your own Reapers is quite important ;) Mines will not detonate other mines, have a 30 second cooldown, and they currently do 30 damage plus 30 additional damage to armored units (including buildings). Furthermore, the mine is now an upgradeable ability of the Reaper.

    3. In StarCraft II there are destructible obstacles like rocks. Apart from simply killing them the Protoss Nullifier can lift them with his Anti-Gravity spell. Do the other races have any similar options to remove or pass the rocks with spells? (www.broodwar.de)

    Actually, the ability to lift destructible doodads has been classified as a bug and has been fixed in the latest builds. Nullifiers have already proved to be quite strong when used in groups, being able to lift up Siege Tanks and Ultralisks, effectively taking them out of combat until the rest of their reinforcements are dead.

    4. Do Anti-Gravitated Banelings keep their suicidal abilities and act as Scourge? (www.sc2blog.com)

    Yes, when Banelings die while being lifted by Anti-Gravity, their explosion will hit air units in its area of effect. This could undoubtedly open up some unique and unexpected strategies in team games.

    5. Blizzard made 2 e-sport oriented games after StarCraft: Warcraft 3 and WoW. What are the biggest lessons that you've learned from those 2 games and how will you apply them to StarCraft II? - VIB (www.teamliquid.net)

    One of the main goals for StarCraft II is to keep the game very visually intuitive and readable. As Dustin has mentioned in our recent chat, visually When a unit teleports, it teleports. When it shoots, it looks like it is shooting. It should be easy to follow on a screen and players should be able to quickly understand what is happening in the battles. Futhermore, Blizzards games has followed the premise of easy to learn and hard to master. StarCraft II will follow this philosophy.

    6. How does the Marauders slow ability work against the Zealots charge ability. According to present knowledge the concussion grenade shot of a Marauder forces its target to stop moving for a short time; afterwards the targeted unit can go straight forward. So does it stop a charging Zealot and does the speed bonus remain?(www.starcraft2.4players.de)

    When the Marauders concussion grenade hits an enemy target, it will reduce that units speed immediately by a set percentage. The cooldown of the concussion grenade shot is subject to balance. Nonetheless, a charging Zealot slowed by a concussion grenade is still pretty fast. Before the Protoss player upgrades their Zealots with charge, a Marauder can kite a Zealot with relatively little micromanagement.


    ---End of Transmission---​

    Link: http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1107089&s=new&#new
     
    Last edited: May 7, 2008
  2. CyberPitz

    CyberPitz New Member

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    Good read. I'm loving the flying Banelings!

    Color codes... hi there

    looks like this hi there[/ color] *without /color space*
     
  3. Babmer

    Babmer Guest

    bah, no screenshot or sc2 update :(

    intresting stuff tho.
     
  4. Psionicz

    Psionicz New Member

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    Worst batch up. Pretty much know everything there.
     
  5. Heavyarms2050

    Heavyarms2050 New Member

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    and is promise us pictures as well
     
  6. Gasmaskguy

    Gasmaskguy New Member

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    I actually learned a few things. Up to this point, we knew nothing about the Reaper Mines, and in the latest build the Marauders' Concussion Grenades slowed down the enemy by a 100 % for a short period of time. Now it sounds like 50 - 75 %.


    But it was a pretty lame Q&A as a whole though. :p
     
  7. CyberPitz

    CyberPitz New Member

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    This is awesome :)
     
  8. Heavyarms2050

    Heavyarms2050 New Member

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    The reaper mines seems kinda useless now, with long countdown and low hp, its easy to destroy and avoid

    Thx
     
  9. Gasmaskguy

    Gasmaskguy New Member

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    30 seconds doesn't sound that bad. The opponent will barely have time enough to clean out the first round of mines before you can strike again. The opponent will never have time to completely leave his/hers base(s) for a full attack, and will be forced to leave a few units behind, and those units will most likely cost more than your dirt cheap Reapers.

    And making base defenses might be a worse decision, seeing as just one mine will cause 60 damage vs buildings.
     
  10. NiTeSkY

    NiTeSkY New Member

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    It's just a vulture with some better fire power. Just look at it as the combonation of a marine and a vutlure. Then you'll realize how great these units really are!
     
  11. i2new@aol.com

    i2new@aol.com New Member

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    This batch was so so. I'm getting a little sick of the reaper now. Yes i understand this unit more then anything else in the game right now which is not a good thing in my case cause its not my fav unit.(that dosent mean i hate the unit or wont use it). There beating around the bush throwing things at us that arnt important and pritty soon will run out of reaper crap to throw at us. They have done so much coverage on the reaper and ghost that the units sound aboslutly OP some times..... I dont mind hearing so much news about the terrans but gives us news on units that metter like the freaking medic.... I wont even get stim pack if theres no medic early out in the game cause there will be no point in killing your own unit.
     
  12. MeisterX

    MeisterX Hyperion

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    Guys, we made this clear when we first switched to the new system. Do NOT make these news posts as forum threads as they can't be linked to on the front page. You MUST submits the news as an ARTICLE and Private Message me so that I can post it.

    Posting it in the forum does NOT help me at all......

    Thanks,

    Jon

    So... now I have to close and lock the thread and send you to this one: http://www.starcraft2forum.org/forums/showthread.php?p=135831#post135831
     
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